saamohod
Deity
Could someone explain why is the Tech Brokering option is always disabled by default, while Tech Trading in on?
Could someone explain why is the Tech Brokering option is always disabled by default, while Tech Trading in on?
Because tech brokering is an exploit. You can buy a tech to someone and sell it to others, while the AI cannot do it efficiently (he is not trained to do so and there is even anti-spam restrictions forbidding the AI to make to much proposition in a same turn).Could someone explain why is the Tech Brokering option is always disabled by default, while Tech Trading in on?
Yes, you are. But probably your cities switch to working specialists and you don't notice.Are you suppose to gain 10 happiness in the capital each time you research future tech? I don't think I even received the initial 10 happiness. If I wanted to continue playing after future tech, are there any mods comparable without starting a new game?
Hi,
I wonder if there is some kind of limit against production overflow. If so how can I chage that?
I am asking because in my current game I have Way of Transcendence belief (when you enter a new Era, Holy City gains 30 of every yield for each City following your Religion). As a result, when I entered in the Renaissance I got 2100 for each yield. I can "use" all of them, even food is stored until the city consume this huge amount of food. However, production is somehow lost. One turn before I entered in the new era I started to build a workshop. It would have taken 8 turn to finish as it cost ~ 350 production. After I got the 2100 production bonus it dropped to 1 turn. Thats OK. However, when I chose Himeji as my next production it says I need around 600 more production to finish it and I only have around 400
Thank you for your comments.
Production scales down hard from overflow after construction to prevent pre-build shenanigans. This is a vanilla thing.
G
Oh, thank you. And does it also scale based on what I built earlier? I saw that if I pick an another building with less production cost. I can carry over even less hammer.
This is a vanilla thing.
Yes, you are. But probably your cities switch to working specialists and you don't notice.
I guess you could have fun with the giant robot for a while.
In new version(when it will be released) I will check this, maybe it is bugged. As I know happiness update not immediately, so need to check happiness on next turn after research. On GitHub there is a new issue about this, maybe someone will check and write there...If I research future tech 5 times, I will have a total of 50 extra happiness correct? It's strange that I don't see the extra happiness as I have all my specialist working before researching the tech (Korea tradition). I'll try to be more aware next time I get the tech.
Can't wait to use the giant death robots. It's going to be fun racing to take over China and the ottoman on the other continent's before they catch up in research
How do I interpret "defenders of the faith" ?
"Land Units received +15% Combat Strength vs Land Units in own lands
, and an additional 15% versus Land Units of players that follow a different Religion.
+2 20xFaith Faith and +3 20xCulture Culture from all Defensive Buildings."
Does the bold part apply outside of "own lands" or is that also "in own lands"?
Thanks again. Actually, I found a way to save my juicy insta-production. Instead of build a building I switched for "food project" for one turn and start to build Himeji after that. With this micro-mngmnt I was able to finish it in 1 turn and also carry over around 800 production for my next building. Which was in this case Leaning tower since I was also able to grab a new tech with my insta 2100 science. Lucky meIt's a % of the cost of the building built when the overflow happens. So yeah, it's a little gamey, but high-production stuff is best to grab first when an overflow happens.
G
See https://forums.civfanatics.com/threads/multiplayer-where-to-change-the-ai-limit.631535/Hey All,
I am playing with a friend so we have the Vox mod and Multiplayer mod, but we would like to add computers for when we play. I know in normal civ you just have to edit the CIV5WORLDS xml, but it doesn't seem to work for vox. Is there a file in vox to overwrite, or how do we get the 22 civs back while playing with the mod?
Thanks in advance!