Are there any rules around when an AI will accept a city from you? For instance in Civ 4 they would always accept a city anywhere in the world if they only had 3 or less, otherwise it had to be at most 10 tiles away from an existing city.
 
Are there any rules around when an AI will accept a city from you? For instance in Civ 4 they would always accept a city anywhere in the world if they only had 3 or less, otherwise it had to be at most 10 tiles away from an existing city.
I have attacked Mvemba with 2 horsemen on the other side of the world from me. My horsemen have pillaged their luxuries and after 10 turns I have made peace and then offered them 3 cities on the other side of the world I have settled in tundra. The bite my arm off for them and then plummet into rebellion.

Put simply noble sir, no
 
Japan was at war with a suzerain of mine and was surrounding the city-state. I then declared war on Japan and their troops got thrown out of the city-state's lands, i.e. the closed borders effect. Is this normal and intended? Doesn't seem to me like something that should be happening as they were already at war with the city-state.
 
I do not know if it is intended but it happens every time.
 
Is the AI able to build more spies if you have captured theirs? Do captured spies stay in your jail forever?

For the moment, I've been keeping captured spies. Usually the deal they offer to return them is too low for my tastes.
 
Is the AI able to build more spies if you have captured theirs? Do captured spies stay in your jail forever?

For the moment, I've been keeping captured spies. Usually the deal they offer to return them is too low for my tastes.

Captured spies still take the slot and can't be replaced. Killed ones can. So it's kind of better to let them rot in your dungeons :D They can still build more if they have more slots, of course.

Add: I feel like there should be an option to execute them. Though I can't think of a gameplay reason for that... To provoke the war or something? Also, there probably should be some downside to keeping them in jail (like pay maintenance or something).
 
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Is the AI able to build more spies if you have captured theirs? Do captured spies stay in your jail forever?

For the moment, I've been keeping captured spies. Usually the deal they offer to return them is too low for my tastes.
The AI values spies far too low. Basically, you should never trade off captured spies* and should always trade back your own captured spies.

*unless you're so far ahead that enemy spies won't change anything.
 
One more spy question. Does "doubling up" spies do anything to improve your defensive spy tactics? Meaning will having 2 spies guarding a district improve your chances at catching an enemy spy?

I believe spies cover their tiles and all adjacent tiles correct? I actually ended up building my space port next to my industrial complex. So I don't really need 2 spies guarding each one do I? I normally have a spy on both my industrial complex and spaceports, this is the first time I've managed to have them right next to each other. So that's why I was wondering about the question in the first paragraph. If I don't really need him, I may move him to an enemy city.
 
One more spy question. Does "doubling up" spies do anything to improve your defensive spy tactics? Meaning will having 2 spies guarding a district improve your chances at catching an enemy spy?

I believe spies cover their tiles and all adjacent tiles correct? I actually ended up building my space port next to my industrial complex. So I don't really need 2 spies guarding each one do I? I normally have a spy on both my industrial complex and spaceports, this is the first time I've managed to have them right next to each other. So that's why I was wondering about the question in the first paragraph. If I don't really need him, I may move him to an enemy city.
No idea if they double up when counter-spying, probably not. I do think that if you choose to counter-spy it should cover the whole city and its districts, it's kinda weak to counterspy anyway and feels somewhat stupid that your spy isn't even completely protecting that one city.
 
Have combat bonuses always applied to theological combat? Not that I'm complaining, but I stumbled into a religious victory as the Aztecs when Gandhi's Inquisitors, on Indian territory, repeatedly suicided themselves on my apostles until he converted most of his own cities into my religion, Checking my Apostle stats I was getting +10 from luxuries among other bonuses, which was why they could stay toe-to-toe with inquisitors on their own land.
 
New to civ6 and skipped civ5...do cities just harvest all nearby resources automatically? There isnt much of a city screen that you can go into to see which citizens are working what tiles.

EDIT:I can only find out what citizens are working what tile by hovering over the tile...would be nice if there was an icon on the map or something
 
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New to civ6 and skipped civ5...do cities just harvest all nearby resources automatically? There isnt much of a city screen that you can go into to see which citizens are working what tiles.

EDIT:I can only find out what citizens are working what tile by hovering over the tile...would be nice if there was an icon on the map or something

On the city management screen (that's when you click a city) there is an icon with a head. You want that one.

You can then assign a tile to be always worked by clicking on it.

For the strategic and luxury resources you need to build an appropriate improvement over them (just like in all previous versions where there were strategic and luxury resources). The only exception is when a resource which is discovered later in the game is revealed under an existing district, city center, or wonder, it is automatically added to the inventory.
 
Strange experience: when I wonder through my units, the program periodically choses some unit as active (in my current game, it's promoted ranger) and then, before I have a chance to order anything, switches to next active unit. Not awful, but somewhat irritating. Why?
 
Strange experience: when I wonder through my units, the program periodically choses some unit as active (in my current game, it's promoted ranger) and then, before I have a chance to order anything, switches to next active unit. Not awful, but somewhat irritating. Why?

Nobody knows why. But it happens. Especially irritating is when that unit through which is chooses to skip is a trader.
 
James Watt and his "factories provide +5 production" instead of the usual +3... However, I noticed that only industrial zone cities get the +5 while the area effect remains at +3. Is this intended or not?
 
Can't I demand open borders from a civ which denounced me?
Is it logical?

Not sure if it's possible. As for logic, it's like bullying a country into letting your troops pass through it, so I don't see why not.
 
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