Quick Questions / Quick Answers

Does it really take 20% more damage? I believe the attacker's CS is increased by 20%, but that only stacks additively with other modifiers (promotions, Great General, ...).

I do think there's no HP regeneration when blockading.
 
Does it really take 20% more damage? I believe the attacker's CS is increased by 20%, but that only stacks additively with other modifiers (promotions, Great General, ...).
Yes, you're right, my mistake :)

I do think there's no HP regeneration when blockading.[/QUOTE]
Oh, then I maybe missed that.
 
How are monopolies calculated? If I export a certain luxury to someone does that luxury still count towards my monopoly or do I need to hold onto all copies of that luxury to get a monopoly?
 
How are monopolies calculated? If I export a certain luxury to someone does that luxury still count towards my monopoly or do I need to hold onto all copies of that luxury to get a monopoly?
They count toward the monopoly bonus once you improve enough resource tiles to get the monopoly. After that trading has no effect on the monopoly only if the tile is pillaged or taken by a rival civ do you lose the copy of the resource.
 
They count toward the monopoly bonus once you improve enough resource tiles to get the monopoly. After that trading has no effect on the monopoly only if the tile is pillaged or taken by a rival civ do you lose the copy of the resource.

Luxuries traded to William count towards his monopolies, so I guess you could lose a monopoly if you trade him too many copies of a luxury. I've never seen it happen though.
 
Luxuries traded to William count towards his monopolies, so I guess you could lose a monopoly if you trade him too many copies of a luxury. I've never seen it happen though.
When Iv'e traded with William I never lost a monopoly bonus, but maybe I just wan't noticing.
 
I'm pretty sure a blockaded city does regenerate HP. I don't know if it reduces damage of the city by 20%, but for sure it receives 20% more damage.
No, there are no HP regen. But you are right, damage that city do are not reduced.
 
A city just converted to my empire from chronic unhappiness. I don't really want it, so I tried to trade it back to the civ that it came from, but it doesn't show up in the tradeable city list. Nor does it appear when trading with other civs. Is this deliberate? It seems my only option is to raze it. It would be nice to have an option to refuse to accept the city into my empire.
 
A city just converted to my empire from chronic unhappiness. I don't really want it, so I tried to trade it back to the civ that it came from, but it doesn't show up in the tradeable city list. Nor does it appear when trading with other civs. Is this deliberate? It seems my only option is to raze it. It would be nice to have an option to refuse to accept the city into my empire.
This was fixed in the 4-20 release where cities flip to independent CS's
 
Dumb question here, but what exactly does Open Borders do (specifically in VP if different than Vanilla)? There is the blindingly obvious of course (transit of territory) and I know it increases the effect of tourism. Anything else? Is there an economic benefit (more money on trade routes too/from, etc.)? Why would you ever grant Open Borders if it just increases enemy tourism rate against you and allows them to wonder around your territory and settle between your cities?
 
Dumb question here, but what exactly does Open Borders do (specifically in VP if different than Vanilla)? There is the blindingly obvious of course (transit of territory) and I know it increases the effect of tourism. Anything else? Is there an economic benefit (more money on trade routes too/from, etc.)? Why would you ever grant Open Borders if it just increases enemy tourism rate against you and allows them to wonder around your territory and settle between your cities?

The effect on tourism is the reverse of vanilla, as it should be - if you allow open borders, it benefits your tourism score, not the civ who is allowed to trample over your land. It also gives you a diplomatic buff with the other civ.

On the other hand, as you say, this lets them spam cities around your borders, which in my experience has a habit of leading to war. If they have a different religion you can expect a blizzard of missionaries crossing your lands spreading their vile heresy. And after archaeology they'll cheerfully steal all your artifacts.
 
The effect on tourism is the reverse of vanilla, as it should be - if you allow open borders, it benefits your tourism score, not the civ who is allowed to trample over your land. It also gives you a diplomatic buff with the other civ.

On the other hand, as you say, this lets them spam cities around your borders, which in my experience has a habit of leading to war. If they have a different religion you can expect a blizzard of missionaries crossing your lands spreading their vile heresy. And after archaeology they'll cheerfully steal all your artifacts.

Ahh, that makes much more sense. With Vanilla, I never saw any reason to do it (I'd rather just pay to explore their territory rather than let them in reciprocally). Now it's more of a cost/benefits analysis; cool.
 
Does the March promotion stack with Medic?
 
Shared religion includes 1) pantheon 2) followers and 3) reformation - founders and enhancers are for the founder only right (CBP added reformation I believe)

so quick modding question - what is it that prevents Enhancers from getting shared exactly? is it the Enhancer flag, or the belief columns being put to use? for example if I put Belief_CityYieldChanges onto an Enhancer like Evangelism (currently only in use on Pantheons like Goddess of Wisdom); would I still be the only one to benefit from it through Evangelism?
 
Shared religion includes 1) pantheon 2) followers and 3) reformation - founders and enhancers are for the founder only right (CBP added reformation I believe)

so quick modding question - what is it that prevents Enhancers from getting shared exactly? is it the Enhancer flag, or the belief columns being put to use? for example if I put Belief_CityYieldChanges onto an Enhancer like Evangelism (currently only in use on Pantheons like Goddess of Wisdom); would I still be the only one to benefit from it through Evangelism?

It should work that way, yes. Theoretically. The whole system was poorly designed and I did my best to refactor it into a unified system (as the Firaxis one used the 'enhancer' etc. tags purely for UI, whereas they were essentially hardcoded into usage for their designed beliefs).

G
 
It should work that way, yes. Theoretically. The whole system was poorly designed and I did my best to refactor it into a unified system (as the Firaxis one used the 'enhancer' etc. tags purely for UI, whereas they were essentially hardcoded into usage for their designed beliefs).

G

works for me, great you worked on that for sure. and If I do stumble on something thats not working the way it should then its probably best to just use something else then =)
 
works for me, great you worked on that for sure. and If I do stumble on something thats not working the way it should then its probably best to just use something else then =)

Rather you just let me know, tbh - the whole system was unified and refactored so they all should work, but sometimes things slip through. Theoretically every belief should work for every 'type' of belief (though it should be noted all of the ones that give a global bonus have to apply though the capital or holy city).

G
 
Not sure if this belongs here, but is it possible to mod a specific unit's or unit class' supply cost? Eg. reduce the supply cost of all naval units by 50%
 
Do you loose the gold bonus from city connections when you upgrade a road into a railroad? I upgraded all of my roads to railroads as soon as I had researched railroads, and I quickly watched all my happiness plummet, apparently due to poverty.
 
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