Quick Questions / Quick Answers

How do people usually spread their guilds?


Do you put guilds in your capital city?
Do you make three cities with three guilds?
Do you give all your cities just one guild?
Where do you put the National monument?
 
I put 1 of each in my capital to take advantage of the extra +GPP modifier only available to the capital.
The others I spread to 6 different cities to average out the extra gold earned in each guild to provide maximum amount of happiness in city from the gold.
I prioritize big cities with lots of pops and growth, since they will have the extra pop needed for specialists and they also need more gold to keep them happy.
 
Hey ya'll quick Q: running the latest version (12-6-1) I'm having an issue with MODS\(6a) Community Balance Overhaul - Compatibility Files (EUI), specifically when it's enabled no resources spawn near me and I can't Reseed! the map, I'm getting an error regarding AssignStartingPlots.LUA
does anyone know what the deal is?

Edit: AW shoot I just checked my posts and I asked the same question about a year ago, I know what I gotta do now (update civ to latest version)
 
@Gazebo This question is probably for you, but if anybody else can answer it - it is ok ofc :)
How exactly does the Flavoring work? I mean the actual algorithm, not general idea like we all know. Examples.
1. Why some flavors have ranges up to 100, and some barely up to 30?
2. Does the value matter or the relation between them, e.g is 30 vs 10 the same as 15 vs 5, or 25 vs 5?
3. If there are many Flavors assigned, do they all matter, or maybe algorithm just focuses on the biggest one?
4. Any difference between flavors for units, buildings, techs, policies? If there are - how?
5. Which is the most important for AI in terms of general strategic performance (techs, buildings, units, etc.)
I have been looking at that tables during my mod work and I find many weird things in them, quirks, sometimes omissions, errors, etc. Each single one probably doesn’t matter, but all together this might have impact on AI performance? If those were tuned and polished, can it make AI a little better?
 
Under what conditions will an AI city heal fully (and in one turn)?
Probably a bug corrected in the lasted hotfix (the "convert prod into defense" was 10 times more efficient that what it should have been)
Alternatively, I think that trading a city heal it, but I'm not sure.
 
@Gazebo This question is probably for you, but if anybody else can answer it - it is ok ofc :)
How exactly does the Flavoring work? I mean the actual algorithm, not general idea like we all know. Examples.
1. Why some flavors have ranges up to 100, and some barely up to 30?
2. Does the value matter or the relation between them, e.g is 30 vs 10 the same as 15 vs 5, or 25 vs 5?
3. If there are many Flavors assigned, do they all matter, or maybe algorithm just focuses on the biggest one?
4. Any difference between flavors for units, buildings, techs, policies? If there are - how?
5. Which is the most important for AI in terms of general strategic performance (techs, buildings, units, etc.)
I have been looking at that tables during my mod work and I find many weird things in them, quirks, sometimes omissions, errors, etc. Each single one probably doesn’t matter, but all together this might have impact on AI performance? If those were tuned and polished, can it make AI a little better?

Flavors have very little impact on AI behavior anymore.

G
 
Well... so the only place where we can still make a difference is the Flavoring, even if it matters less that it used to be. Still, I'd much appreciate if you could provide some more info about it, please.

Don’t know what you are asking for. Flavors go in, flavors go out. Some are big, others small. They affect things.

G
 
Don’t know what you are asking for. Flavors go in, flavors go out. Some are big, others small. They affect things.
G
I know that much (I suppose everyone knows). I'm talking about more details, like my 5 inital questions:
1. Why some flavors have ranges up to 100, and some barely up to 30?
2. Does the value matter or the relation between them, e.g is 30 vs 10 the same as 15 vs 5, or 25 vs 5?
3. If there are many Flavors assigned, do they all matter, or maybe algorithm just focuses on the biggest one?
4. Any difference between flavors for units, buildings, techs, policies? If there are - how?
5. Which is the most important for AI in terms of general strategic performance (techs, buildings, units, etc.)
 
1. Why sometimes there is no button "Negotiate Peace" in a diplomacy window with an enemy Civ?
2. How do I find out that a Civ was bribed to declare war on me?
 
1. Why sometimes there is no button "Negotiate Peace" in a diplomacy window with an enemy Civ?
2. How do I find out that a Civ was bribed to declare war on me?

1. Wars not initiated by you usually have minimum turn requirement( or i think so, but i don't know that minimum). Also, civs bribed to war have that requirement too. thats why there is no peace button. it is often much harder peace out with 3rd civ, which entered war through defensive pact, than primary attacked civ, no matter war score.

2. w/o your spy telling you? no way, except that one described above.
 
1. Why sometimes there is no button "Negotiate Peace" in a diplomacy window with an enemy Civ?
2. How do I find out that a Civ was bribed to declare war on me?
1. Because they're conditioned to not being allowed to negotiate peace yet.
2. Your spies will tell you. Otherwise, suspect any DoW without a leader personally stating its reason to be bribed to attack.
 
I know that much (I suppose everyone knows). I'm talking about more details, like my 5 inital questions:
1. Why some flavors have ranges up to 100, and some barely up to 30?
2. Does the value matter or the relation between them, e.g is 30 vs 10 the same as 15 vs 5, or 25 vs 5?
3. If there are many Flavors assigned, do they all matter, or maybe algorithm just focuses on the biggest one?
4. Any difference between flavors for units, buildings, techs, policies? If there are - how?
5. Which is the most important for AI in terms of general strategic performance (techs, buildings, units, etc.)

1. Higher flavor = higher base value for some tests. Ask Firaxis why they decided to do some by hundreds and others by tens.
2. There's no curve - flat all around.
3. They all matter, but (as I've reworked it all) they are simply filtered through the civ's current grand strategy objectives. They sway slightly, but do not inform any single choice anymore.
4. Not really.
5. Build order for buildings, definitely. And policy selection.

G
 
2. How do I find out that a Civ was bribed to declare war on me?
My impression is that civs that declare a war on their own will mass their forces at your border beforehand. If they were bribed, their forces are likely to be all over the place.
 
I would like to get some strategic advice regarding my specific situation, which I hope would also be generally applicable.
I’m currently in the late medieval era as China, going Progress/Artistry, Emperor difficulty. I’m leading in science and culture. I’ve unlocked Machinery, but have not yet started training Chu-ko-nu. My neighbors to the north are the Zulu, who have the second highest score on the continent. Our relations are neutral thus far. There are some hills and mountains along our border, so invasion either way would be difficult, but not impossible. The Zulu have the highest military score right now. They’re currently engaged in a war against Carthage to their north, but they have a moderate amount of troops on our shared border.
Should I attack them? If so, immediately, or should I train some Chu-ko-nu first? If I initiate hostilities, I’m not confident that I’ll be able to conquer the Zulu before they unlock Impi.
 
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