Hi! Quick question: If my neighbour patrons the "+1 science to all libraries" great scientist, and I conquer the city where she was activated... Do I inherit the "+1 science to all libraries" trait? (... obviously just randomly asking... for a friend...:mischief:)
Thanks!
 
Hi! Quick question: If my neighbour patrons the "+1 science to all libraries" great scientist, and I conquer the city where she was activated... Do I inherit the "+1 science to all libraries" trait? (... obviously just randomly asking... for a friend...:mischief:)
Thanks!

No, that's a player benefit, not related to the city it's activated in.
 
Why AI Civs hate CS so much?
Some context:
My last game (which I lost) playing deity on huge Mediterranean map we were 6 Civs my own included, so there was no lack of space to settle even in late game.
Cleopatra, in an alliance with me, insisted on conquering Hatusa, of which I was the suzerain, ...I delayed by surrounding the CS for many many turns, just leaving an hex open from time to time which resulted in Egypt crashing unit after unit against the city walls.
Why this fixation? Pericles was wining...why focus on a singular insignificant CS instead of just taking a settler to somewhere better? Hattusa was between me and the closest Egyptyan city!
 
I find myself in this same cunundrum regularly: trying to find a way to prevent a CS I'm suzerain of from getting conquered by an ally, by awkwardly standing in the way with several units, asking myself "is this too much effort I'm putting in? Should I never have made that friendship/alliance to begin with?" I still don't know the right answer to this tbh. :confused:
 
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About the amount of workable tiles vs population. What if I have more Population than workable tiles? I know, for "smaller" cities, that it's just "too bad, my own fault". If I were to chop wheat/rice/marsh out in a new city to reach this point, then those pops will just not be able to work. But what happens when I have a huge city? What if I decide to take one of those workable tiles away to build a wonder? I tried to find a post about the mechanics, w/o success. Can anyone guide me to where to look?
 
About the amount of workable tiles vs population. What if I have more Population than workable tiles? I know, for "smaller" cities, that it's just "too bad, my own fault". If I were to chop wheat/rice/marsh out in a new city to reach this point, then those pops will just not be able to work. But what happens when I have a huge city? What if I decide to take one of those workable tiles away to build a wonder? I tried to find a post about the mechanics, w/o success. Can anyone guide me to where to look?

All districts have some kind of specialist occupation that idle citizens can occupy themselves with.
 
All districts have some kind of specialist occupation that idle citizens can occupy themselves with.
Yes, but beyond that... What if all of your 30+ city's tiles & district slots are being used, and the city grows 1 more?
I "feel like" there must be some sort of mechanic where your city gets something like "+2food, +1production"(?) "gifted" to make up for each population that physically has no tile to work. Maybe that gut feeling stems from some older generation Civ, not sure...
But if "in theory", you have Apadana in your capital, and are therefore incentivized to build as many of your wonders there as possible, it could become problematic to lose 1 more workable tile after the other to a wonder if there isn't any such mechanic...
I know, this is very theoretical, and will only rarely apply, but I'm really curious about the mechanics...
 
Yes, but beyond that... What if all of your 30+ city's tiles & district slots are being used, and the city grows 1 more?
I "feel like" there must be some sort of mechanic where your city gets something like "+2food, +1production"(?) "gifted" to make up for each population that physically has no tile to work. Maybe that gut feeling stems from some older generation Civ, not sure...
But if "in theory", you have Apadana in your capital, and are therefore incentivized to build as many of your wonders there as possible, it could become problematic to lose 1 more workable tile after the other to a wonder if there isn't any such mechanic...
I know, this is very theoretical, and will only rarely apply, but I'm really curious about the mechanics...

As far as I know, nothing happens. That extra Citizen is wasted on any tile but you gain any per citizen bonuses (like science and culture).

In previous games, citizens not assigned were considered "unemployed" and has some penalties as far as I know (unhappiness, slower growth, something along those lines), though I believe unemployed citizens in Civ 5 gave small production.
 
Playing on the Nintendo Switch.
How do you change the number of allowed religions according to the number of players?
Context I played the True Start Location Mediterranean map and reduced the players to 6...however while playing I found out that the allowed religions remained 6. Is there a way change the number of allowed religions?
 
Don't think you can. It's fixed according to the map size. I might be wrong, but I don't remember there being any option anywhere to change that.
 
Well I guess playing bigger maps and reducing player count is good way to play with religion without fearing defeat by it!
 
Well turning off Religious Victory is straightforward way of playing with Religion without fearing defeat by it. Unless you meant it being used as part of Culture Victory or others you intend to have turned on.
 
I loved playing civilization up to #4 which was my favorite. I was then majorly put off by the cartoon style and new fighting mechanic although tower of doom was not so great either.

Do I get with the times and give Civ 6 a chance even so (sale on steam), or is it actually not all that good?

I value your opinions, you, the hardcore civ-fans.
 
Civ6 is a different game than Civ4, full stop. Yes, combat is different, but so is diplomacy, trade routes, espionage, and planning your cities. It has a bunch of new civs to play, city states to interact with, and new ways to win. Yes, it's a bargain in the Steam sale. Unlike Civ5, building lots of cities is not punished but it is the preferred way to win.
 
The ideas are great and if they fixed some key issues, I'd call it a great game.

As it is, there are several issues that they have not fixed. Most particular, is a bug with the AI that makes them hyper focused on Science. They get really advanced tech early, but that costs a lot and tied with the fact that they don't bother building any economic infrastructure, because everything must go to science, they go broke. As a result, their army disbands, and the AI just dies part way through the game.

Therefore I can't in good conscience recommend this game. It's pretty hard in the beginning of each game, but get past certainly 100 turns and it becomes a Civ builder game. If you don't mind that, then go for it. I've lost hope that they'll bother fixing it now, so don't buy it in hopes of change.
 
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