Quick Questions / Quick Answers

Is there a way to get City States more involved in wars? I've been playing an Austria game and all my city state allies either don't help out in the wars or I have to go and help bail them out since they have barely any units. Any advice? I play on Immortal.

2nd Question: I remember reading somewhere that it's a good idea to have more civs in the game when using the Tectonic Map Script. How many civs and CSes would you recommend for Standard/Large/Huge? My settings normally are: Low Sea Level, No Islands, More Land, Snaky Continents. But I'm also open to suggestions.

Thanks in advance!

IIRC, Gazebo once said that the City-State AI is mostly concerned with protecting its own interests (keeping its territory safe). They don't really have an incentive to actively assist you in your wars. I find it's often best to move all your emissaries to a CS that's adjacent to a warmonger likely to attack you. During a war a few of his units will stray into the CS territory and get into a high-attrition exchange. It's a small distraction, but helpful, and the CS ally usually won't get captured. Their territory is also a good, safe place to heal my units. Beyond that I find CS allies pretty useless during warfare.

For the Tectonic Map script, I've found that random settings are so unpredictable that you might find yourself on a gigantic continent with very few other civs, or sometimes crammed into a crowded island with barely enough room to settle more than 1 additional city. It's hard to get just the right balance sometimes. But lately I've tried using "More" land with 3 additional civs and it's worked pretty well. The only drawback with "More" land is that it often turns into Pangaea whereas I'd prefer multiple continents. But I do really like this setup and I've mostly had good results lately. I don't recommend Huge Tectonic because I don't think a 32-bit game can support it. But I haven't really tried it so maybe I'm wrong. I do know that Large is very, very big and I don't need to go any larger than that :)

The settings I use for Tectonic are:

Standard: 11 civs, 22 CS, and increase religions to 6.
Large: 13 civs, 25 CS and increase religions to 7.

Sparse Resources
Abundant Islands
More Land
Blocky Continents
Everything else random.
 
huh? So your saying if I take just one puppet in the game that I will have a penalty?
I think so. To be honest, I'm not sure how it works. Long ago I thought it was only for current turn and that in the next turn it counted correctly the number of controlled cities, but then I was keeping corrected. It seems that the number of controlled cities only updates next time you take a city.
I'd like to know precisely what is going on.
 
Yeah, Tectonic maps are usually 1 tier bigger than their standard counterparts. But huge is playable - if you do not use RED/Ethnic units/Old FlagPromotions. I haven't tried with the new FlagPromotions, but without them I played huge until info era and no crashes nor glitches. With the old FlagPromotions, I could not get past industrial - screen always freezing after 2-3 turns.
 
Do AIs factor in disabled victory conditions? i.e. Will not go for a science victory if that's disabled.
 
Do AIs factor in disabled victory conditions? i.e. Will not go for a science victory if that's disabled.
Yes. But they are less efficient than human at focussing on a victory (so for example, do not expect to rush you in "domination only" games).
They are supposed to work reasonnably efficiently on "random victories"
(Random victories is domination + one at random between science / culture / diplomaty, chosen when a civ reach atomic era (not sure about the exact era))
 
Hi,

I have been trying to install a Vox Populi with EUI modpack to play MP with some friends. I download a 06-14 modpacks from the main thread and had the following issue: the game starts up fine, but when I hop into single player none of the VP mods are working, except for EUI, which is working. I also cannot see VP under the DLC list.

I followed the instructions of unzipping the folder, then dropping the folder that contains the mods subfolder and the .civ5pkg and all the other stuff into the Civ 5/Assets/DLC folder.

Things I've tried so far:
  • Clear cache and everything from Documents/My Games/CIV 5
  • Download another 06-14 modpack, but same exact issue
  • Download the original modpack from post #1 of the previously linked thread, still the same issue
  • Uninstalled the game, deleted every folder/file connected to Civ 5 that was still left and reinstalled the game, and attempted to use all three previously tried modpacks
Anybody have any idea what the issue could be?

Thanks
 
Is it intended that when I have a pantheon as Venice and buy a nearby CS my pantheon doesn't spread there? (essentialy making me unable to get a Great Prophet and found a religion)
 
Does the Discipline garrison bonus work on puppets? Edit: Actually, let me rephrase that. I can tell that it does not by simply moving a unit in and out of the city. I'm more curious if this was a design change somewhere along the way (i.e. too overpowered) or has it always been that way including the social policy description "each city with a garrison".
 
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Does the Discipline garrison bonus work on puppets? Edit: Actually, let me rephrase that. I can tell that it does not by simply moving a unit in and out of the city. I'm more curious if this was a design change somewhere along the way (i.e. too overpowered) or has it always been that way including the social policy description "each city with a garrison".
There was a change a while back that made it so that puppets can not produce happiness and only produce +20% of their yields (except food/production), so the happiness does not work at all and the culture is not noticeable. This is considered offset by the fact that puppets don't increase science, culture and tourism costs and only produce 1 unhappiness per 4 citizens and no other unhappiness.
 
There was a change a while back that made it so that puppets can not produce happiness and only produce +20% of their yields (except food/production), so the happiness does not work at all and the culture is not noticeable. This is considered offset by the fact that puppets don't increase science, culture and tourism costs and only produce 1 unhappiness per 4 citizens and no other unhappiness.
We should add a clarification to the policy itself, as this isn't clear.
 
Hi,

I have been trying to install a Vox Populi with EUI modpack to play MP with some friends. I download a 06-14 modpacks from the main thread and had the following issue: the game starts up fine, but when I hop into single player none of the VP mods are working, except for EUI, which is working. I also cannot see VP under the DLC list.

I followed the instructions of unzipping the folder, then dropping the folder that contains the mods subfolder and the .civ5pkg and all the other stuff into the Civ 5/Assets/DLC folder.

Things I've tried so far:
  • Clear cache and everything from Documents/My Games/CIV 5
  • Download another 06-14 modpack, but same exact issue
  • Download the original modpack from post #1 of the previously linked thread, still the same issue
  • Uninstalled the game, deleted every folder/file connected to Civ 5 that was still left and reinstalled the game, and attempted to use all three previously tried modpacks
Anybody have any idea what the issue could be?

Thanks
Even when in the DLC folder, VP does not appear in the DLC list (because the DLC list only show the official ones).

I will try to clarify how a modpack work.

1) Start by deleting the VP mod (in the mod folder). And, in the DLC folder, delete the folder ui_bc1 (this is the EUI)

2) Download a modpack and put it in your DLC folder.

3) As long as the modpack is in your mod folder, VP is enabled both in single player and multiplayer. You should NOT go through the mods menu.

4) If you want to stop using the modpack, you can delete it in your DLC folder. Then, either install another modpack, either use the autoinstaller to use the standard version of the mod.
 
So again. How do you put missiles and bombers to sleep permanently like other units. Missiles wake every turn regardless of them being put to sleep
 
Hi, so I'm relatively new to Civ 5 and VP, although I've been playing nothing both the two for the past few weeks...anyways, my question is, how do I manage Unit Supply Cap, especially with regards to tech penalty? I've played a few different games where I struggled with this:
1) 1 city Venice
I was ahead in tech the whole game so I accepted it, but was still difficult to have only 20-some units.
2) 8 city Assyria
Now I'm behind in tech Renaissance Era, probably 6th out of 8? But I'm still getting a tech penalty and only allowed 21 units.

Am I missing something? Why am I allowed so few?
 
There's so many threads ad so much to read, I probably missed it somewhere obvious. Where can I see all the changes made by the mods? I used Vox Populi automatic installer (sans EUI), and most things seem self explanatory so far except that my units started to move only 1 tile (down from 2) when I'm in a war with my neighbor. I'm assuming it's some extended Zone of Control by cities or something, but I want to be sure. Would be great if anyone could link me to where I can read up, thanks!
 
There's so many threads ad so much to read, I probably missed it somewhere obvious. Where can I see all the changes made by the mods?
There is no such document. You can try this:
-wiki: http://civ-5-cbp.wikia.com/wiki/Civ5_CBP_Wikia
-ingame civilopedia
-Git repository with some Git client like SourceTree to see changed for each commit: https://github.com/LoneGazebo/Community-Patch-DLL/tree/master

my units started to move only 1 tile (down from 2) when I'm in a war with my neighbor. I'm assuming it's some extended Zone of Control by cities or something, but I want to be sure. Would be great if anyone could link me to where I can read up, thanks!

Reduced movement could be affected by:
-Zone od Control of enemy cities or units
-Terrain such as desert/tundra, hills, forest/jungle, river
-Great Wall at enemy's city when you enter enemy territory
-Siege units in enemy territory
 
Hi, so I'm relatively new to Civ 5 and VP, although I've been playing nothing both the two for the past few weeks...anyways, my question is, how do I manage Unit Supply Cap, especially with regards to tech penalty? I've played a few different games where I struggled with this:
1) 1 city Venice
I was ahead in tech the whole game so I accepted it, but was still difficult to have only 20-some units.
2) 8 city Assyria
Now I'm behind in tech Renaissance Era, probably 6th out of 8? But I'm still getting a tech penalty and only allowed 21 units.

Am I missing something? Why am I allowed so few?
For Venice, you have to rely on military wonders and active fighting. Great admirals and generals increase supply when expended.

For Assyria, as long as you build barracks and walls in every city you should have no problems with supply. In the worst case, just unfocus science and let your UA carry your research.
 
The cultural yields from my trade routes got reduced, after I unlocked a social policy (and get closer to the trade route target in policy numbers).
I thought the yields are locked at the start of the trade route and didnt change anymore? Or is it different at this point?
 
Hi guys,

just installed Vox (official/not beta). What would be the best/easiest/powerful Civ to start?
 
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