Quick Questions / Quick Answers

Theme bonus works the same as in vanilla. You put Great Works into slots and if they match some criteria, you get bonus (more culture, faith, gold. etc) Each theme bonus might have different criteria and grant different bonus - it all should be explained in the tooltip.
Thanks! I had totally forgotten about that since I tend not to go culture.
 
How do you approach pledges of protection? Are they worth it? On higher difficulties it’s difficult to keep up the military needed to retain your pledge.
 
Anyone else having issues with post-turn autosaves not being created?
The option is ticked, the ini file is correct, it works without any mods loaded, does not work when the mod is loaded, or when my self-made mp pack including only the official mods is loaded (I made a dozen working mp packs so it's not the culprit, also in light of the same issue being present even with normal mod loading). Clean install, cache cleared, even mod options cleared, new game, yady yada.


Searched the forum and github, didn't find any mention of this.
 
If I have just signed a peace treaty with Carthage, and Carthage has a Defensive Pact with Babylon, will I get a negative diplomacy modifier for breaking the peace treaty with Carthage if I declare war on Babylon?
I don't think there's any special "trucebreaker" penalty (even if, as mentioned a few days ago, you nuke someone during a truce!).
 
How do you approach pledges of protection? Are they worth it? On higher difficulties it’s difficult to keep up the military needed to retain your pledge.

The increased influence floor hardly matters post-early game, therefore you're mostly pledging for the increased quest reward; it's not awful, but you might have to confront a leader with a big military if you want to contest bullying, so you have to be careful. I do it mostly with city-states I have had a long-term alliance with, for more passive influence from quests (the AI is more likely to leave your solid allies alone I think).
 
I don't think there's any special "trucebreaker" penalty (even if, as mentioned a few days ago, you nuke someone during a truce!).

It can be a good idea to declare war on Carthage before peacing out with Babylon, so you don't bring 'em back into war unnecessarily.
 
What actions fall into the "Your behaviour infuriates them" diplomacy modifier?
 
Is there a possibility to obtain uranium, when you don't have it within your borders?
In my recent game, classic Korean turtling, I was not lucky to have a source within borders, nore did any of my CS allies have one.
As my military numbers where naturally very limited, conquering a nearby source wasn't an option either.

Any possibility to solve this? Any building I could've built, a policy I could've chosen?

Luckily, I did not need it in the end, but I would have loved to be able to nuke William out of his orange pants....
 
Is there a possibility to obtain uranium, when you don't have it within your borders?
In my recent game, classic Korean turtling, I was not lucky to have a source within borders, nore did any of my CS allies have one.
As my military numbers where naturally very limited, conquering a nearby source wasn't an option either.

Any possibility to solve this? Any building I could've built, a policy I could've chosen?

Luckily, I did not need it in the end, but I would have loved to be able to nuke William out of his orange pants....

I believe a state craft policy gives +1 to all strategic resources per few (3?) CS allies.
 
But I still have to possess one copy in the first place.
What I'm looking for is a way to "create" one. Sort of a last resort.
 
But I still have to possess one copy in the first place.
What I'm looking for is a way to "create" one. Sort of a last resort.
I think the whole idea behind Uranium is that you may end up not having it and be prepared for that scenario. Even in vanilla. That’s why there’s a resolution to ban nuclear weapons.
 
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I don't really get why you just ally a city state, that has uranium or conquer a border City that has it.
When you conquer a border city with uranium and it turns out they already used it.
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Siege Tower Question:

Clean install of 12/15 version, yet I can't attack with the tower when it abuts either an enemy civ city wall or a cs - the crossed sword option in the unit's control box doesn't even appear. What am I missing?
 
Siege Tower Question:

Clean install of 12/15 version, yet I can't attack with the tower when it abuts either an enemy civ city wall or a cs - the crossed sword option in the unit's control box doesn't even appear. What am I missing?

The Siege Tower is a civilian unit in VP - it cannot attack or defend itself, but grants a large bonus damage against cities to nearby unit, as well as extra sight and Medic.
 
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