Quick Questions / Quick Answers

@tranx, further to the very detailed @chicorbeef 's reply:

3) I think what happened in your game was that the city had a foreign religion with the Mandir follower belief for a while (you should have bought it, as the religious buildings are not mutually exclusive - I think they should be). And the city converted to another (your own?) religion.

4) There are 2 ways buildings decrease unhapiness:
- by a fixed number implicitly stated in the tooltip
- as @chicorbeef explained, by increasing the yields and meeting the needs
 
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.

As said by chircobeef, yes. However, this limitation is likely to disappear (or be replaced by another limitation) in upcoming version, as it was added recently, and not really liked by a good part of the community.
 
Hi, I've recently learned that Ranged Combat Strength ("RCS") is the defense value for ranged units when attacked by another ranged unit. Is this true? If so, in game Civilopedia make it sound like that's not the case. I want to ask what is the defensive combat strength when one of my units is attacked by enemy cities. Does "Cover I & II" promotions increase my defense against city damage or that's Drill promotions job? Esentially I'm asking is city attack is considered as ranged damage or is it a third category that is neithed melee or ranged?

Edit: Also noticed that when AI passes Sanction on me all my corporation franchises are removed from every city including city states. Is that intended?

Thanks...
 
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City attacks are ranged damage. So cover applies, and a ranged unit uses its RCS for defense (this is why a catapult doesn’t get 1 shotted by a city).

Drill helps both as defense against city attacks, and offensively when attacking the city. And of course a unit with both drill and cover is very defensive against city attacks
 
What are the best war monger civs currently? I had an amazing game as Rome a few months back and now I'm back because CBP AI combat tactics honestly ruined vanilla for me. Also I wanted to play on Emperor but have had a couple rough starts as England so I might knock it back down to King. Any and all thoughts are greatly appreciated!

Edit: Other quick question. Roughly what percentage of my supply cap should I aim to maintain unit wise? It pains me to divert production to stay at half my cap, which I'm assuming is far too low?
 
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What are the best war monger civs currently? I had an amazing game as Rome a few months back and now I'm back because CBP AI combat tactics honestly ruined vanilla for me. Also I wanted to play on Emperor but have had a couple rough starts as England so I might knock it back down to King. Any and all thoughts are greatly appreciated!

Edit: Other quick question. Roughly what percentage of my supply cap should I aim to maintain unit wise? It pains me to divert production to stay at half my cap, which I'm assuming is far too low?
I usually am at my supply cap, or very close to it.

Aztec, Mongolia, Huns, Japan, Sweden, France, are good warmongers. England too (but she needs ocean of course).
 
I usually am at my supply cap, or very close to it.

Aztec, Mongolia, Huns, Japan, Sweden, France, are good warmongers. England too (but she needs ocean of course).

Thank you sir! I ended up watching a fair bit of Martin Fencka's Let's Play as Rome on the Mediterranean map today and decided to give England one more go on Emperor. If that doesn't pan out though next game will be Mongols or Huns on Pangaea for sure.
 
City attacks are ranged damage. So cover applies, and a ranged unit uses its RCS for defense (this is why a catapult doesn’t get 1 shotted by a city).

Drill helps both as defense against city attacks, and offensively when attacking the city. And of course a unit with both drill and cover is very defensive against city attacks

I've made some testing and the second ability of the Drill promotions only works for offensive attacks against cities, and there are other promotions who could also confuse you with what in fact they do, here link for more detail:

https://github.com/LoneGazebo/Community-Patch-DLL/issues/5367
 
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@Aqinu
:thumbsup: for your relevant analysis.

Like you, I believe the used of this smiley: :c5strength: is wrong to discribe strength. It's wrong since 2012 !
:c5strength: should stand for "Defence strength" and an other one should stand for "Strenght" But this "other one" doesn't exist because of Firaxis.
I'm convinced It's confusing for 100% of new Civ5 players.

Now, like Gazebo, I believe VP doesn't have to fix that. 99% of VP players were Vanilla players before, and yes, it breaks compatibility with modmods and could bring even more confusion.

You are right but the usage rules is stronger than us !
 
I've made some testing and the second ability of the Drill promotions only works for offensive attacks against cities, and there are other promotions who could also confuse you with what in fact they do, here link for more detail:

https://github.com/LoneGazebo/Community-Patch-DLL/issues/5367

So I'm going to show an example, so I make sure I understand you clearly.

Lets take a Spearman (CS 11) vs a city. He has Drill I as a promotion.

When attacking the city, he gets 11 x 1.35 (10% CS + 25% CS vs a city), so CS 14.85.
When taking a ranged hit from the city, he only gets 11 x 1.10 (10% CS, but no extra bonus), so 12.1

Is that what you are saying?
 
So I'm going to show an example, so I make sure I understand you clearly.

Lets take a Spearman (CS 11) vs a city. He has Drill I as a promotion.

When attacking the city, he gets 11 x 1.35 (10% CS + 25% CS vs a city), so CS 14.85.
When taking a ranged hit from the city, he only gets 11 x 1.10 (10% CS, but no extra bonus), so 12.1

Is that what you are saying?

Yep. Strictly speaking, Drill is still the best to use for melee units that you plan to use to put up against cities for sieges since it gives you Drill one promotion sooner, but both Drill's and Shock's secondary bonus is offensive.
 
What are the best war monger civs currently?
We try that all warmongers are more or less equal in strength. If you want to go full warmonger, pick a civ that grants most bonuses from doing things like conquering cities, killing enemies and win wars.
Assyria, Denmark, France, Japan, Mongols, Persia (what do you do with that extra movement if not conquering your neighbours?), Rome, Songhai, Sweden, Aztec, Celts, Huns and Zulus, all have war oriented uniques. Others have a particulary strong unit that helps them conquer the world in their time, like China, Spain, England and Germany.

But especially Zulus, their kit is full warmonger. Build the Ikanda (Barracks) and you are good to go. It might be the only warmonger that prefers to build the barracks before building units.
 
But especially Zulus, their kit is full warmonger. Build the Ikanda (Barracks) and you are good to go. It might be the only warmonger that prefers to build the barracks before building units.
If you build an Ikanda after units, those units will still get their special promotion.
 
We try that all warmongers are more or less equal in strength. If you want to go full warmonger, pick a civ that grants most bonuses from doing things like conquering cities, killing enemies and win wars.
Assyria, Denmark, France, Japan, Mongols, Persia (what do you do with that extra movement if not conquering your neighbours?), Rome, Songhai, Sweden, Aztec, Celts, Huns and Zulus, all have war oriented uniques. Others have a particulary strong unit that helps them conquer the world in their time, like China, Spain, England and Germany.

But especially Zulus, their kit is full warmonger. Build the Ikanda (Barracks) and you are good to go. It might be the only warmonger that prefers to build the barracks before building units.

I went with England primarily for the free spy. This is my ~3rd full game of Vox and I still don't have a great handle on economy/keeping up in science.

Which leads me to my next question: Is 75%+ happiness remotely attainable as a wide empire on Emperor?

I didn't war at all in ancient or classical and pretty much exclusively built buildings based on happiness needs. But I was still hovering in the mid/low 50%s until I warred in the industrial era and vassalized Arabia. What's the trick? Do I need to run the public works project ASAP and multiple times to get ahead? I play on epic and that'd be brutal...

Edit: I wussed out on early game war because I had a TON of land to settle.
 
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I went with England primarily for the free spy. This is my ~3rd full game of Vox and I still don't have a great handle on economy/keeping up in science.

Which leads me to my next question: Is 75%+ happiness remotely attainable as a wide empire on Emperor?

I didn't war at all in ancient or classical and pretty much exclusively built buildings based on happiness needs. But I was still hovering in the mid/low 50%s until I warred in the industrial era and vassalized Arabia. What's the trick? Do I need to run the public works project ASAP and multiple times to get ahead? I play on epic and that'd be brutal.

Edit: I wussed out on early game war because I had a TON of land to settle.
Happiness is pretty tough this patch, you may have to lock growth. What social policies did you have?
 
Happiness is pretty tough this patch, you may have to lock growth. What social policies did you have?

Honor + 2 in Fealty + 3 in progress. Iirc it was somewhere around 8 cities that it really started to hover around 50%. Buying cheap units to garison kept me afloat for a while.

What's confusing to me, is that I turtled super hard, settle almost exclusivelly for new luxes, and built nothing but buildings ever outside my cap. Shouldn't a city that's only ever invested production in economy be pretty happy with itself? I'm not complaining about the mod, just trying to explain my apparently erraneous thinking. My plan was to be ready to boom when ship of the lines came around but by that point, my cities (8-10 pop iirc) were all getting hit with the unit production penalty.

Anyway, I had to abandon that game after it got stuck processing Egypts turn @ t229. Tried a bunch of things and finally had to load IGE and kill him. Which really fudged up the balance of power and ruined my half of the map. Oh and I 'accidentally' gave myself full earth satellite vision of the map while IGE was open. Took me until t377 to realize how much that ruins the fun.

Still open to advice but my plan next game is to focus production after ~5-7 pop and only grow 'em once they're ahead of the curve with buildings. Actually, here's another question, what civ would you recommend for going hella wide?
 
Honor + 2 in Fealty + 3 in progress. Iirc it was somewhere around 8 cities that it really started to hover around 50%. Buying cheap units to garison kept me afloat for a while
In VP, its standard to take a entire policy tree. I would recommend take of all honor (its renamed authority BTW), then take all of artistry, statecraft, or fealty. Currently artistry has the most happiness, and fealty has a lot of food, you may have to lock growth if you choose it.

Your strategy sounds fine overall. England is pretty good at going wide, but the best choices are probably Carthage or China.
 
Honor + 2 in Fealty + 3 in progress. Iirc it was somewhere around 8 cities that it really started to hover around 50%. Buying cheap units to garison kept me afloat for a while.

What's confusing to me, is that I turtled super hard, settle almost exclusivelly for new luxes, and built nothing but buildings ever outside my cap. Shouldn't a city that's only ever invested production in economy be pretty happy with itself? I'm not complaining about the mod, just trying to explain my apparently erraneous thinking. My plan was to be ready to boom when ship of the lines came around but by that point, my cities (8-10 pop iirc) were all getting hit with the unit production penalty.

Anyway, I had to abandon that game after it got stuck processing Egypts turn @ t229. Tried a bunch of things and finally had to load IGE and kill him. Which really ****ed up the balance of power and ruined my half of the map. Oh and I 'accidentally' gave myself full earth satellite vision of the map while IGE was open. Took me until t377 to realize how much that ruins the fun.

Still open to advice but my plan next game is to focus production after ~5-7 pop and only grow 'em once they're ahead of the curve with buildings. Actually, here's another question, what civ would you recommend for going hella wide?
Take a look at this.
https://forums.civfanatics.com/threads/new-version-june-12th-6-12.646682/page-3#post-15472034

This changes sensitivity to needs to a 25% of its current value, so it's much more forgiving. But it will do the same to AI...
 
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