Quick Questions / Quick Answers

Barbarian encampments are spawning in plain sight. I remember that they used to spawn in fog of war. Is this a new feature?
Yes, to prevent Barbarians became unavailable when almost all lands are occupied or visible.
 
Quick question: When using Communitas map, I'm not really sure what the "Override Assignstartingplots" option does.

The tooltip says I should keep it off for "standard VP performance", but I haven't really found what it specifically does... Maybe my Google-fu is weak. Does anyone know how it impacts map generation/game?
 
Assignstartingplots means the specific terrain each Civ is meant to start the game close to. For instance, Incan start near mountains, Polynesian near the sea, Iroquois near a forest etc.

Override Assignstartingplots means that Civs can start anywhere, regardless of their preferences ; it is completely ignored.
 
Assignstartingplots means the specific terrain each Civ is meant to start the game close to. For instance, Incan start near mountains, Polynesian near the sea, Iroquois near a forest etc.

Override Assignstartingplots means that Civs can start anywhere, regardless of their preferences ; it is completely ignored.
Isn't there another option that also similiarly Ignores Starting preferences (or however it is framed).

I was under the impression the communitas specific one also did other things than just the terrain specific things. Thanks for the response though. <3
 
I dunno, this is what looks like the most likely referring from experience/memory. As with any answer, take it with a grain of salt.

EDIT : I probably messed up with "Disable Start Bias", as @Bryan317 brought after me.
 
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Ok so there are 2 options. There is the "Disable Start Bias" option that can be checked or unchecked. Or the "Override AssignStartingPlots" that's is either Yes or No.

"Disable Start Bias" is in vanilla maps. I would just use both in tandem. All I can guess is "Override blahblah" is a more advanced algorithm for Communitas.
 
I'm experiencing the following with spies:
I perform a mission on a foreign city. On the next turn I move the spy to my city.
As the spy recently completed a mission, I can't make a choice on my city.
I'm stuck on the current turn, is there any way to bypass the choice and force a next turn?
 

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Looks like a bug. You aren't supposed to be blocked from doing counterspy missions after a spy mission.
 
I
I'm experiencing the following with spies:
I perform a mission on a foreign city. On the next turn I move the spy to my city.
As the spy recently completed a mission, I can't make a choice on my city.
I'm stuck on the current turn, is there any way to bypass the choice and force a next turn?
If reloading doesn't work and you have a save from past turn, and you can reliably replicate this bug, you can feed a bug report.
That kind of material is invaluable for bug solving.
Bug report are to be done on github, btw.
 
A bit off-topic but do you know where I can download the continents++ and pangaea++ map scripts?
 
I have another brief quick question: Playing as the Netherlands for the first time in years, never noticed the red checkmark in the trade window before. What does it mean? And related to that (since I think that might be what the red checkmark is): can VP Netherlands trade away their last luxury while still retaining it, as they can/could in previous versions? Their civ description does not specify, only that they IMport duplicates for monopoly purposes.

See attached screenshot for what I mean.
 

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Netherlands' UA now gives them +3 :c5culture:/:c5gold: (scaling with era) per luxury they either import or export. The red check mark is a memo of any luxury your UA already benefit from. You should focus on selling and buying luxuries that does *not* have a red check mark.
 
Netherlands' UA now gives them +3 :c5culture:/:c5gold: (scaling with era) per luxury they either import or export. The red check mark is a memo of any luxury your UA already benefit from. You should focus on selling and buying luxuries that does *not* have a red check mark.
Cheers. That's kinda what I figured, but I wasn't entirely sure. <3
 
Will the AI ever go Progress + Authority, or is it locked into picking one of the 3 era policy trees each time?

Its so strong for aggressive wide playstyle, feels like the AI should at least consider it.
 
Will the AI ever go Progress + Authority, or is it locked into picking one of the 3 era policy trees each time?

Its so strong for aggressive wide playstyle, feels like the AI should at least consider it.
I honestly really doubt it. In terms of balancing, it's obviously intended for the medieval policies to be not necessarily stronger, but more geared towards the medieval game-state. Having authority+progress synergize so well, even into the lategame, is not necessarily an oversight imo, but probably not something the AI would be programmed to consider in its choices.
 
I tried a game "happiness=off" which was quite fun, like "Total War". But War weariness is stll active, reducing supply. Seems to be a dfferent mechanic... How can I disable that as well? :spear:
 
Hey guys, which part of the map script do I change in Communitas to reduce tiles generated in the polar regions?
 
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