The former. Combat strength contributes to city defense, which is what the crime need derives from.Does a stronger unit decrease crime more or is a warrior as good as a rifleman?
I, um, don't think they contribute to your city strength? Totally possible that I could be wrong, seeing how I haven't played in a while.Ahh thx, that explains some of my crime issues.
On a similar note.
Does fort, encampment and kashbah reduce crime? (because of the increased city defence)
If yes do I need to work them or is it fine if they just exist in city radius?
Interesting modmod suggestion...I, um, don't think they contribute to your city strength? Totally possible that I could be wrong, seeing how I haven't played in a while.
It's literally your city combat strength number that affects it.
Settling on for example marble doesnt give any extra hammers, do I get the extra hammers from the tile for stoneworks?
The same applies with settling horse/stable and iron/forge.
If I remember correctly, the base value of a city tile is the maximum between "the base value of the city tile if there was no ressources", and "the value of the tile if it was not a city tile".Settling on for example marble doesnt give any extra hammers, do I get the extra hammers from the tile for stoneworks?
The same applies with settling horse/stable and iron/forge.
I'm fairly certain the answer is yes; any buildings/policies/beliefs that are based on the resource will be reflected in your city tile. Even settling on Marble gives you extra hammers compared to a city that wasn't on marble; you just don't get any additional "quarry improved" yields on top of that.
So if you settle on horses you'll get extra production from Stables (since it adds yields to the horse resource) but you won't get extra food from Agribusiness (since it adds yields to the pasture improvement).
If I remember correctly, the base value of a city tile is the maximum between "the base value of the city tile if there was no ressources", and "the value of the tile if it was not a city tile".
I, um, don't think they contribute to your city strength? Totally possible that I could be wrong, seeing how I haven't played in a while.
It's literally your city combat strength number that affects it.
Castles directly add to your cities combat strength, and thus directly lowers crime. Since tile defenses do not contribute directly to city combat strength, they have no effect on crime.In comparison, castle increase city defence and therefor reduce crime indirectly.
What you mean is tile defences (like fort) only bring defence to units standing there and not increasing the city defence?
Is French UA that you gain points towards cultural Great People affected by world congress resolutions Endowment for the Arts and World Science Initiative? Is it affected by gardens, baths and Artistry policy?
As I know - NO, it works like Japan UA. Just give you GP points and are not affected by %.Is French UA that you gain points towards cultural Great People affected by world congress resolutions Endowment for the Arts and World Science Initiative? Is it affected by gardens, baths and Artistry policy?
https://forums.civfanatics.com/resources/ui-promotion-tree.26684/Second question: Does someone know about a modmod showing promotion trees for Vox Populi?, Unfortunely, this mod is not compatible