Have you used the corps functionality much yet? I only ask because I just created 3 out of older units I have to get a Eureka boost, and just noticed that the standard Bombard has a 55 attack as you mention, but the corps is 65, so it seems to me that 2 attacks at strength 55 is better than one at 65?
What is an artillery corps ? Is it a promotion for artillery ?

Excellent, thanks Browd. I may have to try out my new Bombard corps soon... Although thinking about it I noticed something similar in my first game. As Rome I attacked an encampment with an Indian war elephant (corps) in I expected to one shot kill it with my modern infantry and was surprised when I damaged it a fair bit but took some damage in return as well.
Here the word corps again.
 
Question about alliances - if I switch the type, does the alliance level reset? e.g. I have a Level 2 economic alliance. When I renew the alliance (same civ), I choose Cultural Alliance. Is my new alliance Level 2, or is it back to Level 1 because it's a new alliance type?
 
One question, I read on the civ wiki that trade routes take more and more time to complete as time passes (each new era adds more turns to the duration for the creation of trade posts). How is this so?


Should not be the other way around?

I mean, as time goes on, the technology makes trade routes go easier and faster (better roads, new transportation and cargo improvements, etc...)

Why this decision?

I also wanted to ask if there are any ways to check how many turns the trade route will take in total? I have the conversion table on the wiki but I'm not very good using it :p

So I was wondering if there is a mod or something in the main game to check it!

Thank you!

Goodness me, I wasn't even aware of the added time, now I checked, and it seems right - in my current game a Modern Atomic era route to a destination 12 tiles away of an actual trip took 48 turns to complete, as min duration was 21+20=41, so the trader made two complete journeys 24 turns each for the total of 48>41. I thought there was something strange with the routes late game, but never bothered to check them past early eras, as the game UI gives no such information. And it is like that since GS, apparently. O, man...

5FJvBCM.jpg


I don't know as to the why, it kinda pushes you to seek further and further destinations, and as later turns represent less years per turn, it may be seen as some sort of scaling, or maybe just to diminish the number of decision spam. Late game there are plenty of insignificant clicks anyway, no need to add more for trade routes.

There's a mod in the Steam workshop, Better Trade Screen, which supposedly gives more accurate information, I haven't used it in a while, but judging from the comments it works.
 
Question about alliances - if I switch the type, does the alliance level reset? e.g. I have a Level 2 economic alliance. When I renew the alliance (same civ), I choose Cultural Alliance. Is my new alliance Level 2, or is it back to Level 1 because it's a new alliance type?

No, nothing is lost, the level and points are kept, you can change and swap them as you need.

Edit: meaning, your alliance level is tied to a particular civ, it does not matter what type you will select for the next renewal, the level with that civ will be maintained and continue to grow further.
 
Last edited:
What is an artillery corps ? Is it a promotion for artillery ?


Here the word corps again.
That means that you're essentially combing two units into one bigger one. Later on you get Armies, which combine three units. This was added in VI to represent the development of large standing armies in the past few hundred years, and to cut down on unit spam clogging the map.
 
Goodness me, I wasn't even aware of the added time, now I checked, and it seems right - in my current game a Modern Atomic era route to a destination 12 tiles away of an actual trip took 48 turns to complete, as min duration was 21+20=41, so the trader made two complete journeys 24 turns each for the total of 48>41. I thought there was something strange with the routes late game, but never bothered to check them past early eras, as the game UI gives no such information. And it is like that since GS, apparently. O, man...

5FJvBCM.jpg


I don't know as to the why, it kinda pushes you to seek further and further destinations, and as later turns represent less years per turn, it may be seen as some sort of scaling, or maybe just to diminish the number of decision spam. Late game there are plenty of insignificant clicks anyway, no need to add more for trade routes.

There's a mod in the Steam workshop, Better Trade Screen, which supposedly gives more accurate information, I haven't used it in a while, but judging from the comments it works.
Thank you very much for the mod! I will check it today!
And you idea that the developers are "squeezing" time as the last part of the game seems pretty accurate as is a more "comptacted" time frame.
I have been playing some games with Mongols, and I found them to be very strong. One of their advantages is the instant Trade post. This allows them to relocate their traders instantly and save them hundreds of turns!
Knowing this increasing time for trade routes, this ability turn to be super strong now (even more!!).
 
I saw an unit that can cross a river and walk through 2 tiles (antic era). It seems it is because there is a city where it goes. Does a city next to a river remove the penalty for crossing it ?
 
campus-impossible.jpg

Why can not put this campus here ?

campus-mnt-je-peux.jpg


After have lost my city and get it back now I can put a campus. Bug ?
 
Last edited:
In a video of a pro who play at deity he uses fortifies always and say his unit will be healed. What is the use of the button heal if the fortify one makes have the two benefices ?
 
I choosed jesuite education to buy library with faith but when I click on the icon "buy with faith" in the city it reads that nothing can be bought.
 
I saw an unit that can cross a river and walk through 2 tiles (antic era). It seems it is because there is a city where it goes. Does a city next to a river remove the penalty for crossing it ?
Yes, city center on a river acts as a bridge.

Why can not put this campus here ?
You don't have Bronze Working yet, which allows chopping of rainforest. You can't place districts on tiles that have features that you haven't researched yet how to remove.

After have lost my city and get it back now I can put a campus. Bug ?
Now you had the BW technology.
By the way, placing district directly on a feature wastes it. If you have to place a district on such a spot, chop or harvest it first with a builder - chopping rainforest will give you food and production, forest and stone - production, marsh - food, etc.

Why I can not attack in one turn ? I believed that one tile per turn was the minimum possible.
You just produced a unit in a city which already had one there, so they became stacked, and the game does not allow to attack from a stacked position, you must move one of them out first.

In a video of a pro who play at deity he uses fortifies always and say his unit will be healed. What is the use of the button heal if the fortify one makes have the two benefices ?
Heal button fortifies the unit until it heals and then the unit wakes up and asks for orders. If you just fortify, it will heal and stay fortified until you remember it yourself.

I choosed jesuite education to buy library with faith but when I click on the icon "buy with faith" in the city it reads that nothing can be bought.
Have that city been converted to that religion? If the religion is not dominant in that particular city, you can't benefit from its bonuses.
 
What happen to my cities converted to an enemy religion if I raze its holy city ?

To be sure : if I have the holy city of an enemy, then I can beneficiate of the bonus of its religion in my cities that are converted, is not it ?

Then, If I have two holy cities, I can beneficiate of the bonus of two religions ??
 
Last edited:
Why I can not attack in one turn ? I believed that one tile per turn was the minimum possible.

You cannot end your turn with two military units in the same tile. If you attack with your chariot, it will not destroy the Barbarian warrior and will return to its start tile (the city). However, you already have a warrior in that tile. You either need to attack in the movement suggested by the game, or you could move you warrior out of the city first, and then attack with the chariot.
 
Is there a screen where you can read the promises made ?

zane.jpg


I have this quest to convert a CS to my religion. It is done but the quest is not considered as done. Bug or something else ?
 
Last edited by a moderator:
zane.jpg


I have this quest to convert a CS to my religion. It is done but the quest is not considered as done. Bug or something else ?
Have you finished the turn? For some reason, it isn't registering as having been converted, some times it needs a turn to completed to register.
What is esperancia, out of curiosity?
 
I have this quest to convert a CS to my religion. It is done but the quest is not considered as done. Bug or something else ?

As far as I can tell from the picture, the job is not yet done, there's no symbol of your religion on the city name banner. It may have more of your followers that those of the other religions, but your followers still have not reached the majority (or at least half) of the citizens. The religion lens shows the city as not yet converted as well - not in the colour of your religion, but in black outline. Continue converting, the quest is not yet finished.
 
You was right I was looking at the dominant religion instead of the fact that the religion has more than the half of the population of the city.

gros-blanc.jpg


My capital has been converted to Catholicism (foreign religion). But I do not understand why I still have a so high habitations. In my religion Esperencia I receive a bonus of 2 habitation for each holy site next to a river. Now I should have only the aqueduc (+2) and still my total habitation bonus for district is 4.

More over I don't understand why my habitation for buildings is 5 while I only have the palace (+2).

habtiations.jpg


Now I moved my governor elsewhere and I convert again the city but not enough to have the majority of the population.

habitation-mystere.jpg


I lost my habitations in dogma that I understand because I have the "salle d audience" in french that gives bonus of habitations when there is a governor in the city. But the habitations for buildings has decreased to one (ok palace hsould be one and not two) but how habitations for buildings can disapear ?
 
Last edited:
Back
Top Bottom