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Quick Questions / Quick Answers

For a new city to be constructed, is there a possibilty to set the minimum distance from another city to 6 hexes for all players ?

I hate it when I conquer another civ's city, and the areas of workable tiles overlap.
 
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For a new city to be constructed, is there a possibilty to set the minimum distance from another city to 6 hexes for all players ?

I hate it when I conquer another civ's city, and the areas of workable tiles overlap.
(2) Vox Populi/Balance Changes/Worlds /WorldSizes.sql

You get the idea

Code:
UPDATE Worlds
SET MinDistanceCities = '3', MinDistanceCityStates = '2', ReformationPercentRequired = '250',
NumCitiesPolicyCostMod = '5', NumCitiesTourismCostMod = '5', NumCitiesTechCostMod = '5', ResearchPercent = '100',
NumCitiesUnhappinessPercent = '150'
WHERE Type = 'WORLDSIZE_DUEL';
You do know what MinDistanceCities and MinDistanceCityStates are :)
 
Does the city governor ai take yields per x worked tiles to the city into account? As in, if i pick a pantheon or wonder that gives +1 culture for every 2 worked forest tiles, will the city automatically work more forest tiles?
 
Afaik those 1 yield per X tiles are treated the same as +0.5 (1/2), +0.33 (1/3) etc.
So they should be taken into account.
 
I don't really understand how spies/counter work in newest VP, it seems to differ much from January/March versions.
I was first to get to Renaissance so I placed counterspy in my capital and made a network for +50% chance to catch other spies. It's about 50+ turns and I didn't catch any.
Now I see that I have 313 GPT in expenses from spying and I have 321 GPT in net income while I'm in a GA. Before GA I had income 150+200 and expenses from spies 115 GPT.
Seems as GA would be over I will go to negative GPT.
How counterspies work now? Is it possible to catch any spies? I have built constabulary as it was available.
My other 2 spies just got promoted to 2 rank - should I switch them? I play on epic speed.
 
Hi guys, a few questions:

1. Does percentage-based monopoly bonus of the same yield stack? For example, copper and coffee both give +10% to production in all cities. If I have both monopolies, does that give me +20%?
2. How is the value of the instant yield generated from Great People derived? I know that the base value is increased by certain elements, like each owned and created academies increased by some x%. And great work of writings increased 3% each for instant culture boost by Great Writers. But how is the "base" value derived?
3. Inquisitors' remove heresy simply halves the accumulated pressure points of all other religions in the city? It seems to be doing that, but sometimes it seems to wipe away all the points, so I'm not sure.
 
3. Inquisitors' remove heresy simply halves the accumulated pressure points of all other religions in the city? It seems to be doing that, but sometimes it seems to wipe away all the points, so I'm not sure.
I remember someone saying that it indeed remove half pressure, but if it doesn't remove at least one follower of a particular religion, it instead remove enough pressure to remove one follower.
So, in the case of low amounts of pressure, an inquisitor can end up removing more than half pressure.
 
Does percentage-based monopoly bonus of the same yield stack? For example, copper and coffee both give +10% to production in all cities. If I have both monopolies, does that give me +20%?
Yes
How is the value of the instant yield generated from Great People derived? I know that the base value is increased by certain elements, like each owned and created academies increased by some x%. And great work of writings increased 3% each for instant culture boost by Great Writers. But how is the "base" value derived?
Total yields of the last 10 turns (per turn + instant), multiplied by a certain number defined in the tables (pegged to the unit, so it's possible to have a unique great person giving more).
I remember someone saying that it indeed remove half pressure, but if it doesn't remove at least one follower of a particular religion, it instead remove enough pressure to remove one follower.
So, in the case of low amounts of pressure, an inquisitor can end up removing more than half pressure.
Don't think it was ever implemented.
 
I was using Vox Populi together with the EUI. Everything worked fine, however now I wanted to play Vanilla again, but the interface is all messed up.
Any ideas how to fix it? I already deactivated every mod in the mod menu and deleted the cache in the My Documents folder. Thank you.
 

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When I hover mouse over resources icon on upper left I see my resources by cities, imported, exported and available resources. But by Renaissance I get more cities and more resources, so I can't see available resources because they don't feet in the screen. Is there any way to look at resources available to trade? I don't want to go throuth all AI and CS.
 
If I'm:

- at war with two civs who are bordering each other (Civ A and Civ B)

- and I air strike one of Civ A's cities that is within 6 tiles of one of Civ B's cities

- can one of Civ B's fighters intercept my attack?
 
If I'm:

- at war with two civs who are bordering each other (Civ A and Civ B)

- and I air strike one of Civ A's cities that is within 6 tiles of one of Civ B's cities

- can one of Civ B's fighters intercept my attack?
I assume it does not matter who you attack as long as you're at war with interceptor's owner.
 
Is it possible to bully CS turn after turn now? I mean, I get my army to CS then I bully them, get gold/influence decrease. Then, on the next turn I do it again and get another influence decrease (and some gold ofc). Then, on the third turn I do the same?
For some reason in my current VP game (latest patch) it works like this... Is it a bug or a feature?
 
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