Quick Questions / Quick Answers

One thing I cannot understand is if you put down a citadel taking land from a civ they rightfully complain, but if they do it there is no option to do so. Why is this so.
 
I really dislike the fact that end game naval melee can attack and take cities. I plan on modding and making the unit ranged instead. Will the AI be able to handle this type of adjustment?
If it is just that they can take cities, you can keep their melee status and add a promotion removing the city conquer.

Gameplaywise it would make more sense than suddenly scrapping a whole unit line and doubling another one instead (says the guy who is adding a cruiser ship line himself).
 
One thing I cannot understand is if you put down a citadel taking land from a civ they rightfully complain, but if they do it there is no option to do so. Why is this so.

Because Firaxis.
 
Because Firaxis.

Thank you for your reply.

Can I ask another question about sanctions. Austria has loads of votes & is currently sanctioning eveyone she doesn't like & because of her power nobody can really do much except go to war. Firstly, it is a bit unrealistic that a country sanctioned is not able to do any deals or alliances with another country. You have only got to look at real life to see this. The other question I have wondered, as Austria hasn't gotten around to me yet, is what about two countries that are sanctioned. Surely they can do deals together, & if not that doesn't seem right.
 
If it is just that they can take cities, you can keep their melee status and add a promotion removing the city conquer.
I believe I found the promotion to disable city capture: PROMOTION_NO_CAPTURE
However, it has the undesirable side effect of preventing naval melee from attacking/damaging cities.
 
Another question.

Is there any way to edit the amount of turns in a timed victory, because sometimes the games seem to drag on & it would be nice if the game could end in less turns than the standard 500 turns if no other victory conditions are met.
 
How exactly is the faith cost for units from zealotry calculated? I was surprised to find the cost in one of my cities went up after I built an arsenal in it, while it stayed the same in my other cities.
 
How exactly is the faith cost for units from zealotry calculated? I was surprised to find the cost in one of my cities went up after I built an arsenal in it, while it stayed the same in my other cities.

Unhappiness causes that, not the Arsenal.
 
How does the 3 turns / 4 turns production numbers at the very bottom of this screenshot actually work?

Spoiler :

upload_2021-1-26_16-19-47.png

 
It is just showing to build in 3 turns you will need 780 more production, and you will overflow by 18. I think that is what you are asking?

Ah so its total production, not prod per turn? Maybe that's why I didn't understand it, though I feel it would be much more useful if it was showing what you needed per turn instead of total.
 
Ah so its total production, not prod per turn? Maybe that's why I didn't understand it, though I feel it would be much more useful if it was showing what you needed per turn instead of total.

Notice 780.43 + 18.51 = 798.94 <= your total production per round.
3 turns -780.43 means in three turns you will be 780.43 away from finishing that building.
4 turns 18.51 means on the fourth turn you will have completed the building with a surplus production of 18.51 left over.
 
Notice 780.43 + 18.51 = 798.94 <= your total production per round.
3 turns -780.43 means in three turns you will be 780.43 away from finishing that building.
4 turns 18.51 means on the fourth turn you will have completed the building with a surplus production of 18.51 left over.

Ah perfect, thank you.
 
AFAIK the citadel/fort should be adjcanet two the water tiles from both sides; a fort then a citadel do not work together as a canal.

Planting the citadel on top of the citrus tile would do the trick.
 
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