Quick Questions / Quick Answers

Is there a way to disable city state quests? I know its an interesting feature of the mod, but sometimes its really imbalance and RNG base.
 
Right, made an acc. just to get an answer to this. A lot of my games end pretty prematurely to this issue and it's been bugging me like crazy. At some point in each game, maybe a little past the 200 turn mark or so, my game freezes up on the Barbarian turn. I assumed at first it might be because of Barbarians Evolved, but the issue is still present. Some googling got me some info, but when I saw this thread:

https://forums.civfanatics.com/threads/workaround-for-game-freeze-during-barbarian-turn.627684/

I realized that the line of code was already set to 0. I've had this issue for a good while now and always just went with it because I lose interest in a match around that time anyway. Now I'd like to see if there actually is a solution. I'm updated to the 11-21 version and usually just let the installer take over. I wasn't sure if I should make my own thread for this or if it's even the right place to ask, apologies either way. Anyway, thoughts?
 
Right, made an acc. just to get an answer to this. A lot of my games end pretty prematurely to this issue and it's been bugging me like crazy. At some point in each game, maybe a little past the 200 turn mark or so, my game freezes up on the Barbarian turn. I assumed at first it might be because of Barbarians Evolved, but the issue is still present.
I had issues in the past trying barbarians evolved. You have tried with and without with same results?
 
I had issues in the past trying barbarians evolved. You have tried with and without with same results?

I've turned it off for this recent playthru, and I still have the same issue, which leads me to believe that BE isn't the issue. Usually I can reload the autosave afterwards, but now it just crashed maybe two turns after loading from a previous crash. Not sure what to make of it.
 
I've turned it off for this recent playthru, and I still have the same issue, which leads me to believe that BE isn't the issue. Usually I can reload the autosave afterwards, but now it just crashed maybe two turns after loading from a previous crash. Not sure what to make of it.
Are you using any other mods? BTW, it does not mean that the problem has to do anything with Barbs, the game is processing many other things after the Barb turn.

And by freeze you mean you are still in the game, but the screen stops responding? Can you move your mouse? Can you hear sound effects when you press keys? (e.g. the "cycle to the next unit" sound if you press space)
 
Are you using any other mods? BTW, it does not mean that the problem has to do anything with Barbs, the game is processing many other things after the Barb turn.

And by freeze you mean you are still in the game, but the screen stops responding? Can you move your mouse? Can you hear sound effects when you press keys? (e.g. the "cycle to the next unit" sound if you press space)
I use a bunch of other mods, not all related to CBP, though a good amount are. Mostly QoL /minor stuff. I'll post the list down the post. I'm still in the game technically, but it's frozen. I can move my mouse, I'm not sure about sounds because I always play muted, but when I check Task Manager in a new desktop it says Civ 5 isn't responding at all. Seems like it just hangs up right there.
Code:
    CBP Mod Files 1-6
    Community Events
    Event and Decisions (CBO)
    Wonders Expanded
    Aquatic Fortress
    Barbarians Unlimited XP (for the now offline Barbarians Evolved)
    Civic and Reform
    Enlightenment Era for VP
    Ethnic Units
    IGE
    JFD's Prussia
    More Unique Components
    Pontoon Bridges
    Promotions Flags (EUI)
    Really Advanced Setup
    Poor Tiles Tweak
    UI - Promotion Tree
    UI - Upgrade Tree
    Unique City-States
    Workable Mountians
That's all I'm using right now.

Which buidings counts as defensive for Defender of faith?

Walls, Castles, Arsenals, etc.. Things like Harbors and Seaports that raise city health don't get it IIRC, or Constabularies either. Maybe Orders do, but I doubt it.
 
How is land vs sea trade route gold calculated? In vanilla, sea TRs got precisely a 2x multiplier on gold income from trade routes. Is that the same in VP? Are :c5science:/:c5culture: incomes calculated differently for land vs sea TRs?
 
@DonStill, probably a memory overflow issue. How big is your map? Try without Ethnic Units - this is the most likely offender - it should be save game compatible.

Not that it will help in any way, but I think that if you turn the sounds on, you will find out that the game is actually responding, only the screen is frozen.
 
How does archeologist access work? Where can my archeologists dig? Why are antiquity sites sometimes pink and sometimes green?

Basically I am very confused as to where my archaeologists can dig and when (open borders? Mutual open borders?) It never seems consistent game to game. Thanks+
 
@DonStill, probably a memory overflow issue. How big is your map? Try without Ethnic Units - this is the most likely offender - it should be save game compatible.

Not that it will help in any way, but I think that if you turn the sounds on, you will find out that the game is actually responding, only the screen is frozen.

I always play on small, because the sheer amount of units the AI make doesn't really let me play on anything bigger without huge lagfests. I'll disable ethnic units and turn on the sound and see what happens.

How does archeologist access work? Where can my archeologists dig? Why are antiquity sites sometimes pink and sometimes green?

Basically I am very confused as to where my archaeologists can dig and when (open borders? Mutual open borders?) It never seems consistent game to game. Thanks+

You need open borders access both ways to get into another civ's dig sites. The pink and green means defines whether an archeologist has been queued to sent there I think. Can't really remember which is which.
 
How does archeologist access work? Where can my archeologists dig? Why are antiquity sites sometimes pink and sometimes green?

Basically I am very confused as to where my archaeologists can dig and when (open borders? Mutual open borders?) It never seems consistent game to game. Thanks+
You can't dig when the tile is being worked or over GPTI like citadels. Obviously you need open borders.
 
If I'm doing processes in my City (science, culture, gold, etc.) and that City gets an instant production yield boost, is that production converts into the processed yield, or it's wasted, or goes to possible buildable stuffs (buildings, units)? Can anyone confirm? :)
 
If I'm doing processes in my City (science, culture, gold, etc.) and that City gets an instant production yield boost, is that production converts into the processed yield, or it's wasted, or goes to possible buildable stuffs (buildings, units)? Can anyone confirm? :)
I think it goes to possible buildable stuffs. Because I always change to processes before advancing era when I have Way of Trancendence, it lets me rush some wonders (which is unlocked by the tech) this way.
 
I cannot raze a normal city (not capital or holy city) I captured from Incas. A few turns ago a captured a city from Arabia and decided to raze it but before the city is destroyed I stopped razing it. Why I cannot raze Inca cities? Does it have a relation with unfinished raze process? I run 3r-4th components as extra.
 
I cannot raze a normal city (not capital or holy city) I captured from Incas. A few turns ago a captured a city from Arabia and decided to raze it but before the city is destroyed I stopped razing it. Why I cannot raze Inca cities? Does it have a relation with unfinished raze process? I run 3r-4th components as extra.
OK good, it's not just me then. Something to do with the Qullqa UB has disabled city razing for Incan cities.

I haven't found a solution yet, but I had also considered just leaving it be. Disabling city razing might be a happy accident for the AI.

Out of curiosity, why did you want to raze the Incan city? You should probably try to retain all the incan cities you capture so you can secure the Coca monopoly.
 
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