There's no difference, its just the average. If you need 6 more, you can add 6 food, or 6 hammers, or a mix that equals 6.When dealing with distress, does the total deficit denote the needed food or needed production?
There's no difference, its just the average. If you need 6 more, you can add 6 food, or 6 hammers, or a mix that equals 6.When dealing with distress, does the total deficit denote the needed food or needed production?
To know you current version of the VP mod go to:So I'm playing my first Vox Populi -game for long time. Two questions and I'm thankful if I get some answers:
1) How to know if I'm having the newest (best?) version of the mod? How to see which version I have currently and where is the possible newest version of the mod?
2) About the gameplay: I'm in the medieval era. I'm making tons of money, about +181 GPT. When I trade my extra luxury resource to other Civilization, they offer me about 25 GPT for one luxury - why so much? Is it like it scales with the amount of GPT they have or is it just bugged?
Also, isn't it contradictory that I have about -13 unhappiness "points" in total from poverty in the cities but yet I'm swimming in the pool of money, I have now like 1700 gold in the wallet with the +181 GPT value. Yet the game implies to me that I should make more money buildings in the city to "get" rid of the unhappiness points. My head is like - why? I have already money, why would I build buildings that give me just more "extra" money? Couldn't trade deals of luxury resources affect poverty happiness in the cities?
What do you guys think? Is there any viable logic behind this so I could maybe roleplay it through....
EDIT [8:27pm]: In addition, why trade routes seem to be unefficient, for one trade route I would get 3 GPT as I have 181 GPT it doesn't affect basically at all?
Also, isn't it contradictory that I have about -13 unhappiness "points" in total from poverty in the cities but yet I'm swimming in the pool of money, I have now like 1700 gold in the wallet with the +181 GPT value. Yet the game implies to me that I should make more money buildings in the city to "get" rid of the unhappiness points. My head is like - why? I have already money, why would I build buildings that give me just more "extra" money? Couldn't trade deals of luxury resources affect poverty happiness in the cities?
I found the folder but can't open the "MODINFO-file" because I don't have proper application to do so.To know you current version of the VP mod go to:
"...\Documents\My Games\Sid Meier's Civilization 5\MODS\(1) Community Patch\"
and open "(1) Community Patch (v 89).modinfo" you can see in the first lines there's a tag named "<Teaser>" where is specified the current version (i.e. date of the release)
To check the newest version go to:
https://forums.civfanatics.com/forums/community-patch-project.497/?direction=desc
There you can see all the Titles of the Threads for VP Version sorted, in the top are the newest ones
Yeah, it's empire wide GPT. Okay, somehow I missed that also those buildings can lower poverty, thanks for telling me.Is the +181 GPT your "empire wide GPT"?
Happiness/Needs is now local, therefore, each city must produce a certain amount of gold to meet the poverty threshold. Empire wide GPT from luxury trading won't increase you cities' gold output, so it won't help on fixing poverty. There are also buildings that reduces poverty, like aqueducts, grocers and hospitals.
Or especially considered towards the city where the luxury resource is being worked by a citizen? Either way I would take either one so far.Mod improvement idea; Is there any way to ensure that money from trade deals is considered towards poverty reduction, maybe starting with the city having the highest poverty that supposedly supplies the luxury being traded
I found the folder but can't open the "MODINFO-file" because I don't have proper application to do so.
You can build two wonders but you still only get one reformation belief. Your holy sites will get two buffs though.So I've just made the surprising (to me) discovery that Byzantium's "Bonus Belief" can be an additional Founder or Enhancer belief rather than just a 3rd Follower Belief. If I pick 2 Founder Beliefs, then, and construct both National Wonders, does that mean I'll get to pick two Reformation beliefs as well, with the same "can pick stuff others might have already taken" bonus as when I originally founded the religion? If this should be obvious an obvious "yes" then I apologize, that just sounds so crazy to me.
Or if this sounds scary, the exe autoinstaller is always labelled with the version, so you can tell by looking at the filename.Just open it with notepad, is just a text file...
2) About the gameplay: I'm in the medieval era. I'm making tons of money, about +181 GPT. When I trade my extra luxury resource to other Civilization, they offer me about 25 GPT for one luxury - why so much? Is it like it scales with the amount of GPT they have or is it just bugged?
Also, isn't it contradictory that I have about -13 unhappiness "points" in total from poverty in the cities but yet I'm swimming in the pool of money, I have now like 1700 gold in the wallet with the +181 GPT value. Yet the game implies to me that I should make more money buildings in the city to "get" rid of the unhappiness points. My head is like - why? I have already money, why would I build buildings that give me just more "extra" money? Couldn't trade deals of luxury resources affect poverty happiness in the cities?
What do you guys think? Is there any viable logic behind this so I could maybe roleplay it through....
EDIT [8:27pm]: In addition, why trade routes seem to be unefficient, for one trade route I would get 3 GPT as I have 181 GPT it doesn't affect basically at all?
...unless they find another reason...You may spend that gold on improving the lives of your subjects, of course, and they'll stop complaining....
One option is to go to C:\Users\Name\Documents\My Games\Sid Meier's Civilization 5\MODS\(2) Community Balance Overhaul\Balance Changes\Tech, open TechCostChanges.sql and just increase the values there I guess.Is there anyway to lengthen the turn time of eras? What I mean is- My friend and I have been playing with "Longer eras-Historic" with some changes made by me to tweak research/construction times. I like the longer research times while having unit building almost normal speed so that era actually feel like eras.(We play reeeeeeeeaaally long civ games) There is a great scientist fix for that mod that keeps great scientists from researching more than 1 tech at a time. I tried to use both the CBP and Longer Eras- Historic at the same time, but it caused terrible desync and crashing on advisor selection. If there is a file I could tweak in the CBP that would get me the results I want that would be fantastic. I know the mod changes some happiness bonuses and the amount faith to get your first great prophet.
That's a good question. It increases your score from Techs, so it probably counts as a regular tech thus increasing the modifier, but not sure (it could be marked as special or something).Does researching Future Tech (more than once) increase happiness tech modifier?
A lot. Other than the AI improvements and gameplay balances (both of which alone I'd categorize as a major addition), the most hot topic currently is the reworked Happiness system (it became partially local to Cities). I'd suggest a quick run-through on the former patch notes to get some idea what's going on.I havent played this in about a year. what MAJOR changes have there been to this mod since then?
Did you enabled AI logging? If so, look there.Is there a way to find out which Ideology Tenets have been picked by an AI player? I only can see how many, but not which.