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Quick Questions / Quick Answers

Discussion in 'Community Patch Project' started by Theral, Aug 23, 2016.

  1. tu_79

    tu_79 Deity

    Joined:
    Feb 11, 2016
    Messages:
    7,365
    Location:
    Malaga (Spain)
    1. One worker per city rule. Every worker in those cities should be able to work on improved tiles.
    2. Stone Works, Halicarnasus. Use trade routes for production in cities with less than 8 pop.
    3. Unless you have a good reason for keeping some forests, chopp them ASAP.
    4. Invest gold in buildings from your weakest cities.
    5. Use religion. Now that you know the weaknesses of secondary cities, choose your pantheon and beliefs wisely. Passive beliefs work better for small empires.
    6. If you plan on staying small, your cities can be very populated. Prioritize food, then specialist slots and production.
     
  2. Argentino

    Argentino Chieftain

    Joined:
    Jan 31, 2014
    Messages:
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    Gender:
    Male
    Location:
    Buenos Aires
    not exactly a Gameplay question, but:

    has anyone been able to play VP with the EUI beta??? I'd like to try some of the new features but I just can't get it to work.

    Any tips?
    thanks.
     
  3. Morinoa

    Morinoa Chieftain

    Joined:
    Dec 22, 2010
    Messages:
    5
    Thanks for the answers, much appreciated.

    I have some more questions about worker management. I know worker management is really important early game, but after I improve all of the major tiles, and create some farm clusters and make the roads, I feel the workers don't have that much more to do. What do you guys do with the workers after that? do you just automate them? is automating workers ever a good idea?

    tu_79 you also mention that chopping trees is a good idea, is this advice tailored specifically for tradition empires or does it apply to other scenarios? also, what might be some other considerations that go into whether to keep forests or not?
     
  4. neo_arcadia

    neo_arcadia Warlord

    Joined:
    Jul 3, 2016
    Messages:
    212
    When there's no use of worker I spread them out to minimize barbarian camp spawn, of course, with caution. Also, I think it really depends on the future tile improvements from technology. It maybe wise to have some worker to build village when it becomes available. By the way, when you play tradition I think you will improve every tile, no?

    For chopping forest, I only use it to give an extra boost to wonder construction and in rare occasion to have some vision advantage in chokepoint when you have high-level scout. I personally do not chop down anything because lumber mill is good long-term. You can also have extra tourism and science when you build certain building from forest and jungle tile. Hope that helps.
     
  5. heLLnoodLe

    heLLnoodLe Chieftain

    Joined:
    Sep 16, 2017
    Messages:
    2
    Gender:
    Male
    Hello in the sept cbp mod i cannot see distribution of unhappiness (crime, boredom, poverty etc)
    How to fix this? rps20170916_114745.jpg


    And this is if I disable the compatibility option of the cbp.
    If i enable the compatibility option..there will be no luxuries at all on the map
     
    Last edited: Sep 17, 2017
  6. tu_79

    tu_79 Deity

    Joined:
    Feb 11, 2016
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    7,365
    Location:
    Malaga (Spain)
    Automated workers is a very good idea. Control them just for roads, chopping and the very first resources (you know better if you need more horses or luxuries). (EDIT. Have always spare workers, you don't know when you are going to fix pillaged tiles).
    You may want some forests if your city lacks production, or there is tundra beneath. Otherwise, you are best chopping them, even if they are not that bad than vanilla. So, if you foresee you are going to chopp, do it early. The production you get doesn't scale, so the sooner you chopp the better. If you want to use them for getting wonders, you can semi-chopp two or three forests (semi-chopp means you can finish it in one turn later) and complete the chopping once you are producing the wonder. I can never do this, though, as it needs too much micromanagement.
     
  7. doublex55

    doublex55 Prince

    Joined:
    Jul 3, 2016
    Messages:
    520
    How do you make the little pictures for food/science/culture etc. ?
     
  8. Sundance Kid

    Sundance Kid Chieftain

    Joined:
    Jul 21, 2016
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    28
    Gender:
    Male
    Location:
    Ukraine
    Like this? :c5food: / :c5science: / :c5culture:
    They're in the smilies list, under the "Civ5 Related" tab.
     
    vyyt likes this.
  9. Morinoa

    Morinoa Chieftain

    Joined:
    Dec 22, 2010
    Messages:
    5
    I have a question about pupetting, again related to playing a tradition opener.

    Are there any downsides to puppetting marginal cities instead of, say razing it? I know they don't produce the full yields of a city you control, and you can't control what gets built in it, but I wasn't sure if I should raze or puppet weaker cities I conquered. What should I be considering before puppetting or razing?
     
    Last edited: Sep 18, 2017
  10. tu_79

    tu_79 Deity

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    Malaga (Spain)
    Basically, whether you are going to keep up conquering. Puppets give little, but it's always a net income... if your happiness is positive. But if you keep on conquering, you risk your happiness plummeting. In those scenarios, you might tear down some useless cities before they drag your happiness down. There are huge diplo penalties for killing population, though, so don't do that unless you really go for domination.
     
  11. Enginseer

    Enginseer Salientia of the Community Patch Supporter

    Joined:
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    Somewhere in California
    On the contrary, razing is a strategy often used when your colonists can replace that city's infrastructure faster than to rebuild it.
     
  12. tu_79

    tu_79 Deity

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    Well, that was my strategy. Maybe not the best one around :)
     
  13. stage

    stage Chieftain

    Joined:
    Jan 14, 2017
    Messages:
    1
    I've a confusing issue.
    After an event my shrines got +1 faith. In the tooltip it shows the correct number, but in cityview it is somehow wrong (4 instead of 3). Has someone an explaination why the number in city view is wrong.
    This also happend to the monuments, when they got +1 to culture via event.

    I am using the full VP Package
    and the following mods:
    Calypso's Colored Religious Icons (Basic) (v 4)
    FlagPromotions (v 7)
    Global Relations (v 7)
    Quick Turns (v 10)
    Wonder Race (v 7)



    See picture:

    shrine.png
     
  14. matlajs

    matlajs King

    Joined:
    Nov 1, 2015
    Messages:
    807
    fair question and i want fair answer. do not want to be unpleasant or rude. how much faith penalty i should set on AI on king dificulty? or on Ai at all to be ,, fair?'' i am really bored of their foundation, without need of faith at all. their pantheons yields them in most cases absolute minimum in comparison to mine, regardless i am forced pick pantheon from ,, garbage''
     
  15. Moi Magnus

    Moi Magnus Emperor

    Joined:
    Mar 1, 2015
    Messages:
    1,867
    Difficulty 2 (Chieftain, if I remember correctly, king is mostly fair but not "exactly" fair). However, the AI does not have any faith bonuses. The early pantheons from AI come from the free units (that allow them to quickly find a religious CS), and production/food bonuses allowing them to build a shrine quicker (or Stonehenge)

    Note that the Chieftain AI is less efficient than the Deity AI
    (An AI of level N always choose randomly among the best (9-N) possibilities)
    So if you have time to experiment, you should look at the DifficultyMod.xml file (in a subfolder of the folder "(2) CBO") and modify some values.
     
  16. matlajs

    matlajs King

    Joined:
    Nov 1, 2015
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    807
    i do'nt care so much about pantheon, rather their cost of prophet.
     
  17. Diverman

    Diverman Chieftain

    Joined:
    Jul 22, 2016
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    Location:
    France
    The prophet cost is the same for AI and player (800 faith IIRC), except India of course.
     
  18. Blue Ghost

    Blue Ghost King

    Joined:
    Sep 5, 2016
    Messages:
    689
    I just had a late-game war against Wu Zetian. She had only two cities at the start. I captured one, and besieged her capital, bringing it down to the red. My warscore was 80, but she was only offering about 1000 gold for peace, and capitulation was "impossible." I ended up taking the offer, since I didn't want the warmonger penalty for eliminating a civ, but is there something I could have done to force capitulation? I've never seen a civ that was losing a war so badly refuse to capitulate or offer such a small amount for settlement.
     
  19. CrazyG

    CrazyG Deity

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    Location:
    Beijing
    Usually if you take a capital they will capitulate. So you could have tried to take Beijing, but leave her other city up.

    Or if you take several cities but not a capital. Against civs with a fewer number of cities, it can be hard to get just because you can only win so much without killing them.
     
  20. Chandler

    Chandler Warlord

    Joined:
    May 18, 2016
    Messages:
    195
    Surely a newbie question but... What do I need to trade cities? Or should I say... What makes a city "tradeable"? I have conquered a city from Netherlands and another one from the Zulus, and I've kept them as puppets. I can't give them back like that, nor I can give them back if I previously annex them. What am I doing wrong?
     

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