Quick Questions / Quick Answers

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?
Shouldn't the WLTKDs durations be constant? Didn't you acquire the 6 luxes on the same turn? Then the WLTKD would expire on the same turn too. If you hover over the WLTKD icon in the city screen, it should show you how many turns are remaining.
 
No, I mean I had WLtKD in all 11 cities because in some cities I built circuses or other buildings, then I bought luxuries from AI, even for 18-22 gold, and then it over in 1 city, then after 2-3 turns over in 2 cities, then next turn over in fourth and so on.
But 6 times in a row I get that I need Resource that not yet discovered, so I can't get it to start another WLtKD. I specifically didn't buy luxuries from AI when the deal is over, so I'll be able to buy those to start WLtKD.
 
No, I mean I had WLtKD in all 11 cities because in some cities I built circuses or other buildings, then I bought luxuries from AI, even for 18-22 gold, and then it over in 1 city, then after 2-3 turns over in 2 cities, then next turn over in fourth and so on.
But 6 times in a row I get that I need Resource that not yet discovered, so I can't get it to start another WLtKD. I specifically didn't buy luxuries from AI when the deal is over, so I'll be able to buy those to start WLtKD.
If you still have a save from before it happened, you can check the remaining durations in the cities. Also, I don't play with events, but could it be possibly caused by an event?
 
The question is not about duration, I can see those.
I think that it should say which resource I need exactly, and I can try to get it from AI, City-State alliance or with Great Admirals, couple of whose I also saving for such occasion.
Now it asks for "not yet discovered resource".
 
@AndreyK , sorry, I misunderstood, I somehow thought the problem was that WLTKDs ended at the same time. Cities requiring undiscovered luxuries is nothing new.

We discussed this here:
https://forums.civfanatics.com/threads/should-wltkd-be-more-useful.658067/

Someone suggested rotating the required luxuries, I would like to add cycling even through the owned resources. And I would like to have some effect on unhappiness from WLTKDs.
 
Sorry, I think it's different, it states exactly - "not yet discovered resource". It is not resource I and AI and CS don't have or somewhere on the map it asks for something I don't understand or see.
 
Is there any fix for info addict crashing late game? Using only CBP and CBO
You mean upon loading a save from in-game? No, you need to quit to the main menu (and then go through the mods screen again). There is a lite version (with less features) by @Aristos, sorry cannot remember the exact name of the mod, but it should be googleable by author's name. This one should not be crashing.
 
No, I mean I load the save just fine, however late game if the turn is like 150 or higher the game crashes whenever I open the info addict tab


got some other questions:

if I get hanging gardens in a city should I let the city grow or use the high food to spam settlers because I can regrow the city fast?
Should I always use science specialists?


I dont know if it's a bug or intended but opera houses give musician's guilds +1 gold. If I have 3 guilds that means that building an opera house gives me -4 maintenance gold + 3 gold = -1 net gold. But I found that building opera houses after the guilds are already build give me -4 net gold instead of -1, whereas building opera houses before the guilds actually increases their gold
 
If I get hanging gardens in a city should I let the city grow or use the high food to spam settlers because I can regrow the city fast?
Should I always use science specialists?

If your happiness can afford it and you're progress/authority I'd say yes. You'd still have to consider those city's placement though.

As for the specialists, like most things it's situational. I usually work them to try and get the first Great Scientist and then decide whether it's better to work tiles or on another Great Person. If I plan to war I think about whether I want to use them to race to a tech for an advantage, but they're usually not that impactful to speed early on.
 
Few questions from me:

1. I built a market in my city, but try as I might, I cannot place a merchant specialist. I've tried clicking on the button, unassigning citizens from the land and then clicking on the button, I've tried checking and unchecking the automation box but no dice. How can I place the specialist?

2. Seems to be a small bug relating to the info bar in the top left. When I hover over the happiness icons, I either get information relating to faith or gold, or sometimes it just says "brief description." I assume this isn't intended; is there a way to fix this and see the proper information?

3. Do AI leaders always get annoyed if I settle anywhere remotely near them?
 
@salty mud , re #2, is it like this from the beginning of the game? It should not be. Rather than a bug, it looks like a bad install to me. Are you playing with EUI? Your #1 also seems like a bad install. I don't recall any conditions for assigning specialists.
 
@salty mud , re #2, is it like this from the beginning of the game? It should not be. Rather than a bug, it looks like a bad install to me. Are you playing with EUI? Your #1 also seems like a bad install. I don't recall any conditions for assigning specialists.

Yes, it's always like that. I believe I am using EUI; I downloaded and installed the full package.
 
@salty mud For #3 the distance depends on their Boldness flavor.
 
@salty mud , re #2, is it like this from the beginning of the game? It should not be. Rather than a bug, it looks like a bad install to me. Are you playing with EUI? Your #1 also seems like a bad install. I don't recall any conditions for assigning specialists.

Seems I had an old version of the mod installed; I uninstalled and have updated to the most recent beta I believe and things seem to be working fine now. I'll be sure to report any issues.

Another question springs to mind: do achievements unlock when using the Vox Populi mod?
 
Seems I had an old version of the mod installed; I uninstalled and have updated to the most recent beta I believe and things seem to be working fine now. I'll be sure to report any issues.

Another question springs to mind: do achievements unlock when using the Vox Populi mod?

Going through the MODS menu disables achievements by default. Using the VP DLC modpack and not activating any other mods can unlock achievements.
 
Are extra civilisations, available through the Steam Workshop, compatible with Vox Populi? There're some really cool civs I'd love to see in the game.
 
Spoiler image :
upload_2020-6-5_22-46-56.png


Is this a bug? I have 109 base food but the final total food is -16 because of some negative modifiers. I think it should go to 0 but negative sounds like a bug

Another weird thing in this game is I couldn't build hermitage at all, it didn't even appear in the wonder list. Then I conquered shanghai, finished the courthouse and then hermitage appeared available only in shanghai
 
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