Quick Questions / Quick Answers

If I build the Maya, Kuna(UB) structure on top of a forest or jungle will I later be able to see if oil or other future resources are on that tile? I think... I remember there was some confusion that it might not appear if the Kuna was build on the tile...
All resources always appear. If not - then report on github.
 
If I build the Maya, Kuna(UB) structure on top of a forest or jungle will I later be able to see if oil or other future resources are on that tile? I think... I remember there was some confusion that it might not appear if the Kuna was build on the tile...
You'll see the resource, but you won't connect it with the Kuna. You'd be faced with the option of keeping the Kuna or replacing it with a mine.
 
Guys,

am I the only one who feels that missionaries are esentially useless? i am playing the latest 4;17 patch emperor/deity and i dont see any reason to use them at all, nothing that they do (which is close to nothing) justifies their faith cost.
Even when let say city state does not have a majority religion and i have the biggest pressure on it, often they are unable to convert even one additional citizen? am I missing something here? it goes without question that they are ENTIRELY useless on converting cities that are already converted, although AI missionaries don't seem to have the same problem? they'd spam their missionaries all the time and convert half of the continent if given total freedom.
 
@Jednooki_John , I think they are not completely useless, but they become less effective in later stages of the game when other religion's pressure in the target city is too strong. I forgot how it works exactly, it is mentioned here:

https://forums.civfanatics.com/threads/guide-religion-for-dummies.569310/

But the important thing is that they should work the same for humans and AIs, so no, AIs do have the same problem as you.
 
I'm playing on quick, and for some reason farms that took 5 turns and roads that took 2 turns to build now take 10 turns and 5 turns, why?
 
I'm playing on quick, and for some reason farms that took 5 turns and roads that took 2 turns to build now take 10 turns and 5 turns, why?

Is the worker you're using one you captured from an enemy? Captured workers gain the 'Slavery' status for the next 50 (Standard) turns, lowering their improvement speed.
 
Is the worker you're using one you captured from an enemy? Captured workers gain the 'Slavery' status for the next 50 (Standard) turns, lowering their improvement speed.

It actually lasts 50 turns regardless of game speed (and it's called Prisoners of War, I believe) :)
 
Is there any way to see what turn I can make peace with an enemy?

Sometimes the enemy offers peace, I refuse but can't offer peace for some turns
 
Is there any way to see what turn I can make peace with an enemy?

Sometimes the enemy offers peace, I refuse but can't offer peace for some turns

You can't make peace immediately after a city is captured. AI can also decide to stop offering peace if conditions change.
 
You can't make peace immediately after a city is captured.

Yep this might seem like "bad behavior" ie "I just crippled the AI with that city take....it should immediately surrender!" But overall it gives the AI more of a chance to retake cities and prevents exploitative human behavior. It was a good change from a while back.
 
You can't make peace immediately after a city is captured. AI can also decide to stop offering peace if conditions change.
Are you 100% sure about this? Wasn't it changed? I'd swear that if you beat them really badly (maybe to the point of capitulation?), they are sometimes willing to sue for peace right after you've taken a city.
 
I don't know of any relevant changes, but in my very old version, sometimes the AI will accept peace after you take a city (even when they wouldn't capitulate) and sometimes they will go from willing to accept peace to refusing it. I have seen both of these in the past 50 turns or so of my current game.

I believe the AI only offers peace at the start of their turn, i.e. before moving/attacking. However, in Let's Plays (and I've picked up the habit myself) the human player, wanting to make peace, will check for peace then attack and pillage leaving units in dangerous positions knowing peace is assured (obviously not taking a city). Feels like a bit of an exploit. Perhaps the AI's should reassess peace at the point when you ask in such a way that such play would be dangerous.
 
Are you 100% sure about this? Wasn't it changed? I'd swear that if you beat them really badly (maybe to the point of capitulation?), they are sometimes willing to sue for peace right after you've taken a city.

Yes - if you see different behavior it's a bug. I did fix one of those not too long ago.

I don't know of any relevant changes, but in my very old version, sometimes the AI will accept peace after you take a city (even when they wouldn't capitulate) and sometimes they will go from willing to accept peace to refusing it. I have seen both of these in the past 50 turns or so of my current game.

I believe the AI only offers peace at the start of their turn, i.e. before moving/attacking. However, in Let's Plays (and I've picked up the habit myself) the human player, wanting to make peace, will check for peace then attack and pillage leaving units in dangerous positions knowing peace is assured (obviously not taking a city). Feels like a bit of an exploit. Perhaps the AI's should reassess peace at the point when you ask in such a way that such play would be dangerous.

Peace willingness is updated when the UI is opened, so not really exploitable.
 
When I had a crash a couple of months back, I noticed some file with a name suggesting it was to do with the crash. It contained the call stack showing the file and line where the crash occurred. I didn't make a note of the file name and can't remember it now. Can anyone identify the file and it's location please.
 
When I had a crash a couple of months back, I noticed some file with a name suggesting it was to do with the crash. It contained the call stack showing the file and line where the crash occurred. I didn't make a note of the file name and can't remember it now. Can anyone identify the file and it's location please.

CvMiniDump.dmp in the main Civ V Steam folder, most likely.
 
CvMiniDump.dmp in the main Civ V Steam folder, most likely.

Thanks, but that's not it. It was just a plain text file; plus I wouldn't have stumbled upon it in that location.

Edit: Forced a crash and the file is CallStack.log in the logs folder. However, it is empty unless you are running a debug dll, so not as useful as I thought.
 
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I get a whole string of "WLtKD is over. Your city demands a new Resource that you've not yet discovered". I used to get these, but not very frequent, 2-3 cities out of 12-14.
Now it gets annoying, as I play Indonesia, and that 6 cities out of 11. What has changed and what should I do other then use GM?
 
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