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Well, you never said it wasn't a chop, just not a lost wonder race, I just checked. Still, it looks like you have overflow (which you said it might be in your OP), because you can build a horseman (80prod) or a knight (180 or 220 prod) in a single turn. It seems that you're getting 191+ prod overflow or discount from somewhere. I'm unsure about how projects are calculated or your tech/civic research to know if they're being affected - should they be at 3 turns, or are they discounted 191+ as well? Is this happening in other cities at the same time or just Krakow?
 
Well, you never said it wasn't a chop, just not a lost wonder race, I just checked. Still, it looks like you have overflow (which you said it might be in your OP), because you can build a horseman (80prod) or a knight (180 or 220 prod) in a single turn. It seems that you're getting 191+ prod overflow or discount from somewhere. I'm unsure about how projects are calculated or your tech/civic research to know if they're being affected - should they be at 3 turns, or are they discounted 191+ as well? Is this happening in other cities at the same time or just Krakow?

Decided to load up the most recent save (which is actually from one turn before I took the screenshot, as I didn't continue the game). I have a stated 48 production to the Dam, with 14 production needed to finish, which would mean an overflow of 34 production.

If I were to switch right now, at least according to the interface, Campus and Encampment, as non-discounted districts, have a cost of 209 production and would take 5 turns to complete, which is correct. Mont St. Michel, as a wonder that I can build, has a cost of 710 production and would take 15 turns to complete, again correct. A Settler would take 8 turns at 340 production, also correct. Projects take 3 turns at 137 production, which is correct.

The only thing that's off is military units. Without overflow, the given time for a Musketman is 2 turns, at 240 production, which should be 5 (precisely 5, in fact). Crossbowmen at 180 and Trebuchets at 200 production can both be 1-turned.

I double-checked, and do not have cards that boost production. My government is Monarchy, and my religion contains no boosts to production other than ones that should be included in the production count (Work Ethic and a pantheon that boosts resources). The city currently has a Holy Site, Commercial Hub and Industrial Zone. The current World Congress policies are more yields from trade routes to Industrial city states, and more grievances generated in relation to an AI.

A second city has the same issue, with only the Musketman being a 2-turn unit and all others being 1-turn, at 32 production. It does have an Encampment with Armory, but there are no militaristic city-states on the map, at least not that I have found. I do have 3 envoys in two Industrial city-states, and I am Suzerain of Buenos Aires, which gives amenities from bonus resources.

Checking other cities, the issue seems to indeed exist in all cities. A 10-production city can produce a 240-production Musketman in 5 turns, implying it gains roughly five times the production it should. Based on a size-1 city with only 1.8 production, which has a stated 26 turns needed, production is roughly 5.2 times higher than it should be, specifically for the Musketman. This also gives working numbers for Crossbowmen and Trebuchets, and at a glance, other numbers also seem to be align with that.

Perhaps of interest, this also extends to the cities I conquered in my active war. Oh, which reminds me of another relevant point: my Government Plaza has the free builder tier 1 building, and no tier 2 building yet.

EDIT: I decided to go and check my other two recent games, and neither of them has this same issue. One of them used all mods except for my own mod, the other had the exact same setup in terms of mods.

Perhaps of note is that in the Poland game where production is weird, I have built a crazy amount of military units compared to what I'm used to - the war I had with Scythia was very costly in terms of units. Perhaps there was a big somewhere in there. However, that wouldn't explain why it extends to everything.

Another weird idea I had was that there might be a multiplier bonus issue with the policy cards. 1.5^4 is 5.06, which almost (but not quite) aligns with the production multiplier I seemed to have; and most games I don't use the policy cards in the first place. However, this still doesn't explain how it would apply to Musketmen, which are not affected by any policy card I've equipped during the game, nor why the same multiplier seems to hold for all units. Speaking of, I decided to do another check as I wrote this, and I've confirmed that the same multiplier also holds for naval and support units; I haven't unlocked flying units in the game, and it does not apply to civilian units.
 
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Is it just me or does the Prasat not receive the 3-envoy bonus from religious city states?

Or am I just being too impatient and will it get applied next turn?

EDIT: I am too impatient. It's showing up now.
 
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What's the point of Dido receiving the Writing eureka for free? It's one of the eurekas that is most consistently boosted, often even if you were to rush the tech, and doesn't require any actual effort. Is it just pure flavor?
 
What's the point of Dido receiving the Writing eureka for free? It's one of the eurekas that is most consistently boosted, often even if you were to rush the tech, and doesn't require any actual effort. Is it just pure flavor?

To represent the preeminent influence of the Phoenician alphabet, actually an abjad as I have learned from the forum. In practice, it mainly serves as flavor, all the more given the Bireme. After all, who are we going to meet with that?
 
It also slightly helps more separated-island-based map and isolationist playstyle, though those are probably rather rare arguments.
 
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Why do I have electricity in Dormund while my industrial zone (at Francfort) is at 8 tiles from it ? Normally it is 6 maximum.
 
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Why do I have electricity in Dormund while my industrial zone (at Francfort) is at 8 tiles from it ? Normally it is 6 maximum.

Almost certainly, it's because you're the suzerain of Mexico City (Mexico), which extends the range of all regional buildings (Industrial Zone, Entertainment Complex, Water Park) by 3 tiles.
 
Is there a solution to see how many turns do last each trade road ? Because I need it for choosing either an "engagement" that gives + 1 era score for each trade roads achieved or another one.
 
Is there a solution to see how many turns do last each trade road ? Because I need it for choosing either an "engagement" that gives + 1 era score for each trade roads achieved or another one.

In the base game, I believe it's really hard to see, if it's possible in the first place. I can recommend the Better Trade Screen mod, which shows how many turns each trade route will take when you make them, as well as how many turns a trade route has left in the trade route screen: https://steamcommunity.com/sharedfiles/filedetails/?id=873246701
 
I tried to create a map. When it launches, it occurs an error message telling me to unactivate the mods. When I try to unactivate a mod, it says that I can not because of my map that probably use it for a reason that I ignore. Do you know what to do ?
 
So I'm playing Australia on a Highlands map and, not very surprisingly, I found myself steering towards Campuses and Holy Sites. I'm probably going for a science victory, and now I'm wondering, does anyone have suggestions for how to make faith useful in a science game?
 
So I'm playing Australia on a Highlands map and, not very surprisingly, I found myself steering towards Campuses and Holy Sites. I'm probably going for a science victory, and now I'm wondering, does anyone have suggestions for how to make faith useful in a science game?

well… buy great scientists for starter

also grand master chapel is good for any kind of game if you build up a faith economy

but mostly i’d go for Jesuit education and buy off all campuses
 
So I'm playing Australia on a Highlands map and, not very surprisingly, I found myself steering towards Campuses and Holy Sites. I'm probably going for a science victory, and now I'm wondering, does anyone have suggestions for how to make faith useful in a science game?

You can buy important great engineers or scientists with faith.
Also set up some national parks. Amenities can offer % based yield bonusses which can be pretty helpful to research needed techs or build the important missions.
Promote Moksha so you can buy districts with faith. Spaceports need ages to be build but are - relatively - cheap with faith.
If you get the belief jesuit education you can buy your campus (and theater square) buildings with faith for example to save some production.
 
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I installed the mod for removing the capital pccupying penalty and it still remains a -2. Do you know how to fixe this bug please ?
 
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I installed the mod for removing the capital pccupying penalty and it still remains a -2. Do you know how to fixe this bug please ?

Which mod is this?

Based on Cartography unlocking Fisheries, it looks to me like you're playing Better Balanced Game, in which case I'm pretty sure the behavior is intentional - that's how it works in my games as well, and I don't remember anything in the patch notes about completely removing the penalty.

Or perhaps you're playing with BBG and another mod, and BBG overwrites that other mod?
 
thanks i will try without better balanced game in cas it re writes the penalty of the other mod that removes it totally (normally)
 
A few months ago I played with Poland, and I'm a bit confused about Winged Hussar's ability of "Defenders that cannot be pushed back take additional damage."
How much extra damage does it deal?
 
A few months ago I played with Poland, and I'm a bit confused about Winged Hussar's ability of "Defenders that cannot be pushed back take additional damage."
How much extra damage does it deal?
The only thing I could find was this guy who apparently looked at the code and figured it out. Apparently, it is the equivalent of having had an extra 10CS.
https://www.reddit.com/r/civ/comments/o73fnd/straightforward_question_how_much_additional/
I haven't verified it for myself or see anything to corroborate it, though.
 
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