Quick Questions / Quick Answers

What do I have to do to package this as a modpack? I know the modpack creation tool fairly well, but if memory serves, I have to change something about the mod itself?

I'd like to make my own modpack with Cultural Diversity bundled in, but I missed the conversations that initially got a VP modpack to work.
 
Colin: Cities have "needs". You can see them by hovering your mouse on the city banner in the normal view, or on the Happiness line in (the upper left of) the city screen.
If you keeps those needs in the green, all is well, but when they get in the red, your city will be unhappy.

Do all Buildings that decrease happiness actually say it in the tool tips?
Currently I just assume since a building gives gold it is good for Poverty etc.

Is there a way to get the tool tips to say exactly what they help with?
 
Basically, yes.

For Crime/Defense need, you know that it will help because it will say it on the Barracks (the "reduce need" line), or because the Walls increase the City Strength (which is the Defense in Defense need).
For others, it mentions a yield (Science for illiteracy, Culture for boredom, Gold for poverty) and it has the same icon. Making more of the yield (working a village for gold) or building a Aqueduq (mentions it "reduces poverty") or building a market so you can work the Merchant specialist will help.

A special need is the Religious one, where you will need more follower of the main religion of the city (which you can get by spending a missionary charge, or over time with pressure), or you can reduce it by building a temple.
 
Does Venice get a MoV from Pyramids or the Imperium policy instead of a settler?

Does India get the missionaries from Borobudur?
 
Right but it doesn't specifically say... "Reduces Religious Unrest Happiness" on the tooltip anywhere?
It does. I don't remember the words exactly, but it mentions something like "Reduces Religious Unrest", with a percent ;)
 
does hotels also provide turism bonus from yilds for example of landmark which is more than 3 tiles away by city? bcoz i see that nearby rio(5 tiles far). why AI did that if that wont provide any yild or bonus.
 
does hotels also provide turism bonus from yilds for example of landmark which is more than 3 tiles away by city? bcoz i see that nearby rio(5 tiles far). why AI did that if that wont provide any yild or bonus.

It converts culture from worked tiles to tourism. Since the city can't work tiles 5 tiles away, no.
 
what means ,,having fewer cities'' in tourism output screen. but it cant mean having less cities.
 
what means ,,having fewer cities'' in tourism output screen. but it cant mean having less cities.



You have a tourism bonus ( 4% per city iirc) with civ with more cities than you have. And the opposite of you have more.
 
You have a tourism bonus ( 4% per city iirc) with civ with more cities than you have. And the opposite of you have more.

omg wow that simple. there should stand than ,,THEY have''. my brain flooded with all that stuff just stagnate to try another alternatives :D thanks
 
why when i have god of expanse panth i dont get faith when aquire new tiles via merchant of venice? i little counted on that. its waste of pantheon now. i rly dont think that nations like america or russia can double profit from that since at the begining noone has so much cash. i took to at least have some chance get religion.
 
why when i have god of expanse panth i dont get faith when aquire new tiles via merchant of venice? i little counted on that. its waste of pantheon now. i rly dont think that nations like america or russia can double profit from that since at the begining noone has so much cash. i took to at least have some chance get religion.

Colonias were added recently to help Venice recover from a bad starting location. This can have been oversighted. Or the mechanic is the same as the Citadel, so it's neither a culture or gold purchase of the tile.
 
You don't get faith for acquiring tiles by purchasing them or getting them with a citadel, so the current mechanics are probably intended.

Most (if not all) of the 'when a city expands it's borders' effect only trigger off natural border expansion, which does make sense considering the wording.
 
You don't get faith for acquiring tiles by purchasing them or getting them with a citadel, so the current mechanics are probably intended.

Most (if not all) of the 'when a city expands it's borders' effect only trigger off natural border expansion, which does make sense considering the wording.

Even gold purchases doesn't give faith? Then it should be clearer. 'when a city expands its borders itself' or 'when a city culturally expands its borders'. A player trying America may think this pantheon is suitable, when it's just the opposite.
 
Even gold purchases doesn't give faith? Then it should be clearer. 'when a city expands its borders itself' or 'when a city culturally expands its borders'. A player trying America may think this pantheon is suitable, when it's just the opposite.
It is clear. A city expands it's borders. You buying a tile is not a city expanding it's borders.


than who can rly only profit with that is Mongol or Hun.
Doesn't work with the Hun extra tiles.

Over all it's a fairly good choice for Mongols, Ethiopa and any civ with decent early-game culture.
 
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