Quick Questions / Quick Answers

In vanilla game I had lots of situations when some civ asked me to declare war against our common enemy. I could choose if I'm not interested or to declare war, or wait 10 turn and prepare for that. Then we declared war together. It was very logical against very strong enemy.

In VP I can see lots of messages in which civs very often stronger than me ask me to declare war on even stronger opponent for some gold and few resources. Sometimes its good but very often it's silly and it's obvious I don't have any chance it solo war. If he asked me to go at war with him side by side, then I would. But it has never happened in my last games for a long time. It would be fun when 2 AI civs attack player together.

So my question is: Was it planned to work like that or is it some mistake in diplomacy change of VP? Do you plan to add it again?
 
In vanilla game I had lots of situations when some civ asked me to declare war against our common enemy. I could choose if I'm not interested or to declare war, or wait 10 turn and prepare for that. Then we declared war together. It was very logical against very strong enemy.

In VP I can see lots of messages in which civs very often stronger than me ask me to declare war on even stronger opponent for some gold and few resources. Sometimes its good but very often it's silly and it's obvious I don't have any chance it solo war. If he asked me to go at war with him side by side, then I would. But it has never happened in my last games for a long time. It would be fun when 2 AI civs attack player together.

So my question is: Was it planned to work like that or is it some mistake in diplomacy change of VP? Do you plan to add it again?

Co-op war requires a DoF.
 
What's the difference between +20% food and +20% growth?
Let's say you are producing 100 food in a city, including the buildings' yields and the tiles some of your citizens are working. Your citizens are consuming 50 of that food, so that leaves 50 food of excess for the next citizen to "born".
+20% food would increase the food the city is producing, of 100 it would be 20 food. That would leave 70 food of excess for the next citizen, pretty nice.
+20% growth would increase the growth of the citizen AFTER the consumption is applied. Of 50, it would be 10 food. That would leave 60 food towards the next citizen, which is nice, but not as much as 20% food.
 
Let's say you are producing 100 food in a city, including the buildings' yields and the tiles some of your citizens are working. Your citizens are consuming 50 of that food, so that leaves 50 food of excess for the next citizen to "born".
+20% food would increase the food the city is producing, of 100 it would be 20 food. That would leave 70 food of excess for the next citizen, pretty nice.
+20% growth would increase the growth of the citizen AFTER the consumption is applied. Of 50, it would be 10 food. That would leave 60 food towards the next citizen, which is nice, but not as much as 20% food.

"+% food is applied before food is consumed by population, on the total food output of the city. It makes for a quite huge modifier."

Thank you sirs.
 
Let's say you are producing 100 food in a city, including the buildings' yields and the tiles some of your citizens are working. Your citizens are consuming 50 of that food, so that leaves 50 food of excess for the next citizen to "born".
+20% food would increase the food the city is producing, of 100 it would be 20 food. That would leave 70 food of excess for the next citizen, pretty nice.
+20% growth would increase the growth of the citizen AFTER the consumption is applied. Of 50, it would be 10 food. That would leave 60 food towards the next citizen, which is nice, but not as much as 20% food.
This.

From a strategic perspective, more food allows for a bigger population and faster growing, while more growth just let your city grow faster, but not bigger. WLTKD are great moments for focusing in food.
 
Let's say you are producing 100 food in a city, including the buildings' yields and the tiles some of your citizens are working. Your citizens are consuming 50 of that food, so that leaves 50 food of excess for the next citizen to "born".
+20% food would increase the food the city is producing, of 100 it would be 20 food. That would leave 70 food of excess for the next citizen, pretty nice.
+20% growth would increase the growth of the citizen AFTER the consumption is applied. Of 50, it would be 10 food.
Yes and its a huge difference specialy late when your cities get big and lots of food are consummed by citizens
 
Is there any unique unit that specializes in fighting in friendly territory, not just your own? Such as friendly city states and Civs you have a DoF with?
 
Is there any unique unit that specializes in fighting in friendly territory, not just your own? Such as friendly city states and Civs you have a DoF with?
Shoshone and Polynesia and Morocco have unique improvements that increase defense in nearby tiles. Only owned territory. Portugal feitoria also works on CS. Vietnam makes your CS fight better.

But units, I'm afraid not.
 
Shoshone and Polynesia and Morocco have unique improvements that increase defense in nearby tiles. Only owned territory. Portugal feitoria also works on CS. Vietnam makes your CS fight better.

But units, I'm afraid not.

Guerilla if I remember well
It's a shame it's only guerilla. It's a very interesting mechanic, and could utilized by Civs that want to play as world police.
 
It's a shame it's only guerilla. It's a very interesting mechanic, and could utilized by Civs that want to play as world police.
which the AI is never eager nor wants to play as
 
I thought Berber cav. has it. And maybe Mehal sefari? i thought only you need to be ally(friend?) with cs to get this modifier while fightning in their territory, or opened borders with another major civ.
 
In my current game I am juuust about done upgrading roads to railroads. I decided to check and see how the railroad production bonus is affecting city production and I can't find it. I look in what feels like the logical spot, the tooltip that opens when I hover the mouse over the production total in the city screen, and there is no entry that mentions railroad. I do see entries for other things, like the golden age bonus, the bonus from progress to buildings (if the city is making a building), and so on. Am I digging in the wrong place?

I am using VP w/ EUI. I have done the most basic check (hovering over each tile between the cities to verify that each has a railroad).
 
In my current game I am juuust about done upgrading roads to railroads. I decided to check and see how the railroad production bonus is affecting city production and I can't find it. I look in what feels like the logical spot, the tooltip that opens when I hover the mouse over the production total in the city screen, and there is no entry that mentions railroad. I do see entries for other things, like the golden age bonus, the bonus from progress to buildings (if the city is making a building), and so on. Am I digging in the wrong place?

I am using VP w/ EUI. I have done the most basic check (hovering over each tile between the cities to verify that each has a railroad).

Did you try looking in the Wikipedia?

It gives +20% production if connected to the capital.
 
In my current game I am juuust about done upgrading roads to railroads. I decided to check and see how the railroad production bonus is affecting city production and I can't find it. I look in what feels like the logical spot, the tooltip that opens when I hover the mouse over the production total in the city screen, and there is no entry that mentions railroad. I do see entries for other things, like the golden age bonus, the bonus from progress to buildings (if the city is making a building), and so on. Am I digging in the wrong place?

I am using VP w/ EUI. I have done the most basic check (hovering over each tile between the cities to verify that each has a railroad).
Hum... Have you checked if you have a Train Station (building) in those cities? I'm not 100% sure, but I think with VP the railroads only allows faster movement, not bonus production. BUT you need a railroads to build the Train Station, which gives you a bonus % to production and gold (and also TWO engineer slots). You can also build a Seaport if the city is coastal, which can be nice if you have many coastal resources and coastal tiles, and doesn't need railroads to be built. It gives a bonus to production and to coastal and ocean tiles, although it has only one engineer slot.
 
I think I understand what is happening now, thanks guys. I am guessing that Chandler may be right and at some point the bonus production was moved from railroad (the city connection) to train station/seaport. So, the bonus production I am looking for is in the building list entry for train/station/seaport and I was looking in the wrong place.

I mean, that has to be it. No way a railroad connection is +20% or 25% AND a train station/seaport is another +25%, right?
 
No way a railroad connection is +20% or 25% AND a train station/seaport is another +25%, right?

In theory the train station boost applies to the city's entire production output, while the railroad boosts only the railroad tile it's on. That wouldn't be anywhere near as dramatic.
 
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