Quick Questions / Quick Answers

China is probably the best civ, (maybe Ethiopia). The AI always does well as China, I think it should round down.

Agreed- China always seems to be a top tier civ in my games. I guess that doesn't necessarily mean they win more than others, though, since their kit isn't as directly contributing to a win condition as some others. But they always seem to be very relevant and could probably use a slight nerf.
 
In terms of China. I don't consider them OP but they are upper tier. If you reduced the bonus a bit, they would still be very solid.
 
Does anyone know how to modify and if it is possible to change EUI for resolution 1920x1080 so that the Top Panel to be full from one side to another like this (present in lower resolutions):

Civ5Screen0001.png


Instead of having the default one like this:

Civ5Screen0002.png
 
Is there a way to cause a certain civ to start close to me? Like if I made player 2 Persia, would that mean I probably start next to Persia?
 
Is there a way to cause a certain civ to start close to me? Like if I made player 2 Persia, would that mean I probably start next to Persia?

There is no way to force a civ to start closer to you without gaming things a bit. Your best option is to use In Game Editor to peep at the map on each start, and either restart until you both get randomly placed near each other or you can swap their starting units with the units of whatever civ did spawn close to you, keeping in mind the terrain the two civs end up on for balance.
 
Is there a way to cause a certain civ to start close to me? Like if I made player 2 Persia, would that mean I probably start next to Persia?
There is a mod called Really Advanced Setup, you can tinker with certain things with it but I'm not sure you can force something like that, but maybe would worth a look (I didn't find it, only terrain / natural wonders close to you etc.).

Edit: I found what's wrong. I'm more potato than a huge bag of potatoes :D
 
Last edited:
There is a mod called Really Advanced Setup, you can tinker with certain things with it but I'm not sure you can force something like that, but maybe would worth a look (I didn't find it, only terrain / natural wonders close to you etc.).

Question: is it me, or is -Happiness shouldn't be really possible with the current versions? :D (June 12 version) How can Persia have -9 Happiness? (he had -40 at one occasion lol) So I'm guessing it's a bug, but where can I find the culprit I'm wondering... :think: (I'm using a modified version of Enginseer's Civic and Reform modmod, but I double checked that [but I still probably messed up somewhere])

RAS can't force it.

I'm guessing it is a bug, but theoretically if Persia had puppets/WW and 0% or very close to it unhappiness then I think you could end up with negative empire unhappiness.
 
Look at this forward settle by Tradition Rome, turn 78 epic speed emperor diff.
He really walked a settler all that way? geez!
I mean forward settle and agressive behaviour sure but this ...it was pure bad for him, isolated city on the other side of the world, no way to reinforce.
The city did provide me with some resources and got resettled.
Edit: I'm grey Iraqois, Rome is purple.


upload_2019-7-1_23-27-26.png
 
I'm trying to use just the (1) Community Patch on this play through for a mostly vanilla (but bugfixed) experience, but using the new EUI. It doesn't behave well with the EUI, but I did manage to rip out the UI-related pieces (I think), but I'm not really sure I did it right. The only thing I'm seeing off so far is the movement count is multiplied. Any ideas how to make the Community Patch more vanilla to make it compatible with new EUI?
 
Is Arabia with civilized jewelers OP? Tried this cooperation last play and it was really good. Wonders what will Arabia do with that.
 
I'm trying to use just the (1) Community Patch on this play through for a mostly vanilla (but bugfixed) experience, but using the new EUI. It doesn't behave well with the EUI, but I did manage to rip out the UI-related pieces (I think), but I'm not really sure I did it right. The only thing I'm seeing off so far is the movement count is multiplied. Any ideas how to make the Community Patch more vanilla to make it compatible with new EUI?
It won't work with newest EUI, it works only with the provided version.
 
Hey guys, will be in comunity patch an option, that allows to set more than 22 civs in worlds builder?
 
Last edited:
1) Do Great Generals give their adjacency bonus when embarked?

2) Is there a limitation on the number of specialists I can assign in one city? Sometimes I can't assign more than one scientist even though I have library + university.

3) What are Mandirs and how do I get them? In my very first game of civ5 VP I could build a Mandir in only one city but I didn't build it because I didn't know if it was for my religion or another (I chose Orthodoxy) and since then I have not seen the possibility of building them anymore.

4) For some buildings it is clearly stated that they reduce unhappiness, but I feel like some others could, too: does a bank or a market reduce poverty? Does a workshop reduce pop/prod distress? What exactly is distress anyway? Is it the discrepancy between population and production? If so, building production building (well, forge, workshop...) should help, right?
I'm playing the new (6-12) version and happiness is tough to handle, all my cities have avoid growth checked atm :lol:

I love your mod but I'm new to Civ5 (I only played a little vanilla when in came out years ago, I'm a long time civ4 player) so the learning curve is steep.
 
Last edited:
1) Do Great Generals give their adjacency bonus when embarked?

2) Is there a limitation on the number of specialists I can assign in one city? Sometimes I can't assign more than one scientist even though I have library + university.

3) What are Mandirs and how do I get them? In my very first game of civ5 VP I could build a Mandir in only one city but I didn't build it because I didn't know if it was for my religion or another (I chose Orthodoxy) and since then I have not seen the possibility of building them anymore.

4) For some buildings it is clearly stated that they reduce unhappiness, but I feel like some others could, too: does a bank or a market reduce poverty? Does a workshop reduce pop/prod distress? What exactly is distress anyway? Is it the discrepancy between population and production? If so, building production building (well, forge, workshop...) should help, right?
I'm playing the new (6-12) version and happiness is tough to handle, all my cities have avoid growth checked atm :lol:

I love your mod but I'm new to Civ5 (I only played a little vanilla when in came out years ago, I'm a long time civ4 player) so the learning curve is steep.
2) Yes, Specialists are limited by the amount of excess happiness in a city (eg. if your city has 10 :c5happy:/8:c5unhappy:, you can only assign 2 Specialists).

3) Mandirs are a Follower belief, you can pick Mandirs as a Follower belief when founding a Religion or Enhancing one. They give extra :c5food: and prevent your Great People from being assassinated by enemy Spies (when Spies do this, your Great People progress is set back).

4) Anything that provides yields has the potential to reduce unhappiness-the more yields they provide, the more they reduce unhappiness. You can hover over the happiness tooltip in a city to see exactly how many yields you need for -1 unhappiness from that source. Markets/Banks can indeed reduce Poverty by providing :c5gold:.

Distress is the average of how much :c5food:/:c5production: you produce-increasing either :c5food: or :c5production: can help (though :c5food: can grow your cities which can cause more :c5unhappy:, of course). If the happiness tootlip says you need 20 :c5food:/:c5production: to reduce the city's Distress by 1, you can reduce it by getting 20:c5food:, 20:c5production:, or 10:c5food: and 10:c5production: (or any other combo).
 
Back
Top Bottom