Quick Questions / Quick Answers

Do historical event boosts for AIs give production? And if yes, is it applied instantly like popping engineers? Maybe he bulbed satellites, then started building Apollo, then purchased a great person with faith?
Seems like a lot of AI operations have to occur in exactly the right order for this to happen. I feel robbed :(

The save is for 12-13 with my own mp pack, maybe I'll upload it if I don't get an answer. I already looked at his civ with IGE (in-game editor mod), somehow he actually already had satellites after I bulbed (on my turn still), which alone doesn't make any sense. I'm sure the cost when I bulbed was the full cost. But in any case he wasn't yet constructing Apollo anywhere.
 
What about bulbing satellites in the same turn? (both of you), check for the great scientist price, maybe he got some great scientist in those turns
 
Do historical event boosts for AIs give production? And if yes, is it applied instantly like popping engineers? Maybe he bulbed satellites, then started building Apollo, then purchased a great person with faith?
Seems like a lot of AI operations have to occur in exactly the right order for this to happen. I feel robbed :(

The save is for 12-13 with my own mp pack, maybe I'll upload it if I don't get an answer. I already looked at his civ with IGE (in-game editor mod), somehow he actually already had satellites after I bulbed (on my turn still), which alone doesn't make any sense. I'm sure the cost when I bulbed was the full cost. But in any case he wasn't yet constructing Apollo anywhere.
Do you have the turn before, to make sure that he didn't have Satellite before ?
 
Hmmm, weird stuff going on.

t320 - America is one turn away from finishing satellites. Cost of satellites for me is ~18k.
t321 - America has finished satellited. Cost of satellites for me is still ~18k. I bulb satellites. America has NOT started building Apollo anywhere.
t322 - America has finished Apollo.

So then it must be a historical event granting instant production, and specifically some event he triggered mid-turn after having added Apollo to build queue? And also scholars in residence is applied one turn too late for some reason?

Edit - after having researched satellites, cost drops to ~14k, which is correct. Just proving that some other civ didn't already have satellites. Overflow into next tech was also as expected, not ~4k more than expected, which seems to indicate it's not just a UI glitch.
 
Last edited:
Iron fist tenet among other things makes it so vassals can not rebel or be liberated by other civilizations.
What does the last part mean?

You can pay someone to liberate their vassal(s) - if they want to; also, there is a World Congress resolution to end all master-vassal relations.

Both are impossible with Iron Fist.
 
Last edited:
I see. But it's not like the 1st one can be forced on me, right? So really it's just protecting me from the resolution.
 
Query - Does the military cap bonus of a Citadel apply if the Citadel is anywhere in your influence, or only within 3 tiles of one of your cities?
 
What is the best course of action if I want to conquer my neighbour and he's got the great wall? + decent military? Do I lure out his military as best I can and then slowly move towards his city?

When a neighbour builds the Great Wall, buy as many tiles as possible towards his cities before he grabs them; as GrazyG, a citadel greatly helps too.

Alternatively, try a naval conquest if possible, as naval units aren't affected by Great Wall.

I see. But it's not like the 1st one can be forced on me, right? So really it's just protecting me from the resolution.

Right, that mostly affects AIs.
 
Query - Does the military cap bonus of a Citadel apply if the Citadel is anywhere in your influence, or only within 3 tiles of one of your cities?

Distance doesn't matter, can even be in neutral lands adjacent to your territory, can confirm from experience. Pretty sure just the act of plopping it down adds a permanent bonus.
 
Edit: So how does this melee in front, medic archer behind work when attacking cities then? If I understand you correctly, the melees aren't allowed to attack on order to be healed. And the +15 healing I get from Medic 2, won't help much against city+unit damage...
They can stop attacking when they're injured. You need a bunch of units for it, but you need a bunch to surround the city anyway.

Query - Does the military cap bonus of a Citadel apply if the Citadel is anywhere in your influence, or only within 3 tiles of one of your cities?
My impression is that the cap bonus comes from popping the generals, not from the citadels themselves.
 
Query - Does the military cap bonus of a Citadel apply if the Citadel is anywhere in your influence, or only within 3 tiles of one of your cities?
If you create a citadel, it adds tiles around it for your closest city. Now its bound to your closest city, no matter how far away. If you lose this city, the citadel and the +2 military cap is lost. If I remember correct.
Using admirals for luxuries give +2 cap permanent.
 
Is it normal that my land traderoutes have a much larger duration than sea trade routes? Land around Modern/Atomic Era was 130+ turns on epic, while sea stayed at around 30-35. Seems weird to me.
 
Disabling score would not change anything. They will whine about their rank in the "demographics pannel", or about the number of cities, the number of techs/policies, ...
In mid-late game, you have enough info to compute by yourself the score.

If some of your players can't stand being loosing, are you sure you don't want to try a coop mod ?
VP is not balanced around teams, so I strongly discourage you to put AIs in teams with each others, but here is the settup that I use with my friends in MP:
1) The 3 of us in the same team.
2) No teams for the AI.
3) We play at ~2 levels of difficulty higher than usually to compensate the unbalance
4) We agree to not abuse free techs and al (only one of us can take "A Great Leap Forward" or other effects that gives free techs)
Agreed thanks for the reply.
Also Anyone have any Idea how one would go about replacing the starting settler with a better one, that had a bonus promotion letting it move 4 spaces unhindered with a sight bonus, and then lose bonus promotion after 1 turn? Its the last part of my pack and im really interested in how to get it to work
 
Hello, i have a question, does the order count as military building for the Japan UU and Defender of the Faith?
 
Last edited:
Don't combine Texture pack + RED + Flag Promotions. Try to use a bunch of small mods rather than a combination of large resource mods all together.

Convenient Start (v 2)
https://steamcommunity.com/sharedfiles/filedetails/?id=426714418
I tried that version of convenient start and couldnt get it to work no matter what I tried. Whenever it was made into a pack its like it stopped existing, no sign of it at all. Not sure if I was doing something wrong or.. but in any case Heres a list of current mods that I have working seamlessly- short of barbarians causing resyncs. The secondary source of resyncs is definitely city states but extremely rare.
1 - 6 Of community Patch
Wonders Expanded
Archaeology Aesthetic Adjustments (v 1)
Barbarians Unlimited XP
Better Settlers
National Wonder Collection
Neolithic Wonders
Promotions Expanded
The R.E.D Modpack
Terrain Poor Tiles Tweak
Unit Path Viewer
enjoying the game alot with these, just a bit of a startup time lol
 
Back
Top Bottom