Quick Questions / Quick Answers

What is the reason listed? They are many possible sources such as religion or social policies


Certain circumstances will force a civ to be at war for a certain length of time, such as defensive pacts or bribes to war. Check if you can attempt to make peace in 10 turns
It just says combat bonus.
 
It just says combat bonus.
What civ are facing? What is their religion, their social polcies, the units promotions, do they have Himeji Castle?

The AI gets extra experience, but no extra combat power (it was tested and disliked)
 
What civ are facing? What is their religion, their social polcies, the units promotions, do they have Himeji Castle?

The AI gets extra experience, but no extra combat power (it was tested and disliked)
Rome and Arabia, they have my religion which has nothing related to combat, their only relevant tree is Authority, and I dont know how to check their promotions, but I did look at them and none stood out, nothing that should just add +30% bonus, and they cant both have Himeji Castle. Do the flanking/city attack promotions add their bonuses like that? Like if you take Drill I/II/III would it just state you have +30% combat bonus? (Since each adds +10% CS)

Does vassalage count towards holding a cap for a domination victory?
If you dont hold their capital I dont think so.
 
Like if you take Drill I/II/III would it just state you have +30% combat bonus? (Since each adds +10% CS

Yeah, that must be it. Also, are you using the FlagPromotions mod? It displays the important promos above units - an essential mod. When hovering over the promotions it will display an explanation in the tooltip. Look up the download link in the mods compatibility 5hread.
 
Yeah, that must be it. Also, are you using the FlagPromotions mod? It displays the important promos above units - an essential mod. When hovering over the promotions it will display an explanation in the tooltip. Look up the download link in the mods compatibility 5hread.
I am but its not working, used to, but I must be using some mod thats messing with it :/
Anyway I downloaded a newer version from the thread, gonna test and see if it works.
 
Has anyone ever allied a militaristic City State that gifts a non-Civ unique unit? I know they were made available, but I don't think I've ever come across one.
 
Has anyone ever allied a militaristic City State that gifts a non-Civ unique unit? I know they were made available, but I don't think I've ever come across one.

Yes, I get several of them, and is a big reason why I prioritize settling near militaristic CS if I'm playing a warmonger.. I believe if you become a friend or ally, you can see how many turns before you get a new unit from them.
 
What does the tooltip say?
Just "combat bonus". Apparently thats how the game shows a unit has +10%/20%/30% :c5strength: from taking Drill 1/2/3 or something.

Also, can anyone tell me what are the corporations names based on? I can see Firaxite Materials and TwoKay Foods are Firaxis and 2K, and I guess Civilized Jewelers is from the name of the game itself?
 
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Getting this when trying to use the Reseed! mod, where do I find VP's Communitas map?
 
What's the minimum lake size to build ships and marine buildings?

Also, say there's a one title lake just a title away from an ocean coast. If you built a fort/citadel to connect them, then built a city off the lake but not on the coast, would that open marine build options?
As I know, lake cities are not coastal. And there is no difference, how big is lake. Lake more then 6 tiles becomes sea/ocean, as I remember.
 
The map choice is on the screen where you choose your civ, etc.
No, I mean the actual file where I can change the line in the picture. I just installed the regular Communitas mod and changed it since it was easy to find its .civ5mod file and use it instead.
 
I'd swear to have seen larger lakes. They don't have deep waters, or perhaps more than 3 tiles wide.

Whatever the size, the principle is still the same: if it's small enough, it's a lake and cities are not coastal. If it's big enough, it's a sea and not a lake.

Be thankful Civ5 has a clear system. Civ4 was more arbitrary: you could have cities built on inland seas, eligible to build lighthouses, but not naval units, because by some criteria the game decides that sea is landlocked. Likewise, you couldn't build work-boats unless that sea had resources.
 
Is it just me, or do city-states tend to start one tile away from rivers quite often? Not a huge issue, I guess it's like the crooked picture on the wall. Just irks me slightly. Wondering if anyone else has noticed this.
 
Hi,

Why games are soo fast in standard speed in terms of science?

In my last 3-4 games the best AI (or in successful games myself also) researched the complete tech tree before turn 400. I am not complaining about the power of AI, I don't mind if they are ahead of me (I am playing in emperor) I just don't like to see cruassiers/musketman around turn 150 (AD 1250) or railroad a around than turn 210 (AD1600) :(

Any setting to slow down the global research? I usually add two extra AI for the game. Should I add more or less?

My setting are:

-version 5-26
-Emperor
-Communitas or Perfect World
-standard, Large map
+2 AI for each kind of map
-no tech trading, nor brokering
-research agreement is on

Thanks.
 
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