Quick Questions / Quick Answers

Hello all, for some reason I can't activate azum4roll's Unit Supply for VP because of missing dependencies. Installed v. 4.16.2. I'd appriciate any assistance. :)
 
What dependencies does it say you are missing? Open the .modinfo file and it should show you what version numbers are allowed.
Newest VP (v 4.17) has it baked in if/when you update.
 
Ummm, I read once again description of GS, GE it is said ".... increased by 10% per Academy created and owned". Now I need clarificiation what condition is being used: "AND" or "OR"? thanks

ps I always thought conquest can fix your lack of academies/manufactories/towns etc for late game.
 
Ummm, I read once again description of GS, GE it is said ".... increased by 10% per Academy created and owned". Now I need clarificiation what condition is being used: "AND" or "OR"? thanks

ps I always thought conquest can fix your lack of academies/manufactories/towns etc for late game.
I think and it's been for several years (at least) that conquest don't add anything here, only those that YOU have built AND own.
 
Question about Vassals and World Congress Votes:

If I make a vassal of a another Civ, do I get their votes for congress from their allied City States?
How likely is a vassal to vote for what it's master proposed?

If I destroy a Civ outright do their City State influence points return to zero?
Eg - Civ was allied to a City State now after being conquered - whoever has the next most influence points will be the active ally.
 
The vassal question : they retain their CS votes but they tend to vote for you if they are loyal to you. Those are things that will keep them loyal :
  • Defend them when they are invaded,
  • Let them have their religion (if they have a holy city),
  • Otherwise convert them to yours (if you have one),
  • Send trade routes to them,
  • Open your border,
  • Don't steal their territory,
  • Don't set taxes (or not too much taxes)
  • Always keep a nice military power so they don't ask for freedom anyway (or take Iron Fist tenet)
As for the CS question, CS are allied with whichever Civilization that is not at war with them, is alive, have at least 60 influence ; then from all possible candidate, the one with the most influence is the ally.
So, dead civs won't compete. If they die, the next Civ which is not at war etc. is their new ally. It can be you the moment you sign peace with them.
In the case a civ is brought back to life, I'm almost sure they start at 0 influence with all CS, with old Sphere Of Influence repelled. Not 100% sure though.
 
Quick question regarding Building GP improivements on resources..

I was playing as Iroqis with reforestation and more unique componnents, and realised, that bonus resources kinda blocking me from making more forests.
So i had thought that maybe i just should build all the Maqnufactories, Towns etc on resources..
I was trying to find any scenario that it would be a bad idea.

Every building like forge, boosts or resource (eg Iron copper) or the improvement (mine).
So i realised, if i do impovements replacing Plantation, Camp or Quarry, Pasture, it would be kinda hard to replace the value they give, since, you need specific resources,
which sometimes are hard to replace later like little more culture or gold comparing to more vanilla tiles..

But.. if i make Unique improvement, on resources that usually are improved by spammable improvements like Farm or Mine, then i basically lose nothing..
Still, i will get all the resource buffs from buildings, and still any mine or farm give the same so i can just make them elswhere later, if i need them.
So the base resource increase, and resource increase from buildings, will apply if there is Manufactory. So you only basically lose the value of improvement, which you can just
do elswhere if needed..

For this to be a bad decission, we would have to have some buildings or i dont know maybe "events" similar to those with extra food on fishing boats,
that give you benefit on some specific resource wiht speciffic improvement, like mine on salt, or farm on rice.. and honestly i dont recall any instances..
I mean obviously, not to mention some specific cases, like wheat being the only tile allowing you to make "food triangle"..
So.. did i miss something? Like really early town on like Wheat, especially not near fresh water is it good idea?
Am i stupid, that it took me literally few years to figure that out :D ?

EDIT: Wait.. if thats correct, wouldnt like Making city on Wheat amazing?
 
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Manufactory on non-fresh water wheat is a very good choice, especially when it also makes a triangle with fresh water farms.
 
The vassal question : they retain their CS votes but they tend to vote for you if they are loyal to you. Those are things that will keep them loyal :
  • Defend them when they are invaded,
  • Let them have their religion (if they have a holy city),
  • Otherwise convert them to yours (if you have one),
  • Send trade routes to them,
  • Open your border,
  • Don't steal their territory,
  • Don't set taxes (or not too much taxes)
  • Always keep a nice military power so they don't ask for freedom anyway (or take Iron Fist tenet)
As for the CS question, CS are allied with whichever Civilization that is not at war with them, is alive, have at least 60 influence ; then from all possible candidate, the one with the most influence is the ally.
So, dead civs won't compete. If they die, the next Civ which is not at war etc. is their new ally. It can be you the moment you sign peace with them.
In the case a civ is brought back to life, I'm almost sure they start at 0 influence with all CS, with old Sphere Of Influence repelled. Not 100% sure though.
Thanks for the detailed answer!
Happy New Year :)
 
Is there somebody have graphic artefacts after 3+ hours of playing?
Full Unit list (in separate window) become blink, shorter every separate window start blinking

Yesterday happened the same and when I mistacely open strategic view all screen become blinking and doesn't responce on mouse
 
Two Questions:

1. Is there a way to make the Communitu_79a v3.1.0 map that comes with VP spawn as a pangea? I enjoy the additional resources this mapscript produces but don't want two/several continents (and it seems like the default Pangea map doesn't spawn enough resources as compared to Communitu_79a).
2. Is there a way to remove the XP limit for when fighting barbs?
 
2. Is there a way to remove the XP limit for when fighting barbs?
under mods/(2) Vox Populi/Database changes/define changes.sql
find
UPDATE Defines SET Value = -1 WHERE Name = 'BARBARIAN_MAX_XP_VALUE';
UPDATE Defines SET Value = -1 WHERE Name = 'MINOR_MAX_XP_VALUE';
for barbs and city states
-1 is unlimited xp or you can put the xp amount you want
 
Does anyone know if the numbers behind A) tech increase per non-puppet city and B) decrease from other civs knowing the tech are hard-coded or can these be modded?

Playing around with numbers to counter steam rolling.

\Skodkim
 
Yes always on the same moment, after voting on World Congress on AI turn, after the same pop up, I don't remember what, or enemy near or barb ench discover
 
What's the most recent stable + bug-free patch? Don't want to be beta guinea pig (even though I greatly respect those that program and test each patch).
 
No version was ever bug-free. I'd say the latest beta is more stable than the stable version, if you play with up-to-date mods in single player.
 
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