Quick Questions / Quick Answers

Does anyone have much experience with The Celts & Progress with forest/camp pantheon?

Just wondering whether I should eventually chop the forests to make farm clusters.

In Ancient Era with Herbalists, each forest tile yields 4 food each (without deer). Should I just always keep the forests? Maybe getting +Food follower belief would be beneficial...
 
Does anyone have much experience with The Celts & Progress with forest/camp pantheon?

Just wondering whether I should eventually chop the forests to make farm clusters.

In Ancient Era with Herbalists, each forest tile yields 4 food each (without deer). Should I just always keep the forests? Maybe getting +Food follower belief would be beneficial...
I wouldn't chop them, they are going to have much more total yields as forest than as a farm. Unless maybe you took Cathedrals, but why? Early on you should be growing really fast, especially if you have a few camps. I don't see why you'd need the food belief
 
Does anyone have much experience with The Celts & Progress with forest/camp pantheon?

Just wondering whether I should eventually chop the forests to make farm clusters.

In Ancient Era with Herbalists, each forest tile yields 4 food each (without deer). Should I just always keep the forests? Maybe getting +Food follower belief would be beneficial...
If u plan to go industry later - don't chop. In my games I know what I will choose in policies in late classical/early medieval....
 
Is there a particular reason why starting happiness scales so high with longer playing times? 14 happiness for marathon when playing on deity seems like it's way too much.
 
Which cost scale with number of annexed/owned cities compared to puppeted ?

Which penalties/benefits does a puppet have over an annexed, when the courthouse has been built ?
 
I played a little like Txurce. If you don't expand too much, Statecraft is quite good. If you are too small, keeping alliances is difficult, if you are too big, the bonus is a bit diluted. You are going to be friends with nearly every state, meaning bonuses for capital plus those of the diplomatic buildings. Just do go crazy looking for alliances, so your neighbors don't hate you too much. Also, your proposals can make you friends and foes, so choose your enemies wisely. Sometimes, a few civs are happy that I have a sphere of control or two. As Txurce, use embassies for the votes. Once I reach the size where I can reach most states without open borders, I turtle.
I usually have resources enough, gifted. I'm provided of units for free, not the ones I would have chosen, but more than I would have produced. Not much a problem if not planning for war.
The spies help to recover from the slow progress of progress, and later can be used to save some diplomats and sell votes (I've never been able to purchase them). Trading is not enough to keep alliances, but they are safe, worthy routes, if not trying to win cultural. A little better when combined with religions.
Of course, I could play the world Congress without Statecraft, but it helps a lot.

What I've never seen is a state gifting me a great person, even with all policies complete.

I get multiple great people every game I go statecraft and those are (I think) exclusivly Khans and Merchant of Venice-es (and maybe great diplomats?)

Btw the first diplo building is op early game with SC
2 production per ally can really stack up and make a difference
 
Just a quick question about Cultural Victories: how much Tourism per turn is considered a lot end game? I realise that there's probably a lot of factors going on here, so I'm just looking for a ballpark. I haven't gone for a CV once in Vox, so I have legit no idea.

Was testing Holy Site spam in the latest beta with India and was pulling 3500 per turn by year 2000.
 
Does sharing a road connection with other civs give a positive "trade" bonus? Sweden just peaced out. We had no caravans from each other but we did share a road connection. Transparent diplomacy stated 35 positive relations from "We are trade partners".
 
Which cost scale with number of annexed/owned cities compared to puppeted ?

Which penalties/benefits does a puppet have over an annexed, when the courthouse has been built ?
Science and culture.
Penalties: you cannot control it, nor produce units. Lower production.
Bonuses: don't increase science and culture costs. Unhappiness halved.
 
Does sharing a road connection with other civs give a positive "trade" bonus? Sweden just peaced out. We had no caravans from each other but we did share a road connection. Transparent diplomacy stated 35 positive relations from "We are trade partners".
No. You traded something in the diplomatic screen. Like 2 gold per turn for 3 horses.
 
Science and culture.
Penalties: you cannot control it, nor produce units. Lower production.
Bonuses: don't increase science and culture costs. Unhappiness halved.

Isn't there more yields reduce in puppeted cities like e.g. culture ?
 
No. They just build slower. That's a major drawback in the long run, but they don't produce units, so that's that.

There definitely used to be a culture percentage gained penalty for puppets. Due to computer issues I've been gone for a bit, did it get removed recently?
 
Do positive and negative events happen in relation to your current (un)happiness? i.e. the more unhappy you are the more negative events you'll end up getting.
 
Do positive and negative events happen in relation to your current (un)happiness? i.e. the more unhappy you are the more negative events you'll end up getting.
No. Well, a little indirectly, but nothing significant :
Some events have happiness restrictions (very happy, happy, sad, very sad). And the probability of having a positive event is directly correlated to the proportion of possible positive events in possible events.
 
There definitely used to be a culture percentage gained penalty for puppets. Due to computer issues I've been gone for a bit, did it get removed recently?
Reading current changelog, looks like you are almost right!

  • Puppet Culture, Science and Tourism modifiers now -40% (were -25%)
And I never cared about it. :)

But the increased costs penalty was removed a few betas ago. I mean, the one that increases costs of techs and policies because you control more cities. That's gone.
 
Possibly a dumb question but is a culture victory possible if you've gone wide without conquering the top civs? I had the impression it's only viable for tall civs
 
Possibly a dumb question but is a culture victory possible if you've gone wide without conquering the top civs? I had the impression it's only viable for tall civs
Its possible. Zoos, broadcast towers, and sacred sites are all good tourism sources that scale with number of cities
 
I am having an issue with my great prophets and I'm not sure if it's a bug with the latest beta or a feature I don't understand. I can't seem to spread my religion to specific cities? I move adjacent to them and simply don't have the button on my UI to spread the religion. I move to a different city and it appears just like normal. The cities in question were other civ's cities. The first time it happened I was trying to convert an enemy capital (but not a holy city), and when I went to another of his cities it worked fine. This time, another civ seems to be blocking me from spreading completely.

Am I missing something?
 
I am having an issue with my great prophets and I'm not sure if it's a bug with the latest beta or a feature I don't understand. I can't seem to spread my religion to specific cities? I move adjacent to them and simply don't have the button on my UI to spread the religion. I move to a different city and it appears just like normal. The cities in question were other civ's cities. The first time it happened I was trying to convert an enemy capital (but not a holy city), and when I went to another of his cities it worked fine. This time, another civ seems to be blocking me from spreading completely.

Am I missing something?
I am not sure, but if I remember correctly,
If there is an inquisitor nearby, you cannot convert the city.
 
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