Quick Questions / Quick Answers

Production can come from sitting on forests, and also they get their on-turn yields from the palace.

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I get what you're saying, but that's not it. I've made sure that they're not settling on forests, and it's consistently 20 of those three yields with every AI.
 
At the end of the day, is diplomacy with other civs even possible? 10 times out of 10, an AI will always find a reason to backstab me or become 'guarded'. Are life-long friendships even possible?

I think it depends on the Civ itself and if they are in direct competition with you, but I never seen diplomatic relation last from beginning to end with no conflict. Are you noticing it happening with a specific Civ, or does it just happen all the time? In my emperor experience, I find that Civs will gravitate more if you play nice. While I was Spain, I managed to have Korea and America offer me several defensive pacts, as I was the nice ruler compared to Arabia, who was clearly tired of sharing the continent with us. The only time other Civs become guarded against me is if I'm engaging in constant warfare, or expanding so much that my neighbors get mad. I got backstabbed on other playthroughs, but that was by Civs that seems likely to do so (Mongolia loves to backstab it seems).

EDIT: Speaking of diplomacy, does demanding tribute affect the way the AI sees you, even without a pledge of protection? Feels like I ended up in a lot more wars as the Zulu, due to the constant tributes.
 
EDIT: Speaking of diplomacy, does demanding tribute affect the way the AI sees you, even without a pledge of protection? Feels like I ended up in a lot more wars as the Zulu, due to the constant tributes.
Are you playing with transparent diplomacy?
 
Twice now, when I was in a joint war with another civ, the opponent surrendered to me and became my vassal, even though my ally had taken more of their cities. In these situations, what determines who the AI will capitulate to?
 
The ally maybe took more cities, but who killed the most units? Might also check warscores if you have a save before the vassalage.
 
With "one world one religion" reformation belief missionaries work as great prophets?
Also does it apply to only your missionaries or every civ's whos following your religion?
You get evangelism bonus science for other civs missionaries following your religion?

And one last ^_^ Portugal UA "when your trade units move" is just per turn? (or naus count as trade units?? Why is worded in such weird way?)
 
With "one world one religion" reformation belief missionaries work as great prophets?
Also does it apply to only your missionaries or every civ's whos following your religion?
You get evangelism bonus science for other civs missionaries following your religion?

And one last ^_^ Portugal UA "when your trade units move" is just per turn? (or naus count as trade units?? Why is worded in such weird way?)
Talking by my quite deficent memory:
Great Prophets remove existent pressure points from other religions/pantheons. (You see, those points go to a pool in the city, and then you know how many citizens follow each religion by the proportion. A Great Prophet just remove that pool, and then spread his religion, though some religious buildings and beliefs prevent the pool to be completely removed). It's unlikely that a simple missionary could do that, even a stronger one.
I still don't fully know, but it seems that only the Founder belief is exclusive to the founder. Maybe the Enhancer is also exclusive, but don't take my word on it. So yes, any missionary of your religion will benefit from the reformation belief, no matter his origin.
I believe evangelism says: whenever you spread a religion. This means whenever you use your missionary unit for spreading in a city that doesn't follow your religion. You don't need to convert the city. In fact, it is better if you don't fully convert it, so you can continue spreading and reaping science. Use it against rival Holy Cities if possible.
When your trade units move is roughly per turn, yes. But every X turns it stops so you can set a new trade route, and you won't get the bonus that turn. Furthermore, if you fear to send your traders for enemy units in the route, it won't yield anything.
 
Newbie to the popular mod question : How can I find out what is currently causing the most unhappiness?

The "Resources and Happiness" tab in the unhappiness column currently lists 25 total unhappiness but all zeros under all of from city / from population / and from each city. (By contrast the total happiness of 24 is broken down 7 luxuries, 2 global, 1 natural wonder, 14 difficulty level)

Images attached
 

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Why don't you have a number six Compatibly file? Either if you chose to delete it or your mod install went wrong, that's likely the issue since #6 is mostly about display type stuff.
 
Why don't you have a number six Compatibly file? Either if you chose to delete it or your mod install went wrong, that's likely the issue since #6 is mostly about display type stuff.

Number 6a is on my list of mods, just not checked as enabled.

It wasn't enabled because I didn't see a reference to it as required within the selections I did enable:

#1 no listed dependencies
#2 listed dependency on #1
#3 listed dependency on #1 & #2
#4 listed dependency on #2 ; listed as blocking two standalone mods
#5 listed dependency on #1 & #2

Number 6a description actually states "required if you intend to use any mod aside from the CP and CBO by themselves." ; with me only having the contents of this and no other mod, it didn't look like it was required.
 
Have you checked unhappiness inside city screen? If it states 0, something is wrong, because rarely you will have 0 happiness. If it's something different, you can see what is causing unhappiness there, and it's just a problem with display as pandasnail says.
I always install the EUI version and check all 6 mods.

Just guessing, it can be that you are suffering urbanization unhappiness, for having too many specialists.
 
I'd like some advice on micromanaging my cities, particularly manually selecting specialists.

How do you decide which building to manually work? Do you have them all on, and permanently? Do you just work them until the point it's hurting you in city growth?
 
I'd like some advice on micromanaging my cities, particularly manually selecting specialists.

How do you decide which building to manually work? Do you have them all on, and permanently? Do you just work them until the point it's hurting you in city growth?
Correct. Mostly you would only use Specialists to balance out the unhappiness problems. Too illiterate/bored? We need some scientists!
 
I'd like some advice on micromanaging my cities, particularly manually selecting specialists.

How do you decide which building to manually work? Do you have them all on, and permanently? Do you just work them until the point it's hurting you in city growth?
In capital, I use to focus on great people. Focus on food when in a WLTKD if I can remember to do that. Focus on production when building a wonder/settler (but I usually forget to unfocus production). In non capitals cities, it depends a lot on my happiness. Usually I need to focus on gold for a while, specially when missing thrift. It's not only happiness, you want your cities to grow enough to make city connections profitable, and grow slowly when unhappiness start to hurt. Having some specialists prevents your city from growing too fast.
I almost never set specialist manually, I prefer the focus tool as it can adapt to unhappiness and gold issues automatically.
 
Have you checked unhappiness inside city screen? If it states 0, something is wrong, because rarely you will have 0 happiness. If it's something different, you can see what is causing unhappiness there, and it's just a problem with display as pandasnail says.
I always install the EUI version and check all 6 mods.

Just guessing, it can be that you are suffering urbanization unhappiness, for having too many specialists.

From the city screen? Not seeing a separate happiness field there (the happiness hover is also on the main screen.)
Not urban unhappiness with only 2 specialists within the empire. I also had verified that total wasn't changing.

The other weird thing is Happiness : From difficulty level is now a few points higher than it was earlier.

It may be the case that #2 requires #6 to see this properly (even though it's not listed anywhere in #2 .modinfo file); could also be the cause of the cultural screen overview being weird.

Screen shots attached (from later in the same game than above one)

As to why in that screenshot happiness was -1; at the time two negative events struck that pillaged improvements struck in close succession (flood -> pillaged 3 farms; mine collapse -> pillaged a mine), I was working to repair them as fast as possible given where my workers were at the time. I think during the above screenshots one of the farms had been repaired but the other were still being repaired.

I'd like some advice on micromanaging my cities, particularly manually selecting specialists.

How do you decide which building to manually work? Do you have them all on, and permanently? Do you just work them until the point it's hurting you in city growth?

I'm still trying this out myself; but the moment I built Marketplaces I had no choice but to have every city run a merchant specialist for awhile to prevent having units forcibly disbanded on my start. (Lots of Wine; 1 Silver)
I was actually glad to discover that building a Lighthouse granted 1 gold in all coastal tiles since it let me fire them quickly enough to avoid accidentally spawning a Great Merchant. (Cash was such a major problem that I had my capital building units just to disband them for cash for ten turns)

I also wanted some more culture to get thru Tradition faster and so I ran Court Chapel long enough to spawn a Great Artist.

Correct. Mostly you would only use Specialists to balance out the unhappiness problems. Too illiterate/bored? We need some scientists!

That would explain why earlier when I had my capital run a merchant for a few turns that happiness was 1 point higher than either running a scientist or not running a specialist.
 

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Correct. Mostly you would only use Specialists to balance out the unhappiness problems. Too illiterate/bored? We need some scientists!

I've been going around using specialists all wrong. I normally just leave the focus on default and focus on filling those slots. That may explain why my population is always so terrible relative to the AI.
 
From the city screen? Not seeing a separate happiness field there (the happiness hover is also on the main screen.)
Not urban unhappiness with only 2 specialists within the empire. I also had verified that total wasn't changing.

The other weird thing is Happiness : From difficulty level is now a few points higher than it was earlier.

It may be the case that #2 requires #6 to see this properly (even though it's not listed anywhere in #2 .modinfo file); could also be the cause of the cultural screen overview being weird.

Screen shots attached (from later in the same game than above one)

As to why in that screenshot happiness was -1; at the time two negative events struck that pillaged improvements struck in close succession (flood -> pillaged 3 farms; mine collapse -> pillaged a mine), I was working to repair them as fast as possible given where my workers were at the time. I think during the above screenshots one of the farms had been repaired but the other were still being repaired.



I'm still trying this out myself; but the moment I built Marketplaces I had no choice but to have every city run a merchant specialist for awhile to prevent having units forcibly disbanded on my start. (Lots of Wine; 1 Silver)
I was actually glad to discover that building a Lighthouse granted 1 gold in all coastal tiles since it let me fire them quickly enough to avoid accidentally spawning a Great Merchant. (Cash was such a major problem that I had my capital building units just to disband them for cash for ten turns)

I also wanted some more culture to get thru Tradition faster and so I ran Court Chapel long enough to spawn a Great Artist.



That would explain why earlier when I had my capital run a merchant for a few turns that happiness was 1 point higher than either running a scientist or not running a specialist.
Really a rookie. Inside city screen, hover over the city banner where the name is, if using EUI, or hover over the happiness icon if using vanilla UI. You might see the unhappiness of this city.

If you are using events, I can't help. I dislike them, so I I uncheck it when setting up. Pillaged farms and mines are the worst.

For gold you have three paths. Merchants, befriending CS, trade routes (good with tradition), city connection/lighthouses/monopolies (good for progress) and tribute, pillaging, policies (good for authority).

If you have too many units, gift some to CS. If you are too short on gold, consider selling your last luxury copy, or strategic resources you don't use. As a last resort, sell a building.

EDIT. Hey, hope this helps.
 
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Very silly question here, as I have little experience with naval warfare. Is it normal for embarked units to have this much combat strength?
I'm at war with an authority Askia, his embarked archers have 10 strength in a fight and swordsmen have 14. They're better than my galleys and dromons actually.
 
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