Quick Questions / Quick Answers

What determines how much HP a city will have after it’s captured? Is it a flat number, because the “health bar” is all over the place in my experience, sometimes mid in yellow, sometimes low in red.
 
Is it possible to make it so through the moding, that the tech tree path is specific for some civs? For example, upon taking a specific ideology civ commits to certain path, which will be represented by the tech tree slightly / a bit different from the civs with other ideologies...?
 
Hi there! Do you plan to do russian translation of the patch?
Do you plan to do something with happiness?( it seems a bit inadequate. Sometimes it jumps from +15 to -15 in one turn )
Also I would be grateful for some advises for my civ progress. I play on prince difficulty and I always lag behind my opponents in science, even if I accumulate every city to science. The AI civs are always lead 10+ technologies. They can build wonders, great army and science and they are still happy)))) I am a little confused on it)
 
Hi there! Do you plan to do russian translation of the patch?
Do you plan to do something with happiness?( it seems a bit inadequate. Sometimes it jumps from +15 to -15 in one turn )
Also I would be grateful for some advises for my civ progress. I play on prince difficulty and I always lag behind my opponents in science, even if I accumulate every city to science. The AI civs are always lead 10+ technologies. They can build wonders, great army and science and they are still happy)))) I am a little confused on it)

1) There is no planned translation. This is a community project, if someone start working on the translation in a language, it will be added into the project.

2) Happiness is currently under discussion. Unfortunately, there isn't any simple way to prevent jumps from +/- 15 in one turn, since it is due to consecutive rounding of multiple floating values into integers (Each kind of unhappiness in each city has to be an integer. Each of them can vary of 1 per turn. We can't change that without massive coding). Solutions under discussions are way to mitigate the effect of jumps of happiness, or interface warning when it may happens. (currently, at +10 happiness and 20 city, the interface says "everything is ok", while it should says "you can drop at -30 unhappiness at any moment, you should absolutely start NOW to work on your happiness").

3) Don't focus science. Focus production and culture, science will come from it in the long run.
 
1) There is no planned translation. This is a community project, if someone start working on the translation in a language, it will be added into the project.

2) Happiness is currently under discussion. Unfortunately, there isn't any simple way to prevent jumps from +/- 15 in one turn, since it is due to consecutive rounding of multiple floating values into integers (Each kind of unhappiness in each city has to be an integer. Each of them can vary of 1 per turn. We can't change that without massive coding). Solutions under discussions are way to mitigate the effect of jumps of happiness, or interface warning when it may happens. (currently, at +10 happiness and 20 city, the interface says "everything is ok", while it should says "you can drop at -30 unhappiness at any moment, you should absolutely start NOW to work on your happiness").

3) Don't focus science. Focus production and culture, science will come from it in the long run.
The best service I ve ever seen in my life) so quick and deployed answer - thank you !)
 
What are the changes made to warmongering? Is there somewhere where I can find the full documentation?

Edit: In case it is unclear, I am refering to the diplomatic consequences of war.
 
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What are the changes made to warmongering? Is there somewhere where I can find the full documentation?

Edit: In case it is unclear, I am refering to the diplomatic consequences of war.

1) Warmonger score is based on the economic value of the cities you captured (80% of it if it was a defensive war), and the number of war you declared.
Your warmonger score gives Combat Strength bonus to ennemy units while in their land (halved in neutral)

2) Long war gives war weariness. War weariness gives penalty to supply. Being over supply is really contraining.

3) Defensive pacts are far more present than in vanilla (and assuming you cared enough about having a big army and having friends, they are accessible to the player). Declaring war no longer break defensive pacts. Defensive pacts no longer chains each others.

4) War brokering is far more present than in vanilla (though difficult for the player to be part of, because the windows in which you can buy war from other civs is very short).

5) Peace brokering is only possible for the winner of a war (cf the warscore)

6) You can force your opponent to capitulate and become a vassal. (voluntary vassalage is also possible at peace time). Vassals always have the same War/Peace values than their master.

Is it what you asked for?

Those changed are partially documented on the wikia (http://civ-5-cbp.wikia.com/wiki/Civ5_CBP_Wikia) and on the ingame civilopedia.
Any outdated/incomplete stuff in the ingame civilopedia is considered as a "bug", and report of those are welcome.
(The wikia is known to be outdated, but too few people have the will to update it)
 
1) Warmonger score is based on the economic value of the cities you captured (80% of it if it was a defensive war), and the number of war you declared.
Your warmonger score gives Combat Strength bonus to ennemy units while in their land (halved in neutral)

2) Long war gives war weariness. War weariness gives penalty to supply. Being over supply is really contraining.

3) Defensive pacts are far more present than in vanilla (and assuming you cared enough about having a big army and having friends, they are accessible to the player). Declaring war no longer break defensive pacts. Defensive pacts no longer chains each others.

4) War brokering is far more present than in vanilla (though difficult for the player to be part of, because the windows in which you can buy war from other civs is very short).

5) Peace brokering is only possible for the winner of a war (cf the warscore)

6) You can force your opponent to capitulate and become a vassal. (voluntary vassalage is also possible at peace time). Vassals always have the same War/Peace values than their master.

Is it what you asked for?

Those changed are partially documented on the wikia (http://civ-5-cbp.wikia.com/wiki/Civ5_CBP_Wikia) and on the ingame civilopedia.
Any outdated/incomplete stuff in the ingame civilopedia is considered as a "bug", and report of those are welcome.
(The wikia is known to be outdated, but too few people have the will to update it)

Thank you. Does the context of a war declaration or city taking matter? For instance, denouncements, the target being a warmonger or target having attacked a friend? Also, I presume warmonger score decays over time and can be reduced by liberations as in BNW?
 
Thank you. Does the context of a war declaration or city taking matter? For instance, denouncements, the target being a warmonger or target having attacked a friend? Also, I presume warmonger score decays over time and can be reduced by liberations as in BNW?

Yes, warmonger score decays over time and when liberating cities.

The context of war declaration does not matter for warmonger score (which is now "absolute")
(The diplomatic malus induced from warmonger score still vary depending on civ personnality)

Moreover, "we fought in a common war", "we have denounced a common civ", and similar bonuses are usually enough to counter-balance the diplomatic malus from warmonger score.
 
Yes, warmonger score decays over time and when liberating cities

The context of war declaration does not matter for warmonger score (which is now "absolute")
(The diplomatic malus induced from warmonger score still vary depending on civ personnality)

Moreover, "we fought in a common war", "we have denounced a common civ", and similar bonuses are usually enough to counter-balance the diplomatic malus from warmonger score.

Thanks once again. On an unrelated note, are cities supposed to have next to no firepower/defence against ships? Patch 8-19-1.
 

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Thanks once again. On an unrelated note, are cities supposed to have next to no firepower/defence against ships? Patch 8-19-1.
Looks like.. a bug I could just be imaging an UI bug, but nonetheless a bug.
 
Is the description of railroads true or not? A connection via them do not provide :c5production: bonus are they?
 
Is the description of railroads true or not? A connection via them do not provide :c5production: bonus are they?
You need a railroad station (or seaport) to have the bonus.
By the way, which description are you talking about (so that we can fix it)?
 
Is there any requirements (CPU, RAM etc) for Vox Populi + EUI? I've been experiencing CTDs when using EUI and I wondered if it could be my laptop.
 
Just the max requirement for Civ 5.
Is there any requirements (CPU, RAM etc) for Vox Populi + EUI? I've been experiencing CTDs when using EUI and I wondered if it could be my laptop.
 
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