Quick Questions / Quick Answers

Thanks vyyt. Glad someone understood my question.

Adding a picture of my knight on top of an Austrian TR between Linz and Yerevan. I am only able to plunder the TR if I declare war. I loaded the same save with no modmods but had the same issue.
Is this trade route going towards a Moroccan city? It looks like it is going towards Yerevan, whom you are allied. Morocco can't pillage trade routes going to a Moroccan city, but it could also be the case with allied city states.
 
Just park your unit on the TR’s path, I believe it will pillage automatically if the TR passes under your unit. I don’t think there has ever been a click-able button for Morocco’s peaceful plundering
 
Now for my question: are public works affected by building production modifiers? I notice they are in the buildings tab instead of the processes tab; does that mean building modifiers work on them, even though they behave more like repeatable processes?
 
Just park your unit on the TR’s path, I believe it will pillage automatically if the TR passes under your unit. I don’t think there has ever been a click-able button for Morocco’s peaceful plundering

The last time I played Morocco you did have to use the pillage button during peacetime. It being automatic during peace time would be annoying if you didn't want to pillage routes of AI you were trying to be friendly with.
 
Just park your unit on the TR’s path, I believe it will pillage automatically if the TR passes under your unit. I don’t think there has ever been a click-able button for Morocco’s peaceful plundering

The last time I played Morocco you did have to use the pillage button during peacetime. It being automatic during peace time would be annoying if you didn't want to pillage routes of AI you were trying to be friendly with.

Like @crdvis16 , I had to pillage the TR like what I do during war. The only situation where you cannot pillage is when the TR is headed towards your own city (even during that first turn of war).
 
Now for my question: are public works affected by building production modifiers? I notice they are in the buildings tab instead of the processes tab; does that mean building modifiers work on them, even though they behave more like repeatable processes?

They're technically 'projects' (like Apollo or SS parts), so building modifiers do not affect them.

G
 
They're technically 'projects' (like Apollo or SS parts), so building modifiers do not affect them.

G

Hmm, does that mean they're affected by AICreatePercent in the difficulty handicaps?

If so, BiteInTheMark will want your head, from what I remember of last year. ;P
 
They're technically 'projects' (like Apollo or SS parts), so building modifiers do not affect them.
does that mean that public works/Apollo, etc. are categorized differently than processes, or do they share the projectType category with wealth/farming/etc?
 
Does the Communitas Map have a feature that is grouping CIV start locations quasi-historically? My last few games have had what I call 'themed' civs on the same continent, i.e. Japan, Korea, China on one continent, and Aztec, Maya, Inca on another. Two or three games is not a very large sample, I know. Is this just coincidental?
 
Does the Communitas Map have a feature that is grouping CIV start locations quasi-historically? My last few games have had what I call 'themed' civs on the same continent, i.e. Japan, Korea, China on one continent, and Aztec, Maya, Inca on another. Two or three games is not a very large sample, I know. Is this just coincidental?

A fun coincidence. I'm always partial to seeing Rome and Carthage spawn next to eachother :)
 
Does the Communitas Map have a feature that is grouping CIV start locations quasi-historically? My last few games have had what I call 'themed' civs on the same continent, i.e. Japan, Korea, China on one continent, and Aztec, Maya, Inca on another. Two or three games is not a very large sample, I know. Is this just coincidental?
I was once playing Spain, and had the Aztecs across a sea, and I invaded them with Conquistadors while they still had Jaguars. Now that's historical accuracy!

It's possible Aztec/Maya spawn near each other because they both have Jungle biases.
 
Is the new beta version from 4-20 save game compatible? All the changes thus far since the previous version seem really fun to play but I don't want to invest time if I can't save the game.
 
I haven’t played since about November, before the new happiness rework. I have a few questions:

Is there a good writeup about how happiness works now?

Have any civs gotten big overhauls since then?

I remember reading that the communitas map was integrated. Can someone elaborate? I tried a communitas roll and still find 2/4 iron resources as opposed to 2/6 on normal maps, is this normal and would it work for resource needs in cbp?

Events are still enabled by default. Can someone “sell” me on them since I usually disable them since it seems to be very rng based?

Thanks!
 
Events are still enabled by default. Can someone “sell” me on them since I usually disable them since it seems to be very rng based?
It is very cool to watch the top scoreboard civ get a plague event and then their cities start suffering massive starvation.

Also very cool where you decide to get baby boomed for +1 pop in all cities.
 
Is the new beta version from 4-20 save game compatible? All the changes thus far since the previous version seem really fun to play but I don't want to invest time if I can't save the game.
No, no versions other than a hotfix one are savegame compatible. I would recommend just finishing the game you have and then switching to the new version-the March 28 version is pretty good too.
I haven’t played since about November, before the new happiness rework. I have a few questions:

Is there a good writeup about how happiness works now?

Have any civs gotten big overhauls since then?

I remember reading that the communitas map was integrated. Can someone elaborate? I tried a communitas roll and still find 2/4 iron resources as opposed to 2/6 on normal maps, is this normal and would it work for resource needs in cbp?

Events are still enabled by default. Can someone “sell” me on them since I usually disable them since it seems to be very rng based?

Thanks!
1. The system was first introduced here: https://forums.civfanatics.com/threads/new-beta-version-march-14th-3-14.643756/ You can check the changelog for when the system was introduced. Basically, happiness is mostly local now, more unhappiness than happiness in a city and it suffers Growth/Military Unit Production. Happiness sources are divided across your empire, empire-wide unhappiness like Public Opinion/War Weariness are divided across your empire, local unhappiness like Poverty/Distress etc. affects only the city.

A few changes have been made since then. For example, now, if the ratio of your Happiness: Unhappiness is less than 60%, you suffer empire-wide penalties to Growth/Production. These penalties are increased at 40% and 20%. You can check the last two versions for changes since then:

https://forums.civfanatics.com/threads/new-beta-version-march-28th-3-28.644213/
https://forums.civfanatics.com/threads/new-beta-version-april-20th-4-20.645111/

2. No, just some small changes, like Ottomans losing :c5production: on TR completion and Shoshone having their Encampment tech bonuses bumped forward.
 
We get 20% of the culture/science/faith yields of our vassals.
Does this mean they lose these yields as they do lose gold with vassal taxes?
Or are the yields we get something extra like fiat money and created out of thin air and the vassals still get 100% of their own culture/science/faith?
 
We get 20% of the culture/science/faith yields of our vassals.
Does this mean they lose these yields as they do lose gold with vassal taxes?
Or are the yields we get something extra like fiat money and created out of thin air and the vassals still get 100% of their own culture/science/faith?
created out of thin air. I argued that we should have it deduct yields from the vassal, but oh well.
 
There is a feature in the game that you research technologies faster when other known civilizations already have reasearched them.
And I don`t mean the World Congress resolution.

I would like to mod this value so all civs keep closer together on their technology level and it is harder for civs to get a 10 technology lead for example.
Anyone know where I can find this value in the mod files?
 
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