Quick Questions / Quick Answers

That's very early – you should share your pro stratz in the strategy section!

Hmm, I may do that. I felt like I was just doing standard Tradition China things and getting strong starts, but I just had a game where nearly everything went wrong and I still managed a SV by turn 369. And when I say everything went wrong, I mean it: I didn't even found a religion! This cost me so much in terms of Culture that I couldn't finish a single late game wonder and hit Atomic Age before finishing Rationalism. If things can go that pear shaped and still end in a win, maybe the strat has merit.

I'm a bit of a perfectionist though, so I'll have to play a few more China games and really hammer out a clear strategy before I'll feel comfortable making a guide. Hopefully I'll have something up in a few days though.
 
Can someone please explain about the happiness modifiers that come on city screen when cursor is moved to happiness. Sometimes I can't see them ..it goes below my screen (maybe because my screen max res is 1366*780). Please don't give any tips or strategies..(I want to figure out strats on my own :D) , just what those percentages mean..for eg. Gold need : +93% Capital + 25% etc.
That's the percentage bonus to base yield needs. So if your city has a base 10 science per pop requirement to satisfy the people in it, these percentages will up the requirements by 118%.
 
does moai connecting resources? or just ignore them? thats a bad thing on communitas, every 2nd-3rd tille is resource.
 
I was referred by some folks on CIV 6 forum to here while discussing AI issues with CIV 6. I have then downloaded Vox Populi mod and activated all 6 of the included mods.

Then I rushed to start my first game as China on KING difficulty. I am right now at Turn #1, and hit a problem when I hot "Next Turn". It just doesn't move onto next turn. Now what do I do?
 
I was referred by some folks on CIV 6 forum to here while discussing AI issues with CIV 6. I have then downloaded Vox Populi mod and activated all 6 of the included mods.

Then I rushed to start my first game as China on KING difficulty. I am right now at Turn #1, and hit a problem when I hot "Next Turn". It just doesn't move onto next turn. Now what do I do?

Make sure that you have no other conflicting mods in your MODS folder, and that EUI installed in your DLC folder of your civ install (should be a folder called UI_bc1 in your Civ 5 DLC folder).
 
Thanks for your swift reply!
I just let the installation program to do the install and have never changed any paths.
Currently, the 6 mods are located in C:\Users\{My User Name}\Documents\My Games\Sid Meier's Civilization 5\MODS
 
Thanks for your swift reply!
I just let the installation program to do the install and have never changed any paths.
Currently, the 6 mods are located in C:\Users\{My User Name}\Documents\My Games\Sid Meier's Civilization 5\MODS

Yes, so check your DLC folder for UI_bc1.

C:\Program Files (x86)\Steam\steamapps\common\Sid Meier's Civilization V\Assets\DLC
 
My vassals always behave un-vassal-like. It is always impossible to Accept Embassy or trade for delegates unless it is disadvantageous to me. They will refuse any demand even if I have an overwhelming military advantage. They always consider my military deployment "extremely threatening" even if my troops are elsewhere. This all happens even if they are "content with my treatment of them as master". How can I make my vassals behave more vassal-like?
 
Is the Really Advanced Setup fully compatible with the newest versions of VP? Thanks!

It should be. I used it with the previous version as usual and did not encounter any problems - I did not fiddle with the terrain bonuses and extra units though.
 
Another question: Has anyone tried "allow policy saving" option? I've tried it in my current game and I can't get it to work, the game demands of me to select a policy.
 
Aren't barbarian horsemen only supposed to spawn if the camp is close to horses? I've just had an early rush ruined by 3+ horsemen attacking from fog and killing my archers and the closest horse resource is 5 tiles away in an civ's borders. Is this a bug or working as intended?
 
There could be horses underneath the Barb camp, since they prevent you from knowing any resources on that tile.
 
Scenario:

1. Playing as Celts.
2. Have religion before anyone else.
3. You convert an enemy capital.
4. Said capital then becomes a holy city of a foreign religion.

Which religion takes precedence? Will the holy city apply pressure or will the Celtic no-foreign-pressure passive overrule the holy city?
 
I adopted Syncretism Policy in Peity branch ,which is supposed to give +3 science from markets. When I hover the cursor on market, it shows science +3% ..Is it correct?
 
Scenario:

1. Playing as Celts.
2. Have religion before anyone else.
3. You convert an enemy capital.
4. Said capital then becomes a holy city of a foreign religion.

Which religion takes precedence? Will the holy city apply pressure or will the Celtic no-foreign-pressure passive overrule the holy city?

Founding and converting are 2 different things. Prophets you own can only found a religion in your cities. The first one is your holy city, the other cities are only converted.
The spread religion trait is special to the celtic. If you conquer one of their cities, this one behave completly normal (normal spread, missionaries can be bought).
 
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