Quick Questions / Quick Answers

Hey, did guilds lose their gold from every corresponding building on the empire, I think it used to be amphitheatre for writers, the opera for musicians, and so on? Am I missing something, or it was removed and I just always assumed it being there since I played a lot of VP a few years back and you can't teach the old horse new tricks in my memory lol?
 
Hey, did guilds lose their gold from every corresponding building on the empire, I think it used to be amphitheatre for writers, the opera for musicians, and so on? Am I missing something, or it was removed and I just always assumed it being there since I played a lot of VP a few years back and you can't teach the old horse new tricks in my memory lol?

Yes, gold on guilds from cultural buildings was removed by VP Congress vote during the 6th Congress. Maintenance costs were instead removed from those cultural buildings so that they do not lose more gold than they make.


The first version featuring the change was 4.3.

 
In last games I played, I and some AI's build railroads by 13-14 century, also some AI's get to Renaissance in 200-300 AD, so I want to adjust techs and policies costs. I found where to change techs costs, but how can I delay (make more expensive) policies by 20-30%?
 
Arabia's UA is getting 1 science and 1 culture in its capital every time a historical event occurs. Let's say I conquer Mecca. Will the accumulated yields transfer to the new capital?
 
Arabia's UA is getting 1 science and 1 culture in its capital every time a historical event occurs. Let's say I conquer Mecca. Will the accumulated yields transfer to the new capital?
Yes it does. It'll transfer back if they regain the original capital.
 
Is there a 5% diminishing returns penalty to additional monopolies? Playing as Indonesia, I have three production monopolies (nutmeg, coffee and copper). But the combined production increase is only 35%.
 

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Is there a 5% diminishing returns penalty to additional monopolies? Playing as Indonesia, I have three production monopolies (nutmeg, coffee and copper). But the combined production increase is only 35%.
That works the same way as the policy. The modifier is applied to the total% of each yield.
 
That works the same way as the policy. The modifier is applied to the total% of each yield.
Ah, that makes perfect sense! Certainly makes duplicate % monopolies a bit worse compared to duplicate flat income monopolies (might have to reconsider statecraft over fealty for future runs), but it's good to know the increases work that way.
 
That works the same way as the policy. The modifier is applied to the total% of each yield.
I knew about the policy effect, but was unaware Indonesia working the same way. Let's say I get one production % monopoly as Indonesia, then I get imperialism policy. I get 10% plus 5% from the UA, plus 10% from policy, easy. But when I get another, let's say copper. Would it be only 35% in total, so only bare 10% as usual, cause both the UA and a policy is already in effect as "unique" modifier? That would be my guess.

Same with flat +2 monopolies, now I am asking no matter Indonesia/Imperialism. I'm assuming if you have a silver monopoly, you pick the policy, you now get +4 culture from silver. Then you conquer Brazil, get brazilwood monopoly. But you only get normal +2 culture from the monopoly on brazilwood tiles cause the policy/UA is already in effect on another resource, so the unique part doesn't apply? That would be my guess again.

I wanted to clarify as I rarely pick the imperialism monopoly policy in anything but % monopolies situations.

Ah, that makes perfect sense! Certainly makes duplicate % monopolies a bit worse compared to duplicate flat income monopolies (might have to reconsider statecraft over fealty for future runs), but it's good to know the increases work that way.
Why they are worse? As Indonesia or from the imperialism policy, do you get multiple flat income monopolies? So for example copper and coffee count only once, but on both silver and brazilwood you would get +4?
 
This is a bit of a loaded question, but how do I go about trying to debug a CTD? I have played two games as the Huns on the Great Plains Map for VP on Epic speed and both games kept crashing around the late 200 turns (Renaissance Era).
The mods I have installed are: 3UC/4UC, UI Promotion Tree, Religious Victory, Religious Victory, and Semper Fidelis Other Ideologies. Furthermore, I am playing version 4.17.8.

I realize that a something like this may be difficult to pinpoint but are there logs or other data I can see to possible figure out what is crashing the game?
 
How much do you others value Orders, especially when there are a lot of interesting militaristic city-state units available? Those are almost always guaranteed to spawn outside of my Heroic Epic city which tends to be my capital.
 
Orders are extra useful paired with Zealotry : you can get quick reinforcement from the front-line cities (after rush-buy barracks & armories) and those units will have the "moral" promotion.
 
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