Quick Questions / Quick Answers

Thank you for the quick reply! I know the trade route overview, but I have no idea what influences the durations listed there. Things like where you settle in relation to trade partners, how rough the terrain is, if you have roads, if you have specific buildings, etc.

Are there ways to get lower trade route durations, except the mentuoned corporation?
Spoiler Trade route loop time x Trade route time graph :
image.png



@sbw made the graph. X-axis is the time it takes for trade route to travel from one city to another. Influened by terrain, roads, speed on roads. Y-axis is the time it takes TR to complete. So 10 turn loop time is optimal, it's displayed in the trade route overview in game. EDIT: Not sure if decimal point exist for loop times, if not, then 11 is optimal cause 10 will be 30 turns. if they exist, then 10.1 is optimal, but decimal points are not shown in game.
 
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Spoiler Trade route loop time x Trade route time graph :



@DaeDalus made the graph. X-axis is the time it takes for trade route to travel from one city to another. Influened by terrain, roads, speed on roads. Y-axis is the time it takes TR to complete. So 10 turn loop time is optimal, it's displayed in the trade route overview in game. EDIT: Not sure if decimal point exist for loop times, if not, then 11 is optimal cause 10 will be 30 turns. if they exist, then 10.1 is optimal, but decimal points are not shown in game.
It's stupid, but making trade routes end while the trade unit is not in the origin city doesn't make sense either.
 
Is there an easy way to increase the max distance that the Great Wall visually reaches from the city that it's build in?

Currently it looks like it's set to 5 and I'll like it larger.
 
Is there an easy way to increase the max distance that the Great Wall visually reaches from the city that it's build in?

Currently it looks like it's set to 5 and I'll like it larger.
No
 
Hey guys
There was a mod which was working with VP, it gave you more options when you conquered and puppeted CS, e.g. you could get influence boost or create sphere of influence which had to be removed through WC, pretty neat.

I forgot name of that mod, if anyone can help me. Thank you.
 
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Is the steam version of InfoAddict working with the beta, or is there a version somewhere that works? Miss being able to know who's friendly with who on the DoF screen
 
What is the proper way to increase techs costs without messing with everything else?

I would like to increase the duration of each age while keeping everything else the same( :c5production: build costs, :c5goldenage:golden ages, :c5greatperson:great person points, etc.) the same. I know that I can change the values of the GameSpeedChanges.sql file, and I do, but sometimes I get weird results. That got me thinking: What is the actual difference between "TechCostPerTurnMultiplier" and "ResearchPercent"? Does ResearchPercent only concerns :c5science:research cost or it also affects :c5science:science generation? Is there another file that I should tinker with to achieve my goal?
 
What is the proper way to increase techs costs without messing with everything else?

I would like to increase the duration of each age while keeping everything else the same( :c5production: build costs, :c5goldenage:golden ages, :c5greatperson:great person points, etc.) the same. I know that I can change the values of the GameSpeedChanges.sql file, and I do, but sometimes I get weird results. That got me thinking: What is the actual difference between "TechCostPerTurnMultiplier" and "ResearchPercent"? Does ResearchPercent only concerns :c5science:research cost or it also affects :c5science:science generation? Is there another file that I should tinker with to achieve my goal?

This is what I use. I think it still works but it's been so long since I've changed them who knows.

Spoiler Tech :


UPDATE Technologies SET Cost = 60 WHERE GridX = 1; --35
UPDATE Technologies SET Cost = 100 WHERE GridX = 2; --55
-- Classical Era
UPDATE Technologies SET Cost = 130 WHERE GridX = 3; --105
UPDATE Technologies SET Cost = 275 WHERE GridX = 4; --175
-- Medieval Era
UPDATE Technologies SET Cost = 500 WHERE GridX = 5; -- Originally 500
UPDATE Technologies SET Cost = 700 WHERE GridX = 6; -- Originally 700
-- Renaissance Era
UPDATE Technologies SET Cost = 1750 WHERE GridX = 7; -- Originally 1750
UPDATE Technologies SET Cost = 2400 WHERE GridX = 8; -- Originally 2400
-- Industrial Era
UPDATE Technologies SET Cost = 3600 WHERE GridX = 9; -- Originally 3600
UPDATE Technologies SET Cost = 5150 WHERE GridX = 10; -- Originally 5150
-- Modern Era
UPDATE Technologies SET Cost = 8100 WHERE GridX = 11; -- Originally 8100
UPDATE Technologies SET Cost = 11000 WHERE GridX = 12; -- Originally 11000
-- Atomic Era
UPDATE Technologies SET Cost = 13000 WHERE GridX = 13; -- Originally 14500
UPDATE Technologies SET Cost = 16000 WHERE GridX = 14; -- Originally 17700
-- Information Era
UPDATE Technologies SET Cost = 19100 WHERE GridX = 15; -- Originally 21250
UPDATE Technologies SET Cost = 23400 WHERE GridX = 16; -- Originally 26000
UPDATE Technologies SET Cost = 24450 WHERE GridX = 17; -- Originally 27150
-- Future Tech
UPDATE Technologies SET Cost = 28550 WHERE GridX = 18; -- Originally 31700

 
Is the steam version of InfoAddict working with the beta, or is there a version somewhere that works? Miss being able to know who's friendly with who on the DoF screen
Get Trade Opportunities for VP.
 
which is "better", coaling station or factory? If I only have enough coal to build one or the other?
 
is it worth the effort for Archaeologists to build Landmarks in AI owned territory? The pop up says something about positive influence with the civ and a culture or happiness bump but I don't think I'm seeing the result of it
 
Depends on how many coals you have total, the coaling station is good in an already production heavy city, whilst factories are strong if you get a lot of them.
If you have like 10 cities and 10 coal, I think Factories should be better. I you go Industry and have a lot of mines/lumbermills, and fewer cities, then coaling should be better.
 
is it worth the effort for Archaeologists to build Landmarks in AI owned territory? The pop up says something about positive influence with the civ and a culture or happiness bump but I don't think I'm seeing the result of it
You get a small positive boost to your relations with a major civ (there's a "Transperent Diplomacy" option in the Advenced Setup menu before the game starts, if it is chosen you can see how much exactly, but not that much iirc), and with City-States you get +40 minimal Influece, which at that point of the game isn't worth it in my opinion, you have influences nearing 1000.

It also says you get +3 Happiness, but I think it is bugged, at least you definitely do not get it immediately as you choose the option.
 
Does anybody know of a way to change colors for a civilization? :confused:

For example, I like how the Songhai work but orange is on at the bottom of my favourite colors list...

Happy to do some modding if needed though I have 0 experience so would appreciate a bit of advice... asked chatGPT to help but let's say it went as expected :lol:
 
Has there been a discussion of why units get XP for ranged attacks on civilians?
I noticed it too, I think they shouldn't, that's just free XP.

Also for some reason when you're assaulting cities and there's your worker without defences in city's range, enemy's AI chooses to range attack that worker instead of military units.
 
Is there a way to automate workers for improvement only (not roads)?
I like that thought. Take it a step further and have automated options (or priorities) like 1) repair pillaged tiles 2) build roads/railroads 3) build improvements without destroying current one AND/OR build improvements and is OK to destroy current ones. Also I notice the AI workers are WAY too quick to cut down jungle/forest when I want to leave them intact. Also also, I wish they would work in their current approximate area FIRST then work on stuff further away. Too many times I need to repair a bunch of pillaged tiles, I hit automate, and my worker sprints halfway around the world to build a mine on some unworked tile
 
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