Quick Questions / Quick Answers

Will sphere of influence stop Venice's ability to purchase city states?

I'm pretty sure that's a no - but it will stop Austria's UA. Could be wrong though.
 
How does the chinese UA work exactly? I get that every time a city is founded or great person expended all cities get +1 food and gold but how does the decline work exactly? Say a city has +2 food and gold when I enter the classical era, that will go down to +1, but what about newly generated bonuses? If I expend 4 great people in the industrial era will I get the full bonus for that era and half of it the next or do I only get 1/16th of the bonus to begin with? Basically what I'm asking is, is the decline applied the moment you get the bonus or each bonus is counter separately based on how "old" it is.
 
How does the chinese UA work exactly? I get that every time a city is founded or great person expended all cities get +1 food and gold but how does the decline work exactly? Say a city has +2 food and gold when I enter the classical era, that will go down to +1, but what about newly generated bonuses? If I expend 4 great people in the industrial era will I get the full bonus for that era and half of it the next or do I only get 1/16th of the bonus to begin with? Basically what I'm asking is, is the decline applied the moment you get the bonus or each bonus is counter separately based on how "old" it is.

+1 is added to the total bonus whenever either of those conditions are met. Each new era, the total bonus is halved, rounded down. So if your total bonus was 4, it would be 2 after entering a new era, then go up to 3, 4, 5, 6, and down to 3 again after entering a new era, for example. The bonus triggers are not tracked separately.
 
Thanks. I thought that when the conditions are met the bonus is given with the decline already applied so in the fourth era you'd only get +1/8 food and gold.
 
I thought self-founded cities, even when settled after selecting the pantheon, automatically got that pantheon. Is this incorrect? I have founded a religion in the interim.
 
I thought self-founded cities, even when settled after selecting the pantheon, automatically got that pantheon. Is this incorrect? I have founded a religion in the interim.
They do until you found a religion, then no more free pantheon.
 
What's the deal with my ship here having -37 damage?
 

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What's the deal with my ship here having -37 damage?
Most probably you are on an outdated Promotion flags which is unable to deal with the extra HP from the promotions correctly. Instead of -39/100, it should be something like +1/140. Try updating the mod. The link to the latest version should be in the Compatible mods thread. It is save game compatible.
 
Do mountains in another person's border counter for god of nature?

I am also very interested in that and would like to widen this question: Do mountains in another person's border or within range of two of your cities apply when taking god of nature, and Machu Picchu? Do they count for both cities for mountain in range of two cities?
 
They definitely do not count for Machu Picchu. I would hazard a guess that this also applies to any other Mountain-based bonus, but am not sure.
 
How does the AI react to having no victory conditions enabled other than time? Also on a semi related note, what do they do when random victory type is enabled? Just going full domination and maybe pivot after atomic era?
 
Is there a good resource that goes into detail about the happiness system? I find it strange that just growing by one citizen in the city below can increase the unhappiness values by so much.
upload_2020-3-28_22-30-29.png
 
The wording seems to imply that any mountain within 3 tiles would count.

Exactly, it plainly says "for every mountain within 3 tiles of the city". I guess neutral (not within anyone's border) do count.

Is there a good resource that goes into detail about the happiness system?

I asked several times in several threads, including here recently, no one replied, civilopedia also provides no information, so I guess not.

Here is what I know though, and I think I covered most of how unhappiness is governed:
It is some wizardry from global median (which is derived from yields in every city in the game) modified by rather stable values from technology (percentage seems to exactly how much of total techs you have), empire size and city size. It is very obscure in detail, but it works and is rather simple in principles: as global median is derived from yields if you not develop yields through buildings, techs, improvement you will fall behind, because each unhappiness point from needs will require less and less yield deficit (as most cities increase their yields throughout the game). For example 5 more gold will be enough to bring one unhappiness from poverty down in medieval, but not in industrial (and this applies retroactively as system counts whole yields against whole needs at any point). Needs are adjusted on new citizen birth. System does not count set unhappiness points but is: aggregate yields for the city divided by a global median need at the birth of the last citizen. Needs from global median are not normally visible, but they are visible for buildings that reduce global empire needs (but only for the moment they are built at, it shows for example: old need 8.55 gold per citizen for one unhappiness, new 8.22). Some unhappiness is overflowing (can be higher than city population) like starvation or urbanization, but most of those normal ones (boredom, poverty etc.) is limited by population. Unhappiness from needs queues or waits for its time if its overflowing. You tackle poverty, boredom arises. It was there (and it is showed in the city screen as 0 or 1, real: 5), but as your citizens hadn't had any money, they didn't bother there are not enough kpop albums to spend it on, they started that complaints after they got richer. System cannot be directly explained as it is not based on set values but global median which is ever changing, but it is totally understandable when you know which principles govern it. @Gazebo has recently stated that there is no unhappiness increase from entering new era, other than usual technology modifier, I hope this clarifies something for you.
 
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@Cokolwiek Thanks very much for the helpful information.

System does not count set unhappiness points but is: aggregate yields for the city divided by a global median need at the birth of the last citizen.

So if the needs are calculated using a global median at the time of the last citizen birth, and this city has been on avoid growth for a long time, would that explain why the needs would increase so much upon growth? Since the needs would be "refreshed" using a global median from many turns later?

After letting city grow:
upload_2020-3-29_19-57-0.png

However I still find it odd why the needs from technology for instance has gone up from 34-46%, and probably as a result, the needs modifiers from 110%-135%. The technology needs in other cities range from 30%-46%, yet the wiki page (probably outdated) suggests it should be a flat modifier across the empire. Is avoiding growth "freezing" the needs modifiers?
 
So if the needs are calculated using a global median at the time of the last citizen birth, and this city has been on avoid growth for a long time, would that explain why the needs would increase so much upon growth? Since the needs would be "refreshed" using a global median from many turns later?

Yes. But my information is only what I observed in my games, so if I am mistaken please someone correct me.

However I still find it odd why the needs from technology for instance has gone up from 34-46%, and probably as a result, the needs modifiers from 110%-135%. The technology needs in other cities range from 30%-46%, yet the wiki page (probably outdated) suggests it should be a flat modifier across the empire. Is avoiding growth "freezing" the needs modifiers?

Checking avoid growth button in itself no (probably), but not getting new citizen I guess yes. There would be no other explanation to varying technology modifier. So I suppose it is indeed a flat modifier for all cities, but locks itself on a citizen birth. Hence differences.
 
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