Quick Questions / Quick Answers

Does anyone know if the Statecraft policy that gives :c5happy: Happiness per active TR is local happiness or the empire happiness?
 
I just noticed (I swear for the first time I've played Civ), that the GA threshold requirements can change turn to turn (aka not triggered by a golden age). What determines the GA point scaling?

Doesn't GA scale with number of cities you have?
 
Does anyone know if the Statecraft policy that gives :c5happy: Happiness per active TR is local happiness or the empire happiness?
If it's not global already, I think it should be. I'm not entirely sure, but I had it last time I played with all trade routes originating in my tradition capital and I still had a large bump in happiness so I guess global.
But I would like to chime in and asks about authority happiness policy being local or global? In this case IIRC it's local.
 
My city of Glasgow just grown (5->6 pop)
It has defalt citizen allocation marker on. After growning, new pop start works on unimproved hills ( 2:c5production:), and city strat to starvation. But it is empty tile with oasis (3:c5food:, 3 :c5gold:). I have to correct manually.
If this moment is missed, the population will decrease. And this case is not the only one.
P.S. I have not played for the Celts before, and have not seen this behavior. Maybe this is somehow related?
upload_2020-7-28_13-2-42.png
 
My city of Glasgow just grown (5->6 pop)
It has defalt citizen allocation marker on. After growning, new pop start works on unimproved hills ( 2:c5production:), and city strat to starvation. But it is empty tile with oasis (3:c5food:, 3 :c5gold:). I have to correct manually.
If this moment is missed, the population will decrease. And this case is not the only one.
P.S. I have not played for the Celts before, and have not seen this behavior. Maybe this is somehow related?
View attachment 564274

Recurring bug. I'll make a note that it's still happening on Github.
 
Hey everyone. Been playing a hotseat game and to survive a massive AI onslaught I became a voluntary vassal of another player for a short time. However, the vassal menu is not showing anything even tho the player has multiple vassals, which means I'm stuck. We've tried crossing units so he declares war on me, not possible. I've encountered this problem before, does anyone know if there is a solution to this?
 
Hey everyone. Been playing a hotseat game and to survive a massive AI onslaught I became a voluntary vassal of another player for a short time. However, the vassal menu is not showing anything even tho the player has multiple vassals, which means I'm stuck. We've tried crossing units so he declares war on me, not possible. I've encountered this problem before, does anyone know if there is a solution to this?

Have him CTRL+LEFT CLICK on your portrait. It's not a perfect solution but the bug still needs to be fixed...
 
Currently a non-capital Holy City can revolt and become a City State, and the city owner would lose their religion. Is that intended? The AI doesn't know how to deal with that (declare war on the City State and take it back).
 
What is the base air capacity of city?
I asking, cause my 2nd Bomber, stationared at city, prevent from action my 1st Bomber (if 1st have action points), or vanish after new turn started, if both have no action points at the end of previous turn.
Look at the picture:
upload_2020-7-29_21-48-59.png

1st Bomber only can rebase, no Air Strike Mission (2nd just was rebased to Cork)
If I end turn, one of them will dissapear. Bug?
 
What is the base air capacity of city?
I asking, cause my 2nd Bomber, stationared at city, prevent from action my 1st Bomber (if 1st have action points), or vanish after new turn started, if both have no action points at the end of previous turn.
Look at the picture:
View attachment 564422
1st Bomber only can rebase, no Air Strike Mission (2nd just was rebased to Cork)
If I end turn, one of them will dissapear. Bug?
Yes. You have to copy files from ilteroi package to fix it.
 
Yep. That's it. It also breaks info about leaders when hovering on their portraits, so you don't know how many techs or policies they have and if they at war with someone from there.
 
Yep. That's it. It also breaks info about leaders when hovering on their portraits, so you don't know how many techs or policies they have and if they at war with someone from there.
Damn... Both things breaks the game =(
 
Well... seems, like GetNumPoliciesInBranchForDisplay() broken or renamed in ilteroi *.dll.
Here is partialy fix:
Open ...\(6a) Community Balance Overhaul - Compatibility Files (EUI)\LUA\EUI_tooltip_library.lua with notepad++ or another text editor and change line 2654
From
local policyCount = player:GetNumPoliciesInBranchForDisplay(policyBranch.ID)
to
local policyCount = 0--player:GetNumPoliciesInBranchForDisplay(policyBranch.ID)
You won't be able to see the policies of the players, but at least all other information is displayed (but AI opinion of your police choice still seems buggy)

upload_2020-7-29_23-31-46.png
 
Well... seems, like GetNumPoliciesInBranchForDisplay() broken or renamed in ilteroi *.dll.
Here is partialy fix:
Open ...\(6a) Community Balance Overhaul - Compatibility Files (EUI)\LUA\EUI_tooltip_library.lua with notepad++ or another text editor and change line 2654
From
local policyCount = player:GetNumPoliciesInBranchForDisplay(policyBranch.ID)
to
local policyCount = 0--player:GetNumPoliciesInBranchForDisplay(policyBranch.ID)
You won't be able to see the policies of the players, but at least all other information is displayed (but AI opinion of your police choice still seems buggy)

View attachment 564427
Cool! Thanks for the fix!
 
What is "ilteroi package"?

UPD.
I found this: https://github.com/LoneGazebo/Community-Patch-DLL/issues/6812

this patch breaks savegames!... Sadly =(

Yep. That's it. It also breaks info about leaders when hovering on their portraits, so you don't know how many techs or policies they have and if they at war with someone from there.

Damn... Both things breaks the game =(

Well... seems, like GetNumPoliciesInBranchForDisplay() broken or renamed in ilteroi *.dll.
Here is partialy fix:
Open ...\(6a) Community Balance Overhaul - Compatibility Files (EUI)\LUA\EUI_tooltip_library.lua with notepad++ or another text editor and change line 2654
From
local policyCount = player:GetNumPoliciesInBranchForDisplay(policyBranch.ID)
to
local policyCount = 0--player:GetNumPoliciesInBranchForDisplay(policyBranch.ID)
You won't be able to see the policies of the players, but at least all other information is displayed (but AI opinion of your police choice still seems buggy)

View attachment 564427

Cool! Thanks for the fix!

ilteroi has released a new patch today with all of his most recent fixes, and has also fixed the leader info bug on his end.

https://forums.civfanatics.com/threads/changes-in-the-latest-patches.661272/
 
Civilized Jewelers Inc. makes trade units move twice fast. So does that mean a trade route that ends in 40 turns ends in 20 turns?
 
When a non-Tradition AI settles a fresh city and it's borders explode in the first few turns, is it the effect of A/B/C bonus culture or he's buying tiles ?
 
Last edited:
When a non-Tradition AI settles a fresh city and it's borders explode in the first few turns, is it the effect of A/B/C bonus culture or he's buying tiles ?

A/B/C bonus culture is applied at the empire level, so it doesn't affect border growth.

Could also be the nomadic tribe event. Or the Shoshone.
 
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