Quick Questions / Quick Answers

View attachment 658787
Any ideas what is the additional food from "Process"? Because of it I managed to have 1 citizen every turn since Berlin got 50 citizens and I don't know if I snowballed this hard and the numbers went off or something has bu
If it's process then it's from your science in production queue, that gives food from buildings like hospital? (although that seems high)
 
Does Iroquois religion passive pressure benefits from The Great Warpath? It looks like it does, making it very powerful in the early-mid game. Just wanted to confirm.
 
What is considered "open terrain" and "rough terrain"?
  • Open Terrain: This represents flat, level terrain and includes all terrain without a hill, forest, or jungle. As such, marshes are considered open terrain.
  • Rough Terrain: This represents land with objects obstructing free movement; it includes all terrain that does include a hill, forest, or jungle. Note that marshes are not rough terrain.
 
For VP, rough is defined as "tiles that block vision", so hills, forest, jungle, mountain, and some natural wonders.
 
Snowball problem on a different continent

I spent over 8 hours on my last game, and all that was for nothing because 2 ai's spawned on another continent, while we sat with us 5 on ours, and 1 of the 2 ai's was a huge warmonger (Askia) and easily conquered the entire island while there was nothing I could do. The earliest I could do was get to navigation and invade him, but he already had over 5 frigates next to my remote city before I even had fertilizer :/

What should I do?
 
Go to the ingame menu > Save Game > Save Map. Then select that map again in Advanced Settings for the new game. Units and starting position won't be saved, but the map will be.

You can turn on autoproduction in cities (gear icon). L. Vern has a Squads modmod for moving groups of units.
Autoproduction seems bugged, it keeps building Public Works even though it's a tiny city with barely other buildings, and the public works takes 18+ turns and everything else is way less.

Endgame aggression should also ramp up the closer the winning player gets to winning. So more war-blackmail with higher and higher costs until the winning player has diminishing returns and has to accept the war.
 
Autoproduction seems bugged, it keeps building Public Works even though it's a tiny city with barely other buildings, and the public works takes 18+ turns and everything else is way less.
It's basically building what the AI would build (if they were in your seat).
 
Snowball problem on a different continent

I spent over 8 hours on my last game, and all that was for nothing because 2 ai's spawned on another continent, while we sat with us 5 on ours, and 1 of the 2 ai's was a huge warmonger (Askia) and easily conquered the entire island while there was nothing I could do. The earliest I could do was get to navigation and invade him, but he already had over 5 frigates next to my remote city before I even had fertilizer :/

What should I do?
What mapscript did you use? Communitu mapscript seems to do a decent job of placing civilizations in a fair manner.
Normally if it places 2 AI on one landmass and 5 on another means that one landmass is much smaller than the other. Also being isolated until the age of discovery could be somewhat disadvantageous due to the absence of international trade and warfare (no units' experience and great generals).
 
I saw AI Korean cannons move after firing; more than once. How can that happen? No mods loaded but IGE, RED and some JFD's civs; I'm playing as Victoria JFD's English mod.
Someone had experienced something like that?

Immagine 2023-04-10 203345.jpg
 
I saw AI Korean cannons move after firing; more than once. How can that happen? No mods loaded but IGE, RED and some JFD's civs; I'm playing as Victoria JFD's English mod.
Someone had experienced something like that?

View attachment 659347
It's the promotion they have. Called Logistics iirc. Those two curved arrows. Allows to strike twice, or strike and move.
 
When I set maximum number of city states roughly half of them spawned in the poles. There's a lot of land available in the middle of the map which makes it more interesting if those city states spawned there. Anybody knows how to reduce the number of city states spawned in the poles? Map setting is huge map btw
 
When I set maximum number of city states roughly half of them spawned in the poles. There's a lot of land available in the middle of the map which makes it more interesting if those city states spawned there. Anybody knows how to reduce the number of city states spawned in the poles? Map setting is huge map btw
Generally speaking CS tend to spawned in less interesting areas, as to avoid hampering player development, and reduce likelihood of being captured due to being, in fact, interesting to be taken.
 
Yea, I know. It's just that personally I kinda prefer them to not always occupy the poles. Some amount is okay but most of the times many of them are always there. Even if you increases the number of resources or land tiles or even reducing the number of civs, significant number of city states always occupy the poles rather than taking other part of the map rich in resources and also quite far from other potential civilization development region
 
Does anybody know a mod that makes hills more visible? Especially when there's forest or something built on it I can't tell what I can or can't shoot over.

Is there also a mod that show all the units that will be able to attack me and whether it's safe to move by holding right click over a certain spot while having a unit selected? When I'm moving fifty units in one turn, and sometimes rewinding and redo-ing several turns, I keep making simple mistakes that require me to either quick save after every move or accept units dying and losing the 15+ hours invested into a game.

Oh and is there a move-rewind mod? So I don't have to start a turn over again.
 
Back
Top Bottom