Quick Questions / Quick Answers

Greggy, no, it's the same. I checked twice in my city. Culture per turn towards border growth, all culture needed and turns remaining for next border growth are the same during GE and without it.
 
I have two questions about city-state quests:

1. Does the 15% CS Quest bonus from Pledge of Protection actually do anything? I pledged to protect a CS before completing two quests, but didn't receive the extra 15% influence bonus for either of them.

2. Was the "Complete a Road to the CS" quest removed from the game? Was it considered too easy, or was it some other reason?
 
I have two questions about city-state quests:

1. Does the 15% CS Quest bonus from Pledge of Protection actually do anything? I pledged to protect a CS before completing two quests, but didn't receive the extra 15% influence bonus for either of them.

2. Was the "Complete a Road to the CS" quest removed from the game? Was it considered too easy, or was it some other reason?

1. I think it raises the base influence, if you have already more than that, you won't see it raising.
2. Yes, removed. Not know exactly why, could be that they were too easy, yes.
 
I have two questions about city-state quests:

1. Does the 15% CS Quest bonus from Pledge of Protection actually do anything? I pledged to protect a CS before completing two quests, but didn't receive the extra 15% influence bonus for either of them.

2. Was the "Complete a Road to the CS" quest removed from the game? Was it considered too easy, or was it some other reason?

1. It applies to new quests gained after the fact, not existing quests.

2. Wasn't removed, however the conditions for it to appear are much more rare.

G
 
How does the AI handle peace treaties? I've been in a war throughout the entire Medieval and Renaissance on Epic speed and not once was I able to sue for peace nor did the AI offer it. Warscore has been ~40 for a couple centuries, I can't penetrate their defence and they only occasionally try to destroy my camping fleet (4 frigates) with their fleets of 2-3 frigates. They are much more powerful on paper yet don't do anything offensive about it. It's not WWI yet...
 
How does the AI handle peace treaties? I've been in a war throughout the entire Medieval and Renaissance on Epic speed and not once was I able to sue for peace nor did the AI offer it. Warscore has been ~40 for a couple centuries, I can't penetrate their defence and they only occasionally try to destroy my camping fleet (4 frigates) with their fleets of 2-3 frigates. They are much more powerful on paper yet don't do anything offensive about it. It's not WWI yet...

Warscore in terms of peace brokering doesn't kick in until it's at 75. Unless they really, really hate you, they will offer terms when they decide it's in their best interest. I assume you test the waters very few turns, especially after you make some headway.
 
Hi! Tried playing the mod but it's telling me that the (latest) VP isn't compatible with my version of the game. Why might this be happening?
 
Hi! Tried playing the mod but it's telling me that the (latest) VP isn't compatible with my version of the game. Why might this be happening?

Your version of CivV is out of date. You'll need to take steps to fix that so it is the very latest from Firaxis.
 
This is kind of a vague question but...is the game harder now than it used to be? More specifically, I played a couple games around March-April and was able to win without a terrible amount of difficulty on Emperor and managed a couple Immortal wins as well, but now I'm struggling to stay competitive with the other AIs on Emperor and I feel like winning is going to be really difficult without a fair amount of conquest, I lost my last game even though I feel like I played well (and had some luck on my side), due to Incas being on the other side of the map and snowballing like crazy to a Culture Victory.

If anything, that probably reflects really well on the AI development given how it's able to be more competitive with human players while requiring much less of a handicap.
 
This is kind of a vague question but...is the game harder now than it used to be? More specifically, I played a couple games around March-April and was able to win without a terrible amount of difficulty on Emperor and managed a couple Immortal wins as well, but now I'm struggling to stay competitive with the other AIs on Emperor and I feel like winning is going to be really difficult without a fair amount of conquest, I lost my last game even though I feel like I played well (and had some luck on my side), due to Incas being on the other side of the map and snowballing like crazy to a Culture Victory.

If anything, that probably reflects really well on the AI development given how it's able to be more competitive with human players while requiring much less of a handicap.

Yes, there has been major improvements to AI. Don't know what are the differences with your last version attempt, but now it's focused on victory paths, is able to recognize threats and change its focus when necessary. It builds what it needs to reach its objectives without useless buildings, it fights hard for CS alliances and WC proposals. It sends military units from several paths, not only in straigh line, and try to save its wounded units. In the lattest version, naval units are very aggresive too. The only thing where AI is still worse than a player is in happiness and income management (it gets hard on negative numbers and has trouble to get out), sometimes it produces so many units that has trouble to modernize.
 
sometimes i think they damage themselve for saving their wounded units instead of kill/plunder and progress more into players lands, giving to player(not only to human) time to ,,regeneration''. but its not so huge deal. i believe in some ways cannot be such compromises. AI does well.
 
Facepalm. Thanks for pointing out.

I'm having troubles with happiness (again). One game I'm playing a tall 3-4 city game, happiness is positive at all times with peaks as high as 60. This game I play 4 city tall, happiness is -20-30 and no means to bring it under control. I assume this is because of population (42 + 32 + 32 + 15 puppet) and specialists. Flicking specialists on and off doesn't really change anything. I don't know what's the difference between this game and the previous ones, I almost always follow the same strategy with population, specialists, and policies.
 
What is the 'communitas map'? What is the difference?

Copy/paste from the actual script's header:
-- Communitas.lua map script --

Created by:
- Cephalo (Rich Marinaccio) - Perlin landform, elevation and rainfall creation
- Sirian (Bob Thomas) - Island creation, some code from Continents and Terra scripts
- WHoward69 - Mountain-pass finding algorithm
- Bobert13 - Bug fixes and optimizations
- Thalassicus (Victor Isbell) - Ocean rifts, rivers through lakes, natural wonder placement,
resource placement, map options, inland seas, aesthetic polishing


This map script generates climate based on a simplified model of geostrophic
and monsoon wind patterns. Rivers are generated along accurate drainage paths
governed by the elevation map used to create the landforms.

- Natural wonders appear in useful locations.
- Islands reward exploration and settlement.
- Ocean rifts prevent ancient ships from circling the world.
- Inland seas, lakes, and rivers flowing out of lakes.

@Thalassicus, the creator of the original version, described it as:
More like a Continents++ enhanced version than anything else, although PerfectWorld was used as a base for much of it.

One other feature that makes this script different is the opening up of the polar seas for circumnavigation, landmasses will never reach all the way to the top or bottom of the map.
 
i have to complain my previous two games it generated rly ugly maps. :D i usually leave every map settings about map as they are by default.
 
Copy/paste from the actual script's header:


@Thalassicus, the creator of the original version, described it as:
More like a Continents++ enhanced version than anything else, although PerfectWorld was used as a base for much of it.

One other feature that makes this script different is the opening up of the polar seas for circumnavigation, landmasses will never reach all the way to the top or bottom of the map.

I would add that 50% of the maps allow for ancient-era circumnavigation.
 
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