Quick Questions / Quick Answers

I had just learned earlier from eslavo how to change the mod order via looking at the lua logs a grueling process of moving them around in the folder and then restarting the game 100 times etc. In any case, after finally getting the list proper, I wanna add JFD Cultural Diversity but it would default load last on the load order without me redoing the whole list. I ran it and it seems to work fine but being its the largest file of all the mods and eslavo said to put larger mods on top of the list. That being said JFD said its just splash screens, music and custom voice sounds for certain units so I dont think it shares anything in common with Vox or the other mods I have. I really wanna play with it cause I like the music so help me post rationalize using it.
 
Even then, great engineers were scaling for a while longer. Now it is a fixed amount of production.

Just to ensure we are on the same page.

1) All GPs have their value set when they are born. Any scaling they have is calculated, so it doesn't matter when you bulb the GP (aka you can't bulb a Musician at the end of the game and get x100 its tourism value or something). Its been that way for as long as I can remember.

2) Tu I think what you are suggesting is that GEs are not getting their scalors period (aka from manufactories). Aka a GE made on Turn 10 with no manufactories present vs one on Turn 300 with 10 manufactories is producing the exact same amount of hammers. Is that what you mean? If so that does sound like a bug to me.
 
Just to ensure we are on the same page.

1) All GPs have their value set when they are born. Any scaling they have is calculated, so it doesn't matter when you bulb the GP (aka you can't bulb a Musician at the end of the game and get x100 its tourism value or something). Its been that way for as long as I can remember.

2) Tu I think what you are suggesting is that GEs are not getting their scalors period (aka from manufactories). Aka a GE made on Turn 10 with no manufactories present vs one on Turn 300 with 10 manufactories is producing the exact same amount of hammers. Is that what you mean? If so that does sound like a bug to me.
I was talking about point 1. It was my impression, at least few months ago, that if I took longer to use the great engineers, they would increase their production, as it was affected by the city production and the number of factories. Still, GE born later were stronger.
 
I was talking about point 1. It was my impression, at least few months ago, that if I took longer to use the great engineers, they would increase their production, as it was affected by the city production and the number of factories. Still, GE born later were stronger.
Nope.
 
GE value is based on population and number of built manufactories, not production or factories.

There was a time when GE's value was not fixed at birth but all the other types were. I had missed the change which was why I asked :)

One thing I'm still not sure of, is the 25% boost from policy applied at birth or when used - I hope it's the latter.

Also, should the value be based on your highest pop city rather than the one where born?
 
GE value is based on population and number of built manufactories, not production or factories.

There was a time when GE's value was not fixed at birth but all the other types were. I had missed the change which was why I asked :)

One thing I'm still not sure of, is the 25% boost from policy applied at birth or when used - I hope it's the latter.

Also, should the value be based on your highest pop city rather than the one where born?
So that's it. The GE gets stronger in bigger cities. Another reason to grow high.
 
So that's it. The GE gets stronger in bigger cities. Another reason to grow high.

It was the case in vanilla: better yields in high-pop cities. But vanilla GEs weren't fixed at birth; you could move your engineer to a larger city. Scaling by population was probably meant to prevent (arguable) exploits such as insta-building a wonder in a freshly settled city.

VP doesn't have that problem quite as much, so yes, I agree Engineers would be better if they were based off the highest pop city, or the average pop per city.
 
After forcing a vassalage via conquest, is there no way to give the vassal's former cities back to them?

Heal up the city. You can't trade damaged cities when not at war.
 
Heal up the city. You can't trade damaged cities when not at war.

I don't think this is it...I have two puppet cities at full health, which I can trade to rivals, and two puppet cities with damaged defenses that don't show up on the list. None of my cities — captured or settled — show up when trading with my vassal. (The hover text says "We don't have any tradeable cities" and won't let me expand the city trade option.)
 
I don't think this is it...I have two puppet cities at full health, which I can trade to rivals, and two puppet cities with damaged defenses that don't show up on the list. None of my cities — captured or settled — show up when trading with my vassal. (The hover text says "We don't have any tradeable cities" and won't let me expand the city trade option.)

Weird, I'll investigate.
 
From the IsPossibleToTradeItem function:
Code:
    // City
   else if(eItem == TRADE_ITEM_CITIES)
   {
       CvCity* pCity = NULL;
       CvPlot* pPlot = GC.getMap().plot(iData1, iData2);
       if(pPlot != NULL)
           pCity = pPlot->getPlotCity();

       if(pCity != NULL)
       {
           // Can't trade someone else's city
           if(pCity->getOwner() != ePlayer)
               return false;

           // Can't trade one's capital
           if(pCity->isCapital())
               return false;

           if (pCity->getDamage() > 0 && !pFromTeam->isAtWar(pToTeam->GetID()))
               return false;

           //do not trade away our closest city in the same deal!
           CvCity* pClosestCity = GET_PLAYER(ePlayer).GetClosestCityByPlots(pCity->plot());
           if (pClosestCity != NULL && IsCityInDeal(pClosestCity->getOwner(), pClosestCity->GetID()))
               return false;

           // Can't trade a city to a human in an OCC game
           if(GC.getGame().isOption(GAMEOPTION_ONE_CITY_CHALLENGE) && GET_PLAYER(eToPlayer).isHuman())
               return false;

#if defined(MOD_BALANCE_CORE)
           if (!this->IsPeaceTreatyTrade(eToPlayer) && !this->IsPeaceTreatyTrade(ePlayer) && this->GetPeaceTreatyType() == NO_PEACE_TREATY_TYPE)
           {
               if (pFromTeam != pToTeam && !pToTeam->HasEmbassyAtTeam(eFromTeam))
                   return false;
           }
#endif
       }
       // Can't trade a null city
       else
           return false;

       // Can't already have this city in the deal
       if(!bFinalizing && IsCityTrade(ePlayer, iData1, iData2))
           return false;

#if defined(MOD_BALANCE_CORE)
       //Can't in a peace deal if not surrendering.
       if(!bHumanToHuman)
       {
           if(this->IsPeaceTreatyTrade(eToPlayer) || this->IsPeaceTreatyTrade(ePlayer))
           {
               if(this->GetSurrenderingPlayer() != ePlayer)
               {
                   return false;
               }
           }
       }
#endif
   }

This part seems suspect to me. I'll look into it.
Code:
           //do not trade away our closest city in the same deal!
           CvCity* pClosestCity = GET_PLAYER(ePlayer).GetClosestCityByPlots(pCity->plot());
           if (pClosestCity != NULL && IsCityInDeal(pClosestCity->getOwner(), pClosestCity->GetID()))
               return false;

Do you have an embassy?
 
I am playing as Brazil, in classical era. I noticed an unimproved bison tile within my capital borders yielding 4 food (had to be 2 food), curious I checked capital and there was a aztec floating garden constructed in city which boosted bison next to river. I only constructed Karnak as wonder and I do not remember any events giving this building. I have several extra mods, (3&4, EE, WE, more beliefs, bare necessitices...) What could be cause for this?
 
It does seem that any time I capture a city, something gets messed up with the food/production from tiles. Is this a design feature or... ? Seems the -90% penalty never goes away, even when the UI says it has, that's my interpretation of the issue.

Might be due to Hex R&C mod clashing somehow, though supposedly it's greenlit right?
 
I am playing as Brazil, in classical era. I noticed an unimproved bison tile within my capital borders yielding 4 food (had to be 2 food), curious I checked capital and there was a aztec floating garden constructed in city which boosted bison next to river. I only constructed Karnak as wonder and I do not remember any events giving this building. I have several extra mods, (3&4, EE, WE, more beliefs, bare necessitices...) What could be cause for this?

It does seem that any time I capture a city, something gets messed up with the food/production from tiles. Is this a design feature or... ? Seems the -90% penalty never goes away, even when the UI says it has, that's my interpretation of the issue.

Might be due to Hex R&C mod clashing somehow, though supposedly it's greenlit right?

These sound like mod conflicts. If you aren't experiencing the issue in base VP, the problem is with the other mods.
 
With a clean installation of Civ V and only VP+EUI installed I haven't been given the option to Annex/Puppet/Raze/Liberate cities upon capturing them, only instantly occupying it without the Courthouse being auto-invested. Been experiencing this for a while across multiple versions without a real clue as to how to fix it.
 
When an AA gun or fighter intercepts aircraft, are air supremacy promotions (+100% CS vs air and helicopter units) included in the damage calculation?
 
So I didn't have my own religion this game, then I captured a Holy City. That being said, it is the only city of its religion. Now my official religion has changed and its causing me diplomacy problems with my neighbors. I used an inquisitor to convert the city to my neighbors religion so there are 0 cities left with this religion but its still showing it as my official religion. Is there anyway I can drop the religion without abandoning the city?
 
You're forever the founder of this religion until someone else conquers the city, or you conquer another holy city. You're still getting the benefits of the founder and enhancer beliefs, after all.
 
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