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Must be it. Goody huts have been nerfed.

Means I need a more robust strategy that is not reliant on something as random as huts. And I cannot entirely rely on evangelism to carry my science since it only comes at the end of medieval...
 
Keep in mind that every wonder of the same age increases wonder cost in the city.
wow. every day i learn something new. thanks. i was wondering why a cost is changed.

edit: tbh i dont know, why they nerfed yield from culture hut. AI still has their 1-2 policies already when i find them( assuming when they have 1 point anywhere, it means they already have opening + one more), while player is stucked even more before first. And be objective, when you can get from one hut one tech, or pantheon i dont see reason why cultural one was nerfed.
 
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I think it is to prevent the instant super early Progress opener that can then take advantage of the first pop increase in the capital which then gave an almost free tech, which in turn gave more culture which then jump starts the next policy? It is to remove Progress as the "obvious" choice.
 
I think it is to prevent the instant super early Progress opener that can then take advantage of the first pop increase in the capital which then gave an almost free tech, which in turn gave more culture which then jump starts the next policy? It is to remove Progress as the "obvious" choice.

Solving half a problem while making the culture-ruin completely uninteresting, I mean it was already falling far behind the other ruins by the time you unlocked your first policy, now it is just not exciting at all, I mean you can get more culture from meeting a cultural city-state.
 
Solving half a problem while making the culture-ruin completely uninteresting, I mean it was already falling far behind the other ruins by the time you unlocked your first policy, now it is just not exciting at all, I mean you can get more culture from meeting a cultural city-state.
This is so very true. Right now culture ruin is one of the worst you can get, declining heavily (up to completely useless level with time). I think it would be better either totally removing it or adding more random stuff. for example - culture ruin provides you 50% of missing culture to unlock policy (scaling -5% per era). This would also give great incentive to explore late game huts - now once you hit medieval, most of huts provide minimal amounts, like 3-5% of your yields per turn.
 
and to adition, this change was made in thread, where we discussed religion, which turned into ,,free policy for AI'' disscusion. I dont know, to me this change seems little irelevant, just nerf for player. AI will pick Progress on settle if it desire anyway.
 
This is so very true. Right now culture ruin is one of the worst you can get, declining heavily (up to completely useless level with time). I think it would be better either totally removing it or adding more random stuff. for example - culture ruin provides you 50% of missing culture to unlock policy (scaling -5% per era). This would also give great incentive to explore late game huts - now once you hit medieval, most of huts provide minimal amounts, like 3-5% of your yields per turn.

Huts are for the early game.
 
Huts are for the early game.
Agreed, but I think Funk has a decent point: why should a ruin give less culture than meeting a cultural city-state? 30 culture from the ruin seemed fine to me. I'm interested to learn the reason it was nerfed.
 
Agreed, but I think Funk has a decent point: why should a ruin give less culture than meeting a cultural city-state? 30 culture from the ruin seemed fine to me. I'm interested to learn the reason it was nerfed.

Snowball - too good for any player (esp. hoomans) to get 2 policies before turn 30.
 
Snowball - too good for any player (esp. hoomans) to get 2 policies before turn 30.

I agree that getting too much bulk culture that early in the game can cause you to snowball, but 10 culture feels really bad. Could you change it so that instead of a burst of 10/20 culture in one turn, your Palace perhaps gains 1/2 culture per turn for X turns. So you get the same amount of culture as before but spread out over a longer time.
 
The lack of the early policy via hut actually forced me to review my early build sequence and place greater value on the usually undesirable culture producing resource tiles and NW which I guess is a good thing.

That said, while I would still be happy getting it as a first or second hut, it is really a bummer to get the same 10 culture hut on the second or 3rd RNG hut cycle on turn 35 and beyond. One may argue that a 20 culture hut by then is not much better either, so....

...perhaps it can be done like the faith huts, which gave 50 before pantheon and 190 after (at least, that's how it looked to me).
The culture huts can perhaps get a small multiplier off the current turn number or the number of policies unlocked, with a hard cap to keep it strictly an early game boost (ie. No windfall finding an isolated hut in Antarctica on turn 200)?

I would be the first to admit that I save scummed if I get the map reveal huts (don't judge me, haha!) so the key would be to find a multiplier balance where the amount of culture is not enough to snowball but nice enough to not be an instant disappointment or reload.
 
Are you supposed to not be able to build forts on tiles you can build pastures on? I can't build them on cows on grasslands (with pasture) or horses on plains (pasture in progress) so I think that's the common thing. It seems like a bug, but I don't want to report it if it's not.

I've got no adjacent forts and have built others already, so that's not the issue.
 
How long do nuclear fallout last? (i think thats how its called)

I had to use my atomic bomb (first time i used it in a loooong time) and now the area is flooded with nuclear fallout and my troops are taking 15 attrition damage each turn. Its making taking this enemy city really difficult since I have to traverse the "remains" of my bomb ... funny thing, i used it to facilitate my advance (the enemy had me outnumbered) and now im regretting my decision!
 
How long do nuclear fallout last? (i think thats how its called)

I had to use my atomic bomb (first time i used it in a loooong time) and now the area is flooded with nuclear fallout and my troops are taking 15 attrition damage each turn. Its making taking this enemy city really difficult since I have to traverse the "remains" of my bomb ... funny thing, i used it to facilitate my advance (the enemy had me outnumbered) and now im regretting my decision!

Until you scrub it with workers.
 
I'm not getting the bonus "Great Person improvements" in the screen below. I circled the Town that should be getting +1 culture and faith. Is this happening because I'm not the founder of the religion?
Spoiler :
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Also, when you have 100 war score what's generally the best way to end the war? Stop capturing cities and just wait?
 
Also, when you have 100 war score what's generally the best way to end the war? Stop capturing cities and just wait?

This I would also like to know! Altho, I would like to know how this whole thing works.
The AI never wants to negotiate for peace, even when he is loosing. I'm forced to wipe them out completely because they never want to negotiate. Its quite rare when they ask for peace but I cannot do the same, its always "time for peace is long gone!" or something like that.

Until you scrub it with workers.

Thanks! Its gonna be tricky to say the lease, most of the fallout is in his territory :)
 
Also, when you have 100 war score what's generally the best way to end the war? Stop capturing cities and just wait?

Stop capturing cities until they will make peace. (usually it's 2 to 3 turns after you captured their last one)

You can also have a 3rd party civ make peace for you with a trade deal.
 
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