Quick Questions / Quick Answers

When playing as Persia, what conquered cities do you annex in order to build the UB? Since puppeted cities are so good in vox populi it seems like not a good UB? I mean since puppets don't increase social policy costs or science costs. And how many UB's do I need to get a nice flow of golden ages? I guess I only annex capitals and good secondary cities? If so, how many do I annex?
 

From your guide - "If you have founded a religion already, you will be considered the founder of the religion which is more popular in your empire."

That's incorrect. See my "investigation" here and Gazebo's response directly below that.

Here pza says pressure comes from followers, your guide says it comes from cities.

I didn't read the full thing, but perhaps you should look it over again.
 
When playing as Persia, what conquered cities do you annex in order to build the UB? Since puppeted cities are so good in vox populi it seems like not a good UB? I mean since puppets don't increase social policy costs or science costs. And how many UB's do I need to get a nice flow of golden ages? I guess I only annex capitals and good secondary cities? If so, how many do I annex?

You can build Persia's UB in any city.
 
From your guide - "If you have founded a religion already, you will be considered the founder of the religion which is more popular in your empire."

That's incorrect. See my "investigation" here and Gazebo's response directly below that.

Here pza says pressure comes from followers, your guide says it comes from cities.

I didn't read the full thing, but perhaps you should look it over again.
Thanks.

The frist phrase is incorrect. I didn't double check.
[EDIT. Fixed Conquering Holy Cities.]

About pressure coming from cities or from followers, I'm not sure yet. Pressure begins being +6 whenever a city turns religious, and no other city is in reach. Then, when I apply an inquisitor in a city and wipe other religion followers, the pressure of said religion is not decreased in this city or the neighboring cities. So I'm more inclined to think that pressure comes from cities, but having secondary religions adds pressure somehow.
Perhaps G could clarify?
 
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Hi guys, could you please help me understand why it says “peace blocked” almost every time a war happens? What gives?
 
Hi guys, could you please help me understand why it says “peace blocked” almost every time a war happens? What gives?
If I recall, that message applies to city-states. You can’t make peace with a city-state if they’re allied with a civ you’re at war with.
 
They've been probably bribed to war, so they have to comply with the war for 10 (15?) turns. It's useless talking to them during that time.
it's like blue ghost says. peace blocked appears on city states. if an a civ is bribed or allianced to go to war, they have to stay in it for 10 turns, and during this time there will be no "trade" button at all in the diplomacy screen.
 
수정됨_Civ5Screen0026.jpg


Is there anyway to limit this kind of bullfeathers?
 
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Is there anyway to limit this kind of bullfeathers?
They can't hit your city in some turns (longer the easier the difficulty). Other than killing them as they appear, you can spam some units in your neighborhood to prevent barbarian campments from spawning and settle fast (camps don't spawn in visible tiles). When they hit secondary cities, your loses are little, so you should try to avoid them hitting your capital.
Your pathfinder is good at defending, but not fighting. If you want to kill some brutes, let them hit you while you heal in your territory. I'd look for some goody huts first, though.

By the way, is not your capital too far away from luxuries?
 
you could settle in turn 1 for now. I'd welcome if barb camps only started to spawn turn 10 or so. like civ 3:love:
 
Is there anyway to limit this kind of bullfeathers?
Also, looking at what will be a city with a large number of sea tiles, I recommend in future games to add "Global - Coastal Waters Only". It will not expand into ocean tiles lest there are resources, will focus on land tiles and will stop the AI from essentially blocking water travel in the early game due to the borders being locked out.
 
Also, looking at what will be a city with a large number of sea tiles, I recommend in future games to add "Global - Coastal Waters Only". It will not expand into ocean tiles lest there are resources, will focus on land tiles and will stop the AI from essentially blocking water travel in the early game due to the borders being locked out.
ocean tiles do not have ressources. and, add what to where? it depends on mapscript, right? so you're suggesting he'd change his mapscript? isn't that a bit advanced?
 
ocean tiles do not have ressources. and, add what to where? it depends on mapscript, right? so you're suggesting he'd change his mapscript? isn't that a bit advanced?
Correction, I meant to say into coastal. I compare between tectonic, planet generator and perfectworld.
 
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Well, tectonic map script afaik has increased amounts of coastal tiles to avoid cities barring sea routes in the early game too much. I still do not understand what you mean by (adding "Global - Coastal Waters Only"). adding to what? what do you mean? Also, OP is probably playing a basic map.
 
Well, tectonic map script afaik has increased amounts of coastal tiles to avoid cities barring sea routes in the early game too much. I still do not understand what you mean by (adding "Global - Coastal Waters Only"). adding to what? what do you mean? Also, OP is probably playing a basic map.
I've been using that one particular map script so long that I thought it was the default for most.

whoward69 mod
http://www.picknmixmods.com/mods/CivV/Global/Coastal Waters Only.html
 
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For merchant great persons, is there there ever a good reason to use for a land improvement? Why would you do that instead of send to city-state for the cashout?
 
For merchant great persons, is there there ever a good reason to use for a land improvement? Why would you do that instead of send to city-state for the cashout?
It's a good food tile. For great people you need food. It's one of those tiles that your capital will still be working even when working all specialists. Even better for Tradition. And I don't send GM for the cashout, this is minimal. The good effect is the WLTKD to all cities.

Place towns in a trading route with roads and some resource under it and you'll have one of the best tiles ever.
 
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