Can we download the latest beta of VP version straight to pc or do we have load all previous ones to pc first and overwrite them
Aren't there separate bonuses for having a trade route and for having a road connection?
Ribe and Roskilde are both 6 tiles away from Aarhus, so maybe it's using the road to Ribe instead.
You need a trade land route to pass by your town.
Use a couple of automated workers. They notice that kind of thing.<strike>You get +1+1
for being on a road connecting two cities (?), and an additional +1
+1
for having a trade route, unless I'm mistaken and that's only for villages? </strike>
Edit: Oops! My mistake, there was a pillaged road in the forest I hadn't repaired yet.
Use a couple of automated workers. They notice that kind of thing.
Its a weird system. You want to be within 8 tiles and I think its related to the total combat strength of units in the area, but its not linear. I'm pretty sure a picitsh warrior (12 CS) is worth more than a warrior (6). It jumps around a lot, I've noticed it be at 0 for having 2 units but jump to 110 for having 3. I remember once, I can't demand tribute at all, but when i add the 4th spearmen I can demand heavy.Which mechanics affect how intimidating your army is to a city-state when demanding tribute?
I have an army close to two city-states (militaristic and cultural, within 8 tiles from the cities), the army is closest to the cultural one and has a 93 proximity score to it, and a 250 proximity score to the militaristic one. I want to demand tribute from the cultural one for a city-state quest, and it really bugs me that the intimidation doesn't increase as I place more units within 8 tiles.
I imagine that having demanded tribute or declaring war (capturing civilians) from that city-state in the past may be behind it, but I don't remember of any mechanic like that.
When I play with random victories my game crashes when someone enters information era
What should I do?
Probably not asking in the right thread sry for that
Im not sure if its always been like that or just recent patches
It existed when I was looking to mod within Unique City-States, so I can't recall where... hmm.Where's the table schema in CP for configuring the gifts received from meeting City-States?
No longer gets the benefit of the Founder. Cannot construct religious wonder. You only do it when you are afraid that anyone else can capture that Holy City. Otherwise, the religion is permanently removed if there are no more followers of that influence. (All Holy City will produce their religion pressure regardless of the majority)Anybody know what happens to a religion if you burn down the enemy holy city?
No longer gets the benefit of the Founder. Cannot construct religious wonder. You only do it when you are afraid that anyone else can capture that Holy City. Otherwise, the religion is permanently removed if there are no more followers of that influence. (All Holy City will produce their religion pressure regardless of the majority)
It existed when I was looking to mod within Unique City-States, so I can't recall where... hmm.
iGoldGift = /*30*/ GC.getMINOR_CIV_CONTACT_GOLD_FIRST();
if(GetTrait() == MINOR_CIV_TRAIT_RELIGIOUS)
iFaithGift = 8; //antonjs: todo: XML
iGoldGift = /*60*/ GC.getMINOR_CIV_CONTACT_GOLD_FIRST();
if(GetTrait() == MINOR_CIV_TRAIT_RELIGIOUS)
iFaithGift = 8; //antonjs: todo: XML
Thanks a lot. The city isn't the capital, and I already have a religion. He has converted a few cities, but I assume that they will not spread, and be sitting ducks for my religion.
I think Holy Cities can't be normally razed, like original capitals.I don't know if it's a coincidence or not, but the holy city turned out to be one of those where you don't have a choice to raze. It was the first city I took, and I took it twice. I wound up puppeting it.
Lines in CvMinorAI.cpp:
Code:iGoldGift = /*30*/ GC.getMINOR_CIV_CONTACT_GOLD_FIRST(); if(GetTrait() == MINOR_CIV_TRAIT_RELIGIOUS) iFaithGift = 8; //antonjs: todo: XML
Lines in VP Dll counterpart:
Code:iGoldGift = /*60*/ GC.getMINOR_CIV_CONTACT_GOLD_FIRST(); if(GetTrait() == MINOR_CIV_TRAIT_RELIGIOUS) iFaithGift = 8; //antonjs: todo: XML
:\
:\ :\ :\
The CP has MOD_GLOBAL_CS_GIFTS, but that forces the whole rigamarole of bonuses linked to the CS' trait type. The feature doesn't exist.
Yeah thought so, it's hardcoded to a certain value.<Row Name="MINOR_CIV_FIRST_CONTACT_BONUS_CULTURE" Value="8"/>
<Row Name="MINOR_CIV_FIRST_CONTACT_BONUS_FAITH" Value="8"/>
<Row Name="MINOR_CIV_FIRST_CONTACT_BONUS_GOLD" Value="30"/>
<!-- Only the team leader gets these bonuses -->
<Row Name="MINOR_CIV_FIRST_CONTACT_BONUS_FOOD" Value="8"/>
<Row Name="MINOR_CIV_FIRST_CONTACT_BONUS_UNIT" Value="25"/> <!-- This is a percentage -->
<Row Name="MINOR_CIV_FIRST_CONTACT_XP_PER_ERA" Value="5"/>
<Row Name="MINOR_CIV_FIRST_CONTACT_XP_RANDOM" Value="10"/>
https://forums.civfanatics.com/threads/dlc-modpack-and-43-civ-version-repository.609278/I just cant find the guide to use CBP in multiplayer
Can you help me out with a link pls if u know?