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Quick Questions / Quick Answers

Why does AI plaing for Enlgland always go Authority? They don't have any warmonger bonuses, so the progress branch seems the best choice.
 
No? It's the third on the front page
Yes it is now there) But when I posted and made some edit, I didn't see it just after multiple refreshness of the page
Sorry, isn't this how it should work? It's the same with any other unit if I remember correctly. If you start building a horseman, research Chivalry, the city will switch over to a knight. The production invested into the horseman will be lost, no?
I think not, as I know, the hammers always carry from preupgrade unit to actual. May be I am wrong? But also settlers had been swept from the queue. And this is I don't know is a bug or how it always was.

Afair production is kept from one unit to its upgrade. Maybe the fact that is was at end of queue is the bug that made you loose production, you might have to be producing the unit (head of queue) when the upgrade comes.
I would make some experiments and will report)
 
fixing improvements 3 turns at a marathon is this how it should be or is it a flaw? Why is there no scaling based on game speed? on the standard one there are also 3 moves....
 
Pillage/repair improvements are tactical actions like moving units, so they don't scale with game speed.
 
What and in which file should I change so that more than 12 AI can be added in multiplayer?

And where and what to change so that the map becomes larger in size, for example not 128 by 80, but for example 180 by 94?
 
Pillage/repair improvements are tactical actions like moving units, so they don't scale with game speed.
Honest question, why is repairing improvements specifically considered tactical, compared to other things like, unit production? I wasn't around when the proposal was passed, so I'm not fully aware of the discussion around it, but the only argument I've found for repair speed to be considered tactical is that it'd break interactions with espionage otherwise, but that sounds like an argument to make espionage scale with gamespeed, not the other way around.
 
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Taking a holy city without my own religion seems to reset my accumulated faith to ZERO. I lost over 1k faith.

E.g. I found a pantheon, "Tutelary Gods", then conquer the holy city for Eastern Orthodoxy a couple turns before I'd get a Great Prophet, then noticed that my timer got reset to 40+ turns to Great Prophet instead of 2 turns.

Has anyone else seen this / is this intentional?

I'm going to use IGE to cheat my faith back, but if it's not intentional I'll also post a bug report with the save file.

I have the standard 4 VP mods (CommPatch, VP, VP EUI, Squads) plus "Historical Religions Edit" (13 additional cosmetic religion icons & preferences)
 
It's intentional. When founding a religion, your faith stockpile is reset. Taking a holy site whilst not having found (yet) a religion yourself counts as founding a religion. You will acquire all bonuses from the religion, including the possibility to improve, choose belief, get votes for the congress etc. as if you founded the religion. If you didn't want to steal it, you should have waited 2 turns, to get your own prophet and found your own religion.
 
I would like to know if this is the intended behaviour for the "Goddess of beauty" pantheon: Capital get 2 GE/GA points, founding a religion in another city both cities now generate 2GE/GA points, Capital converted to your faith bonus is lost and only the Holy City generate 2GE/GA points.

It's intentional. When founding a religion, your faith stockpile is reset.
Never understood why this have been added in VP it's a trap for new/forgetful players, penalize moving your first prophet, the AI problably doesn't take it into account and instant faith yield from ruins have a chance to get wasted. I suppose this one doesn't have a flag in a config file, right ?
 
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Never understood why this have been added in VP it's a trap for new/forgetful players, penalize moving your first prophet, the AI problably doesn't take it into account and instant faith yield from ruins have a chance to get wasted. I suppose this one doesn't have a flag in a config file, right ?
AI never moves their first prophet.

This was an attempt to patch an exploit where you intentionally don't found and capture a holy city, then use your saved faith to spawn a prophet to immediately enhance. You end up gaining a free prophet at the cost of not being able to pick your beliefs.
 
i quite don't understand how rigging elections work. who has the upper hand in rigging? i didn't pay enough atttention to that, but it seemed to me that it works like " who comes first - rig" , but in my current game i sit with my spy in one cs - uncontested until previous rigging , in which he failed to russian spy.

so.... how this one works - is it once again about who is technology leader? like everything is subordinate to tech?
 
i quite don't understand how rigging elections work. who has the upper hand in rigging? i didn't pay enough atttention to that, but it seemed to me that it works like " who comes first - rig" , but in my current game i sit with my spy in one cs - uncontested until previous rigging , in which he failed to russian spy.

so.... how this one works - is it once again about who is technology leader? like everything is subordinate to tech?
I would assume there is a check with whos spy is stronger but that is just pure guess from me.
And I have no idea how equal strength is handled.
 
i quite don't understand how rigging elections work. who has the upper hand in rigging? i didn't pay enough atttention to that, but it seemed to me that it works like " who comes first - rig" , but in my current game i sit with my spy in one cs - uncontested until previous rigging , in which he failed to russian spy.

so.... how this one works - is it once again about who is technology leader? like everything is subordinate to tech?
I'm also not 100% sure, but if I remember correctly you gain a point every turn your spy is in the city. Whoever has the most points rigs the election, but in doing so you "use" all those points and reset to zero.
 
I'm also not 100% sure, but if I remember correctly you gain a point every turn your spy is in the city. Whoever has the most points rigs the election, but in doing so you "use" all those points and reset to zero.
i would need to pay more attention to it, because that would mean with 2 spies in a city one of them would make a rigging every 2nd session of rigging. but i am pretty sure i have been beaten to single civs spy.


also other quuestion - is it intended that medic is mutualy exclusive with benevolence? and possibly with other promos of some purpose? if so, why? because it diddn't worked in my japan game together
 
I'm also not 100% sure, but if I remember correctly you gain a point every turn your spy is in the city. Whoever has the most points rigs the election, but in doing so you "use" all those points and reset to zero.
This seems to be the closest answer looking at the 2UC code. Spies stationed in a city grants points each turn, and then the winner is decided a weighted draw between players based on the number of points they have.
 
This seems to be the closest answer looking at the 2UC code. Spies stationed in a city grants points each turn, and then the winner is decided a weighted draw between players based on the number of points they have.
Exactly. It's random who wins the election: The spy owner gets one point for each turn of the election period in which their spy is in the CS. The chance of winning is (their points)/(sum of the points collected by all players). After the election, the numbers are reset to zero.
 
also other quuestion - is it intended that medic is mutualy exclusive with benevolence? and possibly with other promos of some purpose? if so, why? because it diddn't worked in my japan game together
From what I'm remembering Benevolence doesn't affect the unit itself but only those adjacent.
 
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