Quick Questions / Quick Answers

I know that subs recently had some changes (as in past couple years recently) made to their promotion tree line, is there an actual updated tree somewhere, or an explanation of exactly which promotions lead to what? I'm having trouble tracking it down.
Just in case: While in-game you can click on the Chevron button at the top right of the UI to see promotion branches for the selected unit. If memory serves, you can also select if you want to see a different unit branch even if it's not selected.
 
Another quick question, i wasnt able to answer long time just simply by playing..

What is the scaling between religion accumulated pressure, number of citizens in the city and number of followers?
If i knew this propperly maybe i would plan better for how many misionaries i actually need.
Current game i play with Celts, but im kinda far away, so i have fairly disconnected city state for myself.

Celts are nice to see this, since you dont get external pressure that messes up the conclussions, so in my cities
1000 is good to make 4 citizen city got 3-4 followers
1000 is good to make 8 citizen city got also 4-ish followers
2000 is good to make 8 citizen city got also 7-8 followers
2000 is good to make 12 citizen city got also 11 followers

So, it was become obvious for me, that simple 1 spread is just not enough, to get stable amount of followers, in my cities.
And that 2000 is actually good for a long time.

But here is city state close to my borders with barely any other folowers, and while my city size 12 i had 11 folowers,
this city had only 9. Additionald 40 of random pressure comparing to 2400 of my own religion should not be something like 20% ish procent less of followers?
To down the number by 2 folowers, assuming proportions, it should be at least like 250-400 of other pressure..
So what am i missing?

Any way my recent conclussion, is that you should any way always account for double spread early game, and probably another like 15-ish city size, assuming your pressure was bad.
But my question is, are there are some city size breakpoints when it is obvious, you should do 3-4th spread?
Im mean this is obviously assuming, there is lower presence of the other religions.

The reason for this overthinking is that, with Celts i dont have too much ability to spread my religion to my neighbours, so
i chose Founder belief that scale with the number of followers, so that i can reach full potential faster with more taller cities,
so i was starting to explore this aspect in more detail :)

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Quick Question, it botters me from some time, but i didnt made any testing, to be sure.
What happens when you have Authority production/gold instant yields, and you have for example Culture process..
Let say, you have it for so long, that you actually reached two border pop ups?
Sometimes i switch to some building after longer time, and there is some production there, but im never sure, it this is as much as it should..
Is instant production become instant culture in such case?
I noticed, that if i put something like public works, and just move it up and down the que there is some prodcution there..
Is there some solid logic, for how it should behave?

Are you asking how production overflow carries over to the next project?
I also think you asking how insta production and overflow effects "other" unlimited turn projects?
Sorry, not sure what your asking. I know production does carrier over, if it's 100% carrier over I don't know.
How insta yields effect the unlimited turn projects that's honestly a good question.
 
Hi, I'm new to VP and this community! I hope this thread is the right place to ask. I'm at war with Songhai, who has conquered the city state of Ur. When I liberated the city state, it canceled my trade deals and research agreement with Mongolia, my vassal state. Loading the save, it doesn't happen when I puppet the city, only when liberating it. Is this some mechanic my newb self isn't aware of?

I play with the 4 mod components added by the installer and 4UC. I've attached a save right before this happens, with a fleet destroyer next to Ur about to capture it.
I know there is a reported bug with the current beta where city states will declare war on vassals when they aren't supposed to. Sounds like it's related maybe?
 
Sorry, not sure what your asking. I know production does carrier over, if it's 100% carrier over I don't know.
How insta yields effect the unlimited turn projects that's honestly a good question.
Im not asking about one thing. There is as fare i know some gimmics in how it works, which also i dont fully understand, for example,
overflow should not exces 1 turn productiuon, but at the same time, if you did chop forest same turn, you wont lose it (at least i never experienced it)

Simple case:
Authority finisher Modern era ( let say 320 production per border popup, dont remember exacly, which era, etc etc, but those are valid numbers)
Public works cost 900 (let say, you build some, and era scalers)
You keep Cluture process untill you get three pop ups (So if you add all insta yields, Public works would be build, if you did it normally)

So the question is, are you losing something by doing that, is some production sent to the void?
If everytime im putting new building it had some 1-2 popups of production saved, i woulndt complain, but i was never actually able to figured out, if
by doing so, im shooting myselve on the knee or not.
My question is because usually late game, you want to do some catching up, and if i dont honestly know if i should worry or not.
When you switch to culture process, usually you see a lot of insta yields from border pop ups, since it also influence border growth.
What i was doing, sometimes, i tracked specific city and the turn it poped up i switched back to some building, and after turn i switched back
to process, but its not how the game should be played, and if you have many cities, its ultra annoying :)
So i figured, i will try to answer this question once and for all :)
 
Can anybody clarify this for me?
Was it always "Citizens, consume less", im pretty sure before it was just specialists. Is this include all workers and Idle workers?
Last time when Rationalism was tweaken a little, i though it was mostly order and some minor changes, but this seems kinda power full if it works as i suspect it does, doesnt it?
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It's basically a +1 :c5food: per :c5citizen: in all cities that isn't affected by food modifiers (but is affected by growth modifiers).
 
Does my religion overwrite my pantheon?
Just to clarify, as I know it's been answered but might not be super clear. No, it does not.
Your pantheon becomes part of your religion. So you'll keep it as long as your religion is the majority of the city.
 
Does my religion overwrite my pantheon?
Maybe your problem is that, after you found a religion, any new city founded after that, does not automatically get the pantheon.
To get the pantheon, you have to do it via spreading religion, and then it will automatically get your pantheon and the follower belief?
Does city you are concern about have any pantheon/religion at all?
 
hi all,

I recently came back to the game after being bored of 2 civ VI games. VP is way better IMO.

I'm using the modpack version of 4.4.2 posted in the forum, but I keep getting semi-consistent CTDs when opening the tech tree, it's practically unplayable.

Is there any way to fix this? What could be causing it?

I'm using no other mods.

Thanks.
 
hi all,

I recently came back to the game after being bored of 2 civ VI games. VP is way better IMO.

I'm using the modpack version of 4.4.2 posted in the forum, but I keep getting semi-consistent CTDs when opening the tech tree, it's practically unplayable.

Is there any way to fix this? What could be causing it?

I'm using no other mods.

Thanks.
Late game CTDs are mostly due to excessive memory usage (thanks to the 32 bits .exe…). You can lower some graphics to consume less memory. For solo play the most important is to set “Leader Scene Quality” to “Minimum”. Using standard or small maps also help. Really important: Turn off “yield icons” when you enter industrial era and for the rest of the game. Try to not zoom-out a lot when opening the tech tree.

Also you can try the 4GB patch: https://forums.civfanatics.com/threads/4gb-patch.687800/
 
Been gone for a long time (maybe a year or two?). Have any civs had significant reworks in that time? Would love to try some new kits!
 
Is there an easy way to know whether or not a promotion will be lost on upgrade? Especially for UUs.
 
Is there an easy way to know whether or not a promotion will be lost on upgrade? Especially for UUs.
Yes, wikipedia xD
Click unit, click specific promotion.
This is example from Celt skirmisher replacement.
I honestly think that losing promotion on upgrade is domain purely of unique units :)
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Why AIs always prioritizing Mandirs as a follower belief?

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I noticed, in most of my games this is taken usually as one of the first ones, but even if i have the choice i usually dont, tried once or twice, but i just dont see the value.
Some instant yields doesnt seem that much to me, considering how often citizen born, but then again if you sumarise totally number of yields,
and treat each yield with approriet value ( like 1 production ~ 2 gold ), it seems like its better than Progress finisher.
So alone doestn seems like much, but maybe strenth lays with time, if you have like 100 citizens around mid medieval, this might add up..
Or maybe this additional 2 food trought whole game, especially early game makes a difference?
For pure yields i usually prefer Pagodas, which usually give 3-5 all yields, the only difference is the pressure and resistance, but one missionary can solve those differences, for a long time.
Am i missing something ?
 
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