Quick Questions / Quick Answers

Question about the Pantheon Belief God-King which reads:
"+2 Faith and Production in Capital/ Holy City.
+1 Culture, Golden Age Points, Faith, Gold and Science in Capital/ Holy City for every 5 Followers of your Pantheon in owned cities."

For the italicized portion of the description of God-King, is this calculated per city or globally?
Say I have four cities with this pantheon.
  • City #1 has 6 followers
  • City #2 has 4 followers
  • City #3 has 4 followers
  • City #4 has 1 follower
Would I receive +3 yields in my Capital or +1 yields in my Capital?
You get 3
 
Is there a way to change/delete the "own unit killed" sound? Too dramatic to my taste. Is there a folder where all sound effects are stored?
 
How combat strength required for tributes is calculated? Both CS and RCS is counted? Is aircraft also included here?
 
Tradition allows for faith-buying engineers upon completion of the tree. Progress allows for faith-buying writers upon completion of the tree.

My question is...why?
I would think Tradition would want more great works and Progress would want more production. The current GP faith-buy for the two seems backwards, especially given Progress' description:
"Progress is best for civilizations which desire robust infrastructure and scientific advancement."
 
Tradition allows for faith-buying engineers upon completion of the tree. Progress allows for faith-buying writers upon completion of the tree.

My question is...why?
I would think Tradition would want more great works and Progress would want more production. The current GP faith-buy for the two seems backwards, especially given Progress' description:
"Progress is best for civilizations which desire robust infrastructure and scientific advancement."
Good idea actually. I always feel bothered that Progress doesn't allow you to purchase GE while it's the INFRASTRUCTURE tree!
I'll probably put it into my own modmod.
 
Tradition allows for faith-buying engineers upon completion of the tree. Progress allows for faith-buying writers upon completion of the tree.

My question is...why?
I would think Tradition would want more great works and Progress would want more production. The current GP faith-buy for the two seems backwards, especially given Progress' description:
"Progress is best for civilizations which desire robust infrastructure and scientific advancement."
Its not about great works, its about culture bulbs. Faith buying Great Writers is the main way progress players catch up into the culture game in industrial. Without that, Progress players would lag behind severely in culture compared to tradition. Meanwhile, when Tradition gets to faith buy great writers, there culture lead just skyrockets even further.

Mechanically, its much better for them to stay where they are.
 
For the bowman line, when would you take Barrage over Accuracy? It is my understanding you want to damage enemy targets with ranged units first before using a melee unit so the melee unit takes less damage overall. To me, this always prioritizes Accuracy, especially with Range at the end of it.
 
For the bowman line, when would you take Barrage over Accuracy? It is my understanding you want to damage enemy targets with ranged units first before using a melee unit so the melee unit takes less damage overall. To me, this always prioritizes Accuracy, especially with Range at the end of it.
Barrage unlocks the pewpew twice at the end.
 
For the bowman line, when would you take Barrage over Accuracy? It is my understanding you want to damage enemy targets with ranged units first before using a melee unit so the melee unit takes less damage overall. To me, this always prioritizes Accuracy, especially with Range at the end of it.
For me, it's a combination of open-rough terrain and how big of a potential war this side of the map will be. In a small theater I prefer barrage-logistics because the amount of tile is small. In open sea I prefer accuracy-range so that there's participation in long range damage. In jungle-plain I prefer barrage-logistics because it's quite rare for archer to even shoot in this kind of theater, accuracy-range have no use here. In jungle-hill I prefer accuracy-range to make use of some well-positioned hill. In open field I prefer accuracy-range to deploy two-line of archer. In open field with plenty of river I prefer barrage-logistics as sometimes there are not enough useful tile to deploy plenty of archers.
Notice that all of this preference is based on prediction. I always play in huge map, that means my bunch of archers handling the war on the left side of the capital very rarely meet their counterparts in the right side. Most of the time I also not having the luxury of tier 4 promotion. To me, archer with tier 4 promotion is just a good-to-have unit, not a basis on how I will handle the war aspect of the whole game. It takes too long for an archer to have tier 4 promotion. Combined with the removal of indirect fire promotion I now consider archer-line is severely punished but for a good reason. I like siege engine more now.
 
Barrage unlocks the pewpew twice at the end.
Just a reminder that these names were recently swapped.

Barrage is now the "above 50%" promotion.
Accuracy is now the "below 50%" promotion that leads to pewpew twice.

To answer the question, honestly I do find barrage superior the vast majority of the time, but also because I don't try to maximize every little bit of damage in that way. I do make a few accuracy units to get logistics, but the majority of mine I prefer barrage -> range.
 
With raging barbarians, is it possible (or has it happened) for a civ to lose its capital to barbarians? I've never played with them on, though I'm going to start to encourage me to actually build military units. I don't know how aggressive they become and if it is possible for an AI to lose their capital before they get off the ground.
 
With raging barbarians, is it possible (or has it happened) for a civ to lose its capital to barbarians? I've never played with them on, though I'm going to start to encourage me to actually build military units. I don't know how aggressive they become and if it is possible for an AI to lose their capital before they get off the ground.
A civ can lose its capital to barbarians with enough units regardless of the setting. But only if the barbarians are willing to do it since there are cases where barbarians aren't really attacking a city and only plundering it.
 
Ey guys, quick question: if a city is settle on resource and I conquer it and raze it, does the resource appear again? Thanks a lot
 
The resource never disappear to start with, if it is a strategic/luxury, then it is automatically "improved" if you settle on it.
And no, it does not disappear when you raze. Maybe exception for glass, porcelain and any resource unique to CS.
 
The resource never disappear to start with, if it is a strategic/luxury, then it is automatically "improved" if you settle on it.
And no, it does not disappear when you raze. Maybe exception for glass, porcelain and any resource unique to CS.

CSs, like any capital, cannot be burned, so unique resources will always remain in the game.
 
With raging barbarians, is it possible (or has it happened) for a civ to lose its capital to barbarians? I've never played with them on, though I'm going to start to encourage me to actually build military units. I don't know how aggressive they become and if it is possible for an AI to lose their capital before they get off the ground.

The easiest option to lose your city to the barbarians:

1) If there is no garrison in the city
2) If a wandering barbarian approaches the city
3) If at this moment a caravan arrives in the city

The barbarian will loot the caravan and cause a new barbarian to spawn. This newcomer may appear inside the city. The city will instantly become barbaric.

A very absurd situation, but once it happened.
 
The easiest option to lose your city to the barbarians:

1) If there is no garrison in the city
2) If a wandering barbarian approaches the city
3) If at this moment a caravan arrives in the city

The barbarian will loot the caravan and cause a new barbarian to spawn. This newcomer may appear inside the city. The city will instantly become barbaric.

A very absurd situation, but once it happened.
I fixed that.

Code:
            if (pLoopPlot->isCity() && pLoopPlot->getOwner() != BARBARIAN_PLAYER)
                continue;
 
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