• Our friends from AlphaCentauri2.info are in need of technical assistance. If you have experience with the LAMP stack and some hours to spare, please help them out and post here.
Does Hagia Sophia give an extra charge to Apostles created in ALL cities? Or only the city where the Hagia Sophia was built?
 
Does Hagia Sophia give an extra charge to Apostles created in ALL cities? Or only the city where the Hagia Sophia was built?
All, if I remember correctly. It should specify in the description if it only effects the city where the wonder is.
 
Hey, folks. I started having what I believe is an issue in Civ 6 about 2 weeks ago. I play on PS5, so maybe that complicates things as I know most here are on PC. I'd say about 3-4 games ago the AI simply stopped trading luxury resources with me. I've always been happy to do a 1 for 1 swap of extra luxuries with other civs that weren't immediate neighbors, and I can't recall ever being told no... not very often anyway. Now it's just a hard no from everyone. Friends. Allies. Neutrals. They just simply won't accept any 1 for 1 swaps, even if they have 4 of something and none of what I have. Only thing I've seen is something absurd like a 1 for 1 plus 70 gold per turn. I've found myself building more entertainment complexes than I'd like because of this. Anyone else come across this? I double checked the advanced settings and I'm not doing anything different that usual, and I didn't see any recent updates to the game.
 
Hey, folks. I started having what I believe is an issue in Civ 6 about 2 weeks ago. I play on PS5, so maybe that complicates things as I know most here are on PC. I'd say about 3-4 games ago the AI simply stopped trading luxury resources with me. I've always been happy to do a 1 for 1 swap of extra luxuries with other civs that weren't immediate neighbors, and I can't recall ever being told no... not very often anyway. Now it's just a hard no from everyone. Friends. Allies. Neutrals. They just simply won't accept any 1 for 1 swaps, even if they have 4 of something and none of what I have. Only thing I've seen is something absurd like a 1 for 1 plus 70 gold per turn. I've found myself building more entertainment complexes than I'd like because of this. Anyone else come across this? I double checked the advanced settings and I'm not doing anything different that usual, and I didn't see any recent updates to the game.

I wish I could give you a more definitive answer, but beings no one else has replied, I'll at least try. In my experience when something like this happens, it's usually a correlation either between the diplomacy relationship, the value/scarcity of the resource, or the game difficulty setting. I know that doesn't help a whole lot, but I hope it can assist in the process of elimination.
 
All, if I remember correctly. It should specify in the description if it only effects the city where the wonder is.
Confirmed. I purchased Apostles in separate Cities just to test it out, and you are right. It is with all cities.

I have another quick question. Does it add any extra protection to send multiple spies in the same city (of your own civilization) to counterspy for protecting your Spaceport?
 
I have another quick question. Does it add any extra protection to send multiple spies in the same city (of your own civilization) to counterspy for protecting your Spaceport?
Depends on the set up of your districts and where you place your spies. Spies guard the district they are assigned to and any district on a tile next to that district. So, putting a spy on your spaceport and a district connected to the spaceport will provide extra defense, if I remember correctly.
 
Hey, folks. I started having what I believe is an issue in Civ 6 about 2 weeks ago. I play on PS5, so maybe that complicates things as I know most here are on PC. I'd say about 3-4 games ago the AI simply stopped trading luxury resources with me. I've always been happy to do a 1 for 1 swap of extra luxuries with other civs that weren't immediate neighbors, and I can't recall ever being told no... not very often anyway. Now it's just a hard no from everyone. Friends. Allies. Neutrals. They just simply won't accept any 1 for 1 swaps, even if they have 4 of something and none of what I have. Only thing I've seen is something absurd like a 1 for 1 plus 70 gold per turn. I've found myself building more entertainment complexes than I'd like because of this. Anyone else come across this? I double checked the advanced settings and I'm not doing anything different that usual, and I didn't see any recent updates to the game.

Okay, after playing a few more games I've figured it out. It seems if I'm playing Gathering Storm everything is normal. Civs are happy to trade luxury resources 1 for 1, and if I have any leftover I can usually trade them for 10-15 gold per turn. If playing on Rise & Fall, it's as I mentioned above. Absolutely no trading of luxury resources, BUT every Civ seems to be happy to buy my extras for a fortune. I'm talking upwards of 80 gold per turn as early as turn 125 on standard speed. I was testing this out last night and I'm banking over 500 gold per turn by turn 150. Something obviously seems off, and I now find my self building zero commercial hubs and a lot more entertainment complexes. Anyone else come across something like this? The easiest solution is to just play GS, but I'm not a huge fan of the gameplay. Disasters, flood barriers, and death robots just aren't my thing. I only play it so I can utilize some of the other Civs that are locked behind that game mode.
 
What is needed to see in foreign cities: 1- name of governor and 2- governor state: established or not?

Sometimes see and other times don't and can't find what triggers the view of governors.
 
Ok, didn't provide data. What lowers the ability to see? Does moving higher in tech tree reduce visibility level? I'm sure I've had 2 neighboring cities, and only one has had a spy with listening activity. I used to see both existance of governor and name but never state. There were zero changes in other diplomatic relations. Fandom shows what improves, but do other items like era or tech number difference effect the ability to see governor?
 
Ok, didn't provide data. What lowers the ability to see? Does moving higher in tech tree reduce visibility level? I'm sure I've had 2 neighboring cities, and only one has had a spy with listening activity. I used to see both existance of governor and name but never state. There were zero changes in other diplomatic relations. Fandom shows what improves, but do other items like era or tech number difference effect the ability to see governor?
You asked what allows you to see a if a governor is in a city and if they are established, which is high diplomatic visibility. You didn't mention any of this other stuff in your original post so I have no idea why you expected an answer to those questions. Personally, I don't know if you can lose diplomatic visibility but there are techs in the game that change the default level of diplomatic visibility so I would start there.
 
Quick question: I get a free worker with the Maya sometimes. Why does this happen? I don't recall having the ancestral hall. I thought I had the ancestral hall and I got a free worker sometimes. Why?
 
Quick question: I get a free worker with the Maya sometimes. Why does this happen? I don't recall having the ancestral hall. I thought I had the ancestral hall and I got a free worker sometimes. Why?
Any cities settled within six tiles of your capital city get a free builder when founded. It's part of Lady Six Skies' ability.
 
What happens to units requiring a certain amount of a strategic resource if after getting the unit i go below the requirement ? For example if i have 50 horses and i produce a horseman (requires 20 horses), but then i go below 20 horses (eg by trading away 40 horses), will anything happen to that unit ?
 
What happens to units requiring a certain amount of a strategic resource if after getting the unit i go below the requirement ? For example if i have 50 horses and i produce a horseman (requires 20 horses), but then i go below 20 horses (eg by trading away 40 horses), will anything happen to that unit ?
Units that require a Strategic resource will no longer be able to heal if you run out of the resource.

Later units that also require a Strategic resource for fuel (meaning they consume that resource every turn, like Ironclads and coal) will also suffer a combat strength penalty, becoming weaker.
 
Units that require a Strategic resource will no longer be able to heal if you run out of the resource.
This depends on whether or not you have access to the resource through a city-state or improvement. If you do, then you should always to be able to heal the unit but, if you only get access to the resource through trading, then you won't be able to heal the unit if you don't have any of the resource.
 
Back
Top Bottom