Quick Questions / Quick Answers

My earlier posts were written on a break at work. I am at home now in-game and I see where I went wrong. My version of VP is 9-7-2 (finishing a game). In the Civilopedia entry for Railroad, the last sentence reads "Additionally, connecting cities to your capital by Railroad will give them a production bonus."

That tripped an old memory of playing vanilla Civ, connecting by railroad and seeing a boost to city production just from that. It doesn't really matter at this point I suppose, since I think that the game is working as intended, but that is where I went wrong.

Anyway, railroad = faster movement and more production/money, to the tile, if the tile is a city connection. Train Station/Seaport provide the % boost to the city's production after they are built. All good. Thanks again for the answers!
 
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.
Mehal Sefari is best near capital, not outside. Berber cavalry get bonuses in friendly territory only.

The only units that 'perform' better in enemy territory are those with bonuses for pillaging, like danish Berserkr, and Shoshone's Comanche Rider. And maybe assyrian Siege Tower, with its bonuses against enemy cities. But that's not a direct bonus for fighting in unfriendly territory.
 
Was something changed with the AI dialogue in the latest version? I seem to be getting more varied AI dialogue in every scenario. It seems that the new dialogue was always present in the DB, but I’ve never seen the AI actually use it before the current version.
 
It varies from person to person. Because I never play tall, civs that always give me trouble when they play tall are: Arabia, India, Korea.
 
I'm playing a Maya game, and was at war vs Arabia.
I was surprised that my Composite Bowmen were doing very little damage to Arabia's catapults.
I checked the "damage" box (when you hover over an enemy while controlling a military unit to see an estimate of the damage done/received) and it said I had a -30% damage dealt to the catapult due to "Domain".

I don't know what that means. Did I miss a recent nerf towards ranged attacks vs siege units? Is "domain" the unit type? I couldn't find anything in the unified changelog. It says that there is nerf of ranged attacks vs naval units, and that the "domains" are land/sea/air units. I don't see how that applies to catapults though.
 
I'm playing a Maya game, and was at war vs Arabia.
I was surprised that my Composite Bowmen were doing very little damage to Arabia's catapults.
I checked the "damage" box (when you hover over an enemy while controlling a military unit to see an estimate of the damage done/received) and it said I had a -30% damage dealt to the catapult due to "Domain".

I don't know what that means. Did I miss a recent nerf towards ranged attacks vs siege units? Is "domain" the unit type? I couldn't find anything in the unified changelog. It says that there is nerf of ranged attacks vs naval units, and that the "domains" are land/sea/air units. I don't see how that applies to catapults though.

That's a penalty for fighting naval units, so siege units are better than ranged dealing with ships. I don't think it's intended to show for ranged vs siege.
 
Why were the names of Masonry and Construction swapped? Masonry refers to working with stone and brick, so why is it associated with water mills rather than quarries and stone works?
 
For anyone who likes to play as Hiawatha, what's so good about them? What makes Iroquois interesting for you guys?
 
For anyone who likes to play as Hiawatha, what's so good about them? What makes Iroquois interesting for you guys?
I've never played them well. Theorically, you can stay safe in forests. You can take safely the forest pantheon, since you won't be chopping any tree. But forests are not good for tall cities (no place for villages, little room for GPTI, limited food), so you need to spread and go out of your comfort zone. Also, if you don't expand aggressively early, forests will be gone, and so will your advantage. So you need to rush Mohawks and expand wherever there are trees so you can protect them. That's the real boon, a strong ability to conquer and defend forested territory.

It's very map dependent.
 
What is the equation for how many religions are supposed to be available to found in a game? I thought it was (player #)/2 + 1. But in the game I'm playing now it has 10 players total, and only 3 religions were able to be founded. That seems lower than I thought, and remember from the past. Did this change? Is it dependent on something beside player number?
 
What is the equation for how many religions are supposed to be available to found in a game? I thought it was (player #)/2 + 1. But in the game I'm playing now it has 10 players total, and only 3 religions were able to be founded. That seems lower than I thought, and remember from the past. Did this change? Is it dependent on something beside player number?
It depend on map size, not number of civs.
 
Hm... that makes since, but seems odd. I've been using Tectonic map script. For some reason that map script is +1 size over normal maps. So I play on the size under standard (which is the standard size for any other map) and then bump that player # back to standard number. I guess that is why I'm ending up with fewer religions. What is the number of religions for each map size? Is there a way to modify that number somewhere so I can end up with the right amount for the Tectonic maps script?
 
Hm... that makes since, but seems odd. I've been using Tectonic map script. For some reason that map script is +1 size over normal maps. So I play on the size under standard (which is the standard size for any other map) and then bump that player # back to standard number. I guess that is why I'm ending up with fewer religions. What is the number of religions for each map size? Is there a way to modify that number somewhere so I can end up with the right amount for the Tectonic maps script?
It is possible, though I don't know the name of the variable that have to be changed.
The only constraint is to put a number lesser than the number of founder belief (so 9). Note that there is not enough follower belief (16), so it might crash if everybody try to enhance its religion, so I would advise to put at most 8 religions.
 
The specific place to edit it is CBO-Balance-Worlds-Worldsizes.sql. You can also change believers needed to build a religious national wonder for the reformation belief on the same document, another good idea for tectonic. You'll want to put small at 100, which means 20 percent, the normal standard value.
 
Is it possible to delete events from mod itself in any simple way? i want use really advanced setup for adjusting map,game,leader banning, but it always turns event on and i hate them.
 
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