Quick Questions / Quick Answers

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
 
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

They are standalone installers.

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.

To get the bonus for a road, it only needs to connect two owned cities, if that's not happening, this turn or the next, it seems a bug.
 
You need a trade land route to pass by your town.

<strike>You get +1:c5gold: +1:c5production: for being on a road connecting two cities (?), and an additional +1:c5gold: +1:c5production: 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.
 
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<strike>You get +1:c5gold: +1:c5production: for being on a road connecting two cities (?), and an additional +1:c5gold: +1:c5production: 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.
 
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.
 
Use a couple of automated workers. They notice that kind of thing.

Now this an interesting advice! Do they prioritize pillaged (or even unfinished?!?) tiles? I have never ever automated a worker, but next time I get into war I will try. Especially the unfinished improvements are so easy to miss.
 
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.
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.

The general rule I have is you want 3 units for the first round, after that bring at least 4. Overtime the amount you need increases slightly, due to other nations building more military.
 
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
 
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

I posted this bug already on github, you're welcome to provide additional informatio (see the sticky post on bug reporting on how to do that). Until this is fixed, the only thing you can do is not to play with the option.
 
Where's the table schema in CP for configuring the gifts received from meeting City-States?
It existed when I was looking to mod within Unique City-States, so I can't recall where... hmm.

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)
 
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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)

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.
 
It existed when I was looking to mod within Unique City-States, so I can't recall where... hmm.

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.
 
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 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.
 
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.
I think Holy Cities can't be normally razed, like original capitals.

I do know if you do manage to raze it (because of a one city challenge or something) that no one gets to be the head of the religion
 
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.
<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"/>
Yeah thought so, it's hardcoded to a certain value.
 
I just cant find the guide to use CBP in multiplayer
Can you help me out with a link pls if u know?
 
Under the "Divine Right" policy on the Piety tree is stated that border growth is doubled during golden ages and WLTKDs. Do they stack with each other? Or if I have both a golden age and a WLKTD going on its redundant?

Also, considering how expensive roads are, when is the right time to build them? It doesnt work like vanilla where a 6 pop city provided enough money from the connection to compensate for the road maintenance, so what is the right way to build roads?
 
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