Quick Questions / Quick Answers

Where are the effects of the new UAs for civs defined? I see that there are a bunch of additions to the core tables, but I can't find where it defines what they do.
 
What does the roman UA "city retains all valid buildings upon city capture" do? To me it seems nothing because walls and core building like monuments are destroyed all the time (id suggest it does that)
 
What does the roman UA "city retains all valid buildings upon city capture" do? To me it seems nothing because walls and core building like monuments are destroyed all the time (id suggest it does that)
All buildings that have a chance to survive upon capturing will survive. Walls are always destroyed, so that doesn't apply.
 
Given Spain's UA, what happens if they somehow miss Founding a religion? I was hoping to convert them to mine but their UA prevents it.
When I played Spain, I missed founding a religion and took someone else's. I don't remember how much of the spreading I had to do myself, and there was some bugginess with capturing a holy city that might or might not have been fixed: https://github.com/LoneGazebo/Community-Patch-DLL/issues/3137

But, hey, if they've got a pantheon, they should be able to defend it with an inquisition against those "civilized" religions, right? :mischief:
 
Okay I'm experiencing this problem quite a lot recently; I have numerous cities with city connections and the markets are being worked. I have all trade routes active, but yet I'm still not making much money. I'm making like 40 GPT while the AI are making 100-200 GPT. Do the AI just get a bonus to their gold income, or am I missing something?
 
Okay I'm experiencing this problem quite a lot recently; I have numerous cities with city connections and the markets are being worked. I have all trade routes active, but yet I'm still not making much money. I'm making like 40 GPT while the AI are making 100-200 GPT. Do the AI just get a bonus to their gold income, or am I missing something?
Pop size?
Coastal with light houses?
Thites?
Edit. Also, you mean net or raw income?
 
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Pop size?
Coastal with light houses?
Thites?
Edit. Also, you mean net or raw income?
How do I check net/raw income?

Also it most likely is my pop size. Does it depend on global population, or population per city connection?

I had my own continent so expanded very slowly, that's probably the problem.
 
How do I check net/raw income?

Also it most likely is my pop size. Does it depend on global population, or population per city connection?

I had my own continent so expanded very slowly, that's probably the problem.
Pop size of connected city yields gold directly. Hover over your gold income and wait, you see your income and your expenses.
 
Quick question about village gold.

The civilopedia states +3 gold (with possible increase from roads, trade routes, policies) however I'm seeing +4 or +5 on tooltips when I build them (on non road / trade route hexes). Are there other factors which cause gold to increase?

Thanks
Colin
 
Quick question about village gold.

The civilopedia states +3 gold (with possible increase from roads, trade routes, policies) however I'm seeing +4 or +5 on tooltips when I build them (on non road / trade route hexes). Are there other factors which cause gold to increase?

Thanks
Colin
Yep, lots of things. Almost every aspect of the game is a potential culprit. It also depends on your mods. At the top of my head, Industry policy might be the culprit... Or the village event. Natural wonders have some events for villages too.

In one of my end games with all policies unlocked as Korea soloing a few small continents(I was too lazy to launch my rocket as I was having fun on defending myself from 11 other civs), I had villages as powerful as unboosted manufactories/academies.

Question! End game with Authority, why am I getting spammed with xcoms? Was that intentional? I know xcoms are op but I need more missile cruisers to defend my coast lines...
 
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Quick question about village gold.

The civilopedia states +3 gold (with possible increase from roads, trade routes, policies) however I'm seeing +4 or +5 on tooltips when I build them (on non road / trade route hexes). Are there other factors which cause gold to increase?

Thanks
Colin
Golden Age provides +1 gold on any tiles which already had 1 gold, and all improvements have their yields increased by tech later on.

Also those tooltips aren't always totally accurate
 
Thanks for the replies. I'm not in golden age or playing with events and haven't reached industrial policy yet. I am playing with EUI however, so maybe it's just a faulty tooltip
 
So with the new religion changes benefitting wide empires, at first glance, it feels like Spain got a buff, but is that really the case? I would love to play as Spain, but not sure how to go about playing Isabella. Any tips?
 
When I played Spain, I missed founding a religion and took someone else's. I don't remember how much of the spreading I had to do myself, and there was some bugginess with capturing a holy city that might or might not have been fixed: https://github.com/LoneGazebo/Community-Patch-DLL/issues/3137

But, hey, if they've got a pantheon, they should be able to defend it with an inquisition against those "civilized" religions, right? :mischief:


My question was really about spreading <my> religion actively into Spain...I guess I just don't understand how to do that.
 
Unit Cap/Military question:

If there is a current thread about this please direct me; otherwise my question revolves around size of military: At King/Emperor level, if I have the same number of cities, citizens, and equivalent wonders (with respect to cap bonuses) as the AI, why do many of them have around 20% more military? Is it part of the AI bonus-advantage structure as you advance the eras?
 
My question was really about spreading <my> religion actively into Spain...I guess I just don't understand how to do that.
Begin with the unique thing about Spain. Settle like crazy. As fast as Carthage if you can. Founding cities alone is enough to get you a pantheon. Congratulations, you are in a good position for leading in faith generation.

You don't need to care about other civs missionaries, so the big question is if you take a religion for yourself or a religion for the world. If the latter, begin with a missionary spreading your religion to each corner of your empire. Except if you go first for churches (spread three times), then go for the building first. If you really want to spread it, you need to look for non founding civs and spread to the farthest cities that you can reach without hurting the missionaries.

Edit. Sorry, that's the answer for Y. O.

EDIT2. For spreading TO Spain do this:
1. Have trade routes from your holy city to spanish cities, the smaller the better. I'm not sure if having a second trade route to the same city adds pressure.
2. Have all the religious buildings you can have in holy city, specially Temples.
3. Prioritize temples in cities near spanish border.
4. Clear the path to the spanish city you want to convert (chopp trees, build roads). The easier the way, the more cities can passively spread.
5. Make sure all your cities bordering with Spain have a majority of your religion.
 
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Unit Cap/Military question:

If there is a current thread about this please direct me; otherwise my question revolves around size of military: At King/Emperor level, if I have the same number of cities, citizens, and equivalent wonders (with respect to cap bonuses) as the AI, why do many of them have around 20% more military? Is it part of the AI bonus-advantage structure as you advance the eras?
Yes the AI gets extra supply on higher difficulties
 
Unit Cap/Military question:

If there is a current thread about this please direct me; otherwise my question revolves around size of military: At King/Emperor level, if I have the same number of cities, citizens, and equivalent wonders (with respect to cap bonuses) as the AI, why do many of them have around 20% more military? Is it part of the AI bonus-advantage structure as you advance the eras?
AI has a higher unit supply limit as handicap. Higher difficulty = more units.
 
Unit Cap/Military question:

If there is a current thread about this please direct me; otherwise my question revolves around size of military: At King/Emperor level, if I have the same number of cities, citizens, and equivalent wonders (with respect to cap bonuses) as the AI, why do many of them have around 20% more military? Is it part of the AI bonus-advantage structure as you advance the eras?
Citadels from GG? 5 citadels or just disbanded GG = 10 units, so...
 
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