Quick Questions / Quick Answers

Its effectively a retool of the faith resource. Early game, Faith is about religion, the beliefs and the spread.

Towards the later game faith doesn’t serve that purpose anymore, but now serves as a method for great people, keeping faith somewhat relevant.

So that’s the mechanical reason for it.
The problem I have with faith purchase mechanic is that it is not lore friendly.
Civ is after all a civilization simulation game though.
 
I'm crashing to desktop trying to load a save game I started yesterday. I found a tip a while back saying not to show tile yields to minimize vram usage but I had forgotten about that until now. Is there a way to modify the save game to turn off tile yields and hopefully get it to load? Or does anyone have other suggestions? This isn't the first time I've lost games to this problem...

Standard map. No other mods. EUI enabled. Most recent beta, v4 iirc. Graphics all minimized. GTX 1060 6gb. Windows/Nvidia all updated. I've tried loading my hard save + last 10 auto saves.

Edit: I've managed to load an earlier auto save with low quality textures. Unfortunately this means many, many missing icons and the UI screwed up in a bunch of places. I'm going to try to uninstall and and then re-install with no EUI.
Which map are you using? Map size differs for each mapscript. Number of units on the map also matter.
 
@Gazebo

G can you help refresh my memory?

Code:
int CvPlayer::GetDominationResistance(PlayerTypes ePlayer)
{
    if (ePlayer == NO_PLAYER)
        return 0;

    int iHandicap = 5;
    if (GET_PLAYER(ePlayer).isHuman())
    {
        iHandicap = GC.getGame().getHandicapInfo().getAIDifficultyBonusBase();
    }

    int iMaxThreshold = GC.getWARMONGER_THREAT_CRITICAL_THRESHOLD() * 200;
    iMaxThreshold /= max(1, iHandicap);

    int iResistance = GetDiplomacyAI()->GetOtherPlayerWarmongerAmount(ePlayer);
    iResistance *= 100;
    iResistance /= max(1, iMaxThreshold);

    return min((iHandicap * iHandicap), iResistance);
}
 
Code:
int CvPlayer::GetDominationResistance(PlayerTypes ePlayer)
{
    if (ePlayer == NO_PLAYER)
        return 0;

    int iHandicap = 5;
    if (GET_PLAYER(ePlayer).isHuman())
    {
        iHandicap = GC.getGame().getHandicapInfo().getAIDifficultyBonusBase();
    }

    int iMaxThreshold = GC.getWARMONGER_THREAT_CRITICAL_THRESHOLD() * 200;
    iMaxThreshold /= max(1, iHandicap);

    int iResistance = GetDiplomacyAI()->GetOtherPlayerWarmongerAmount(ePlayer);
    iResistance *= 100;
    iResistance /= max(1, iMaxThreshold);

    return min((iHandicap * iHandicap), iResistance);
}

So I think the trick is this function "GetOtherPlayerWarmongerAmount(ePlayer)". I'm trying to figure out what actions increase my warmonger amount that creates resistance for other civs?
 
1. I would say culture and production are still king. Now food isn't crap as before.
2. Problem was that Mathemathics was too good to delay, and the path towards it most convenient. Now the strengths are spread out evenly.
3. I plan on doing a guide soon. Basically, you have the same unhappiness types as before (needs, religious, specialists), but now the happiness is origined locally. This is, each city generates happy and unhappy people. Happy people are capped by city size, while unhappy people can be greater than that. Then you have that any happiness empire bonus is distributed among all your cities, in order of appearance. For, example, if you are gaining 6 happiness from luxuries and you have 4 cities, the two first cities gain 2 happiness each one, and the other two cities gain one happiness points each one. City UI has been changed to show happiness more detailed and informative. You also may see what your city shall look like upon growth. Unhappiness reduction buildings have been simplified. Some building still work at a percentage, like walls, but most of them now just remove 1 point of unhappiness, such as the library which removes 1 point of illiteracy the city may have. Unhappiness from specialists is called urbanization and has its own unhappiness reductions. 1 specialist = 1 urbanization unhappiness. Easy.
The food change is just a thoroughly removal of food bonuses here and there, so now, if you want food you have to work for it. Not enough food and your cities will stagnate. Oh, I forgot something critical. Now you need to reach city size 4 before you can even start working on a settler, and once you produce the settler, that city will lose 1 population. Both things made the early game much more longer than usual. Coveting the land is harder, both from the unhappiness upon extension and because of the lack of food, resulting in wild land filled with barbarians for longer. The global metric of unhappiness is the number of unhappiness produced divided by the number of happiness produced, expressed from 0 to 100. Don't settle any more cities if you see your happiness dropping below 100 and be cautious if you plan to conquer cities, specially in the early game, as the unhappiness is very hard to bear in annexed cities.
If you have a too wide empire, and you don't have any tool left to resist rebelion, just let one of your cities secede. That will create a city state and release you from the struggle.

A minor change, you may say, is that now the cost of progress is downgraded as a civ loses cities, so a civ that has lost many cities may still keep up in time, if it saved its better cities.
4. All those changes are things that we all agreed upon, and we didn't ask for reversal, so I'd say we're liking them. All them addressed concerns we had. I'd say it's more mature. Your's to say if you like them too.

EDIT.
Geez, I forgot other changes, combat related:
Swordsmen are gaining now Cover for free.
Fusiliers on, gain anti-mounted.
Mounted units now pay higher cost to move through rough terrain.
Aaand you should try new naval promotions. It's a whole new world.

thanks! do you know if the events system has been changed?
 
Does anyone know if ai sell technology? otherwise i think its a huge advantage for the human player if the tech trading option is enabled
 
Do Cathedrals border bonus work on purchased border growth, or only natural growth?
 
How often do you guys experiance late game crashes? i always get them at around 300 turns in every 20 turns or so? i have autosaves on every 5 turns maybe thats why?
 
So I think the trick is this function "GetOtherPlayerWarmongerAmount(ePlayer)". I'm trying to figure out what actions increase my warmonger amount that creates resistance for other civs?

DoWing other civs or City-States and conquering cities.
 
Is ferver mitigated when Casus Belli is active?

It doesn't directly impact fervor, but Casus Belli increases the decay rate for your existing warmonger amount and reduces new increases to your warmonger amount.

I believe it doubles the decay rate and halves the increase amount.
 
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So I've noticed when I create Great Works, most of the time my tourism rises by only 1 despite the fact that the GW says it gives +3 tourism. What am I missing here?
 
So I've noticed when I create Great Works, most of the time my tourism rises by only 1 despite the fact that the GW says it gives +3 tourism. What am I missing here?
Total Tourism decreases based on number of cities, maybe this is why
 
Total Tourism decreases based on number of cities, maybe this is why

Thanks, this actually makes complete sense. I'm playing my widest game ever atm as China (I'm at 14 cities) and it's going very well, besides the fact that I'm trying to go for a CV and Arabia is leading with their tourism output. I've been operating under the assumption that more cities = better in 99% of cases as long as you can take the happiness hit. Is this correct, or would it generally be better to have less cities when going for a CV because of the tourism output penalty?
 
Thanks, this actually makes complete sense. I'm playing my widest game ever atm as China (I'm at 14 cities) and it's going very well, besides the fact that I'm trying to go for a CV and Arabia is leading with their tourism output. I've been operating under the assumption that more cities = better in 99% of cases as long as you can take the happiness hit. Is this correct, or would it generally be better to have less cities when going for a CV because of the tourism output penalty?

AFAIK 4-5 cities (including the capital) is ideal for CV (not saying that having more cities is impossible to achieve this victory, especially if you don't have competition).
 
IMO it doesn't matter much since most of your tourism output actually comes from instant tourism, which is mostly based on your culture income, at least for the first two-thirds of the game.
 
Good stuff to know. Will keep that in mind for my future games when going for a CV - thanks.

IMO it doesn't matter much since most of your tourism output actually comes from instant tourism, which is mostly based on your culture income, at least for the first two-thirds of the game.

That would explain why I'm leading in terms of influence. Arabia is looking likely to overtake me soon though, will be an interesting late game (currently at turn ~310). Any tips for curbing their tourism output? I do have a very large military, but the geography makes it difficult to directly take him head-on (it will have to be a tricky naval invasion).
 
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