Quick Questions / Quick Answers

Do you loose the gold bonus from city connections when you upgrade a road into a railroad? I upgraded all of my roads to railroads as soon as I had researched railroads, and I quickly watched all my happiness plummet, apparently due to poverty.

No, probably a coincidence (or a bug if you can really track it down... the gold for each city connection shouldn't change with the type of connection).
 
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Do you loose the gold bonus from city connections when you upgrade a road into a railroad? I upgraded all of my roads to railroads as soon as I had researched railroads, and I quickly watched all my happiness plummet, apparently due to poverty.
Iirc, road provide gold bonus, while railroad provide production bonus for trade post/village.
 
Did something change how units move?

They now seem to stop before advancing to their final destination if on a multi-hex path.
 
Re: Roads and Railroads

A road passing over a Village that is also connected to at least two cities gives the Village hex +1 :c5gold: / :c5production:. A railroad in the same situation gives +2 :c5gold: / :c5production:. However, roads cost :c5gold: to maintain and railroads cost 2x :c5gold: to maintain as roads, so really what you are getting for building roads through Villages is negating the maintenance costs and getting a little net production.

If a city is connected to your Capital (via a road, railroad, or Lighthouse) then that city produces a little bit extra :c5gold: per population living in the city. There are buildings and wonders that can increase this gold-per-citizen ratio, but by default it is a pretty small amount of gold. This city connection :c5gold: DOES count towards the :c5gold: output of the city, however, so it does help with poverty which is why cities not connected to the Capital will in general suffer from more poverty.

Upgrading roads to railroads should have no direct impact on city unhappiness from poverty (save for the small boost to gold output from Villages), but it will decrease your empire-wide gold per turn due to the doubled maintenance costs.
 
Which map scripts do you guys like to use?

Somewhat unrelated, but how do you handle an AI like Hailie when he is on another continent? I just quit an emperor game because he somehow managed to enter the Ren. Era with 25 techs by about 475 AD while everyone else only had 16-18 techs. Actually, while I am on about Ethiopia, am I the only one who feels he's super OP?
 
Which map scripts do you guys like to use?

Somewhat unrelated, but how do you handle an AI like Hailie when he is on another continent? I just quit an emperor game because he somehow managed to enter the Ren. Era with 25 techs by about 475 AD while everyone else only had 16-18 techs. Actually, while I am on about Ethiopia, am I the only one who feels he's super OP?

If this was just Renaissance you left too early. Slap a spy on him and watch your gap start to evaporate. 7 techs is no big deal st thst point in the game, especially if he is far away and can’t hit you militarily
 
Yeah, that probably could've worked, but he did construct the Oracle while in the renaissance and I give up easily, haha. Hey, another stupid question: Does scaling with era just mean the original value * the era?
 
Yeah, that probably could've worked, but he did construct the Oracle while in the renaissance and I give up easily, haha. Hey, another stupid question: Does scaling with era just mean the original value * the era?

Scaling is "original value * multiplier", where multiplier is 1 in Ancient and Classical, and then increasing by 1 each era (so 2 in Medieval, 3 in Renaissance, 4 in Industrial and so on... up to 7 in Information Era.
 
anyone else's captured workers dont regain their full work force after 50 turns? am i having a mod conflict with my modpacks UI mods?
 
Another "stupid" question: I could suddenly promote all my units and I don't know why. What's the cause?
 
How does the new "revolt" system work? Is it essentially based on local city happiness dropping too low for a sustained period of time?
 
How does the new "revolt" system work? Is it essentially based on local city happiness dropping too low for a sustained period of time?
Overall unhappiness less above -20 for several turns. then the city with highest unhappiness flips.
 
Question about Arabia's UA: The random gpps, are those just for Writers, Artists and Musicians or all GP which need points? Because I just get the first option and was wondering, if it is just RNG messing up ...
 
Hm, okay, so it is bad or good luck, depending your point of view, if I get a dozen bonus points for Artists in a row ...

I just had a full tradition game with Arabia with only GArtists bonus with the Arabia's UA... So it may be a bug? I'm using 4UC modmod in addition though.
 
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