Quick Questions / Quick Answers

If I want more XP for Recon units from exploration, should I increase BALANCE_SCOUT_XP_BASE value? Also, what is BALANCE_SCOUT_XP_RANDOM_VALUE?
 
Hi!

My espionage screen seems to be bugged and I'm not sure why. It's been happening since a couple patches ago, I'm currently on 4.6.2. This is what it looks like when I get spies and click on the spy screen:


The only other mods I have are: Civ names by policies; infoaddict; IGE (but I've gotten this bug with IGE deactivated), and tectonic map script.

Any help is appreciated, thanks!
Civ names by policies is incompatible, it modifies the espionage screen.
 
Can someone please explain to me how Tech Flavors work?
Obviously it tells the AI which Tech to research, but what is the formula?

Spoiler Flavors :

('TECH_POTTERY', 'FLAVOR_GROWTH', 20), -- Units: Settler, Buildings: Granary, Reveals: Fish, Process: Farming
('TECH_POTTERY', 'FLAVOR_EXPANSION', 25),
('TECH_POTTERY', 'FLAVOR_NAVAL_TILE_IMPROVEMENT', 5),

('TECH_TRAPPING', 'FLAVOR_GROWTH', 10), -- Buildings: Smokehouse, Reveals: Bison, Deer, Improvement: Camp
('TECH_TRAPPING', 'FLAVOR_TILE_IMPROVEMENT', 15),

('TECH_THE_WHEEL', 'FLAVOR_TILE_IMPROVEMENT', 5), -- Buildings: Council, Wonders: Stonehenge, Reveals: Stone, Improvement: Road
('TECH_THE_WHEEL', 'FLAVOR_INFRASTRUCTURE', 10),
('TECH_THE_WHEEL', 'FLAVOR_SCIENCE', 10),
('TECH_THE_WHEEL', 'FLAVOR_WONDER', 10),

('TECH_ANIMAL_HUSBANDRY', 'FLAVOR_TILE_IMPROVEMENT', 15), -- Units: Chariot, Reveals: Horse, Cattle, Sheep, Improvement: Pasture
('TECH_ANIMAL_HUSBANDRY', 'FLAVOR_MOBILE', 5),
('TECH_ANIMAL_HUSBANDRY', 'FLAVOR_RANGED', 5),

('TECH_MINING', 'FLAVOR_PRODUCTION', 10), -- Buildings: Well, Wonders: Pyramids, Improvement: Mine, ChopForest
('TECH_MINING', 'FLAVOR_TILE_IMPROVEMENT', 15),
('TECH_MINING', 'FLAVOR_WONDER', 10),
 
It does nothing, except when AI needs to pick a free tech.
 
Hi everyone, does this mod changes in any way the 3-4 cities meta (vanilla)? In other words, what is the ideal number of cities to win vs the hardest AI?

Thanks! This mod is awesome.
 
Hi everyone, does this mod changes in any way the 3-4 cities meta (vanilla)? In other words, what is the ideal number of cities to win vs the hardest AI?

Thanks! This mod is awesome.
Yes, I may be wrong but I think that was one of the reasons this project started, because of the stale meta in vanilla civ 5 where it was best to always go tall pretty much.

I dont have a good answer as to how many cities are ideal in this mod, right now tradition (the tall policy tree) is considered a bit underpowered, but there are frequent patches where that balance is sometimes adjusted. There are ongoing votes to nerf the other two ancient era policy trees which would make tall more viable indirectly.

As long as you have good city locations, there is no downside to founding new cities imo, at least not if you are playing progress or authority.
 
Even if going Tradition, you'd want to at least
1. Protect all your capital's surrounding land with satellite cities
2. Prevent war by not letting people forward settle on tiny strips of land that you leave unsettled

That usually means 5-6 cities.
 
In other words, what is the ideal number of cities to win vs the hardest AI?
more cities is usually better
last game I completed I went more "tall" but had 15 cities by late game
There are some penalties for expanding too fast, so this is kept in check, but more is still usually better
 
Really I cannot understad how can that happens:
I have my Warrior unit an Alert position on an ancient ruin
1.jpg


On next turn the American Pathfinder pushed aside my unit and took the Ancient ruin

2.jpg


????????? AI cheats? JFD's United States mod can do that?
 
Really I cannot understad how can that happens:
I have my Warrior unit an Alert position on an ancient ruin
View attachment 689720

On next turn the American Pathfinder pushed aside my unit and took the Ancient ruin

View attachment 689721

????????? AI cheats? JFD's United States mod can do that?
That's quit easy for hem to take it, just move to the forested hill, it gives vision, then go two tiles left. The forest only costs 1/2 movement point with trailblazer I.
Dunno why your warriors are pushed back though. Probably a default when a scout take a ruined underneath a rival unit ?
 
There is apparently a bug from the base game's source code still in VP, specifically it's the code that strores the goody hut rewards (to prevent getting multiple in a row). It can only ever store two, despite the intent to store as many as NUM_GOODIES_REMEMBERED, which is 3 in the original code. Is that even report-worthy, considering the minimal impact and being there for ages? It just bugs me that it's allowed to exist x)
 
There is apparently a bug from the base game's source code still in VP, specifically it's the code that strores the goody hut rewards (to prevent getting multiple in a row). It can only ever store two, despite the intent to store as many as NUM_GOODIES_REMEMBERED, which is 3 in the original code. Is that even report-worthy, considering the minimal impact and being there for ages? It just bugs me that it's allowed to exist x)
Make a GitHub issue about that is probably a good idea?
 
It's already expected that we can get repeated rewards every 3 ruins.
 
It's already expected that we can get repeated rewards every 3 ruins.
Yeah, that's what I assume. I was thinking moreso in terms of code not working as one would expect and it causing problems in the future. But admittedly it does seem unlikely that the number would ever be increased (especially since it's hard-coded as macro), and anything else would involve rewriting that code anyway
 
If I push the restart button, does it remember map settings like world age, sea level, etc? Also, is there a way for the game to somehow remember these settings when I set up another game?
If anyone knows, please let me know. I remember there were issues with the restart button in the past.
 
I think there was a mod called Really Advanced Setup that did what you described and more. Not sure it is up to date and working.
 
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