Quick Questions / Quick Answers

Oh I see. I was under the impression eui always had vox in mind for compatibility issues on top of the regular. So are there any known bugs with the current state VP EUI?
There were a few irknesses, in combat valuation and holy city yields I think, but they were fixed by Gazebo and Infixo, if I'm not mistaken. Currently, it's fully working. I recommend using a couple of UI mods, though.
Improved city view for Vox Populi, Infixo version, and FlagPromotions v 1.1 (not the original, but the version made for VP). They are included in the ElliotS' modpack.
 
Can someone explain to me the exact mechanic of "They think you're building new cities too aggressively"? How can I counter it? Does it take into account #my units, era, #cities in the world?
 
Banks -75% gold need modifier, but does "new need" really reflect that? I don't know how to interpret those numbers?
upload_2018-7-18_8-7-30.png
 
Can someone explain to me the exact mechanic of "They think you're building new cities too aggressively"? How can I counter it? Does it take into account #my units, era, #cities in the world?

from what i know it's just the speed of city acquisition. not sure if conquest counts, i'd say yes, although it doesn't sound like that.


Banks -75% gold need modifier, but does "new need" really reflect that? I don't know how to interpret those numbers?View attachment 499957

afaik there's a formula with a base need and added needs or something. Crushing numbers here shouldn't be the point, hence the description "reduces poverty". for me, the numbers serve as a medium of comparison.
 
Banks -75% gold need modifier, but does "new need" really reflect that? I don't know how to interpret those numbers?View attachment 499957
The tooltip about poverty reduction is correct:
PHP:
UPDATE Buildings
SET PovertyHappinessChange = '-75'
WHERE Type = 'BUILDING_BANK' AND EXISTS (SELECT * FROM COMMUNITY WHERE Type='COMMUNITY_CORE_BALANCE_BUILDINGS' AND Value= 1 );
However it's unclear to me how these needs reflect that.
 
From earlier patches, if I'm not misstaken, I could see how the "new need" was related to the gold need modifier. But these numbers doesn't make sense to me anymore.
 
From earlier patches, if I'm not misstaken, I could see how the "new need" was related to the gold need modifier. But these numbers doesn't make sense to me anymore.
So, you know you can see the need numbers if you hover over the happiness from the cities?
There happiness mechanic is using a new formula, and it looks like it increases now a bit more. Gazebo wanted now a bit friendlier happiness system and tune it down later own. I think you simply should play and give later one some reponse.
Its still a beta and I think we will find the right numbers if he all have played it more and get more information.
 
Well I can tell you for sure the latest version of improved city view that’s meant for VP caused UI issues when I used it in a MP modpack, no other mods affecting the UI files.
 
I don't understand tourism. I'm Byzantium, 9 techs ahead of Austria. She has 4 cities I got 8. She even lost her capital to the Zulus and is their vassal; she's clearly is out of the picture. But still she has almost 500 points more tourism than me. How is this possible. I try to build everything that would increase tourism, pick policies etc., but still mine only increase a few points here and there, and the AI's increases by the hundreds early on, then later by the thousands. I got broadcast towers in all cities and have researched computers (should greatly increse tourism output)

Is it that I haven't completed a single hotel yet? But that can't be the case since the Brazil had the same or more than me in the renaissance era And do they really make that much of a difference - could it be them?

upload_2018-7-21_18-55-58.png


EDIT: Two turns after this screenshot, it went up to 1025 just like that.
EDIT: Fourth turn 1950.

I guess I don't have any further questions (it took a few turns for the computer technology to kick in it seems), except that I wonder how the AI can get so much tourism early on, sometimes being influential with almost everybody in the renissance era?
 
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What maptypes do you guys play on? I've been using communitas pretty much exclusively, but don't really like how random your starting place is (can be on a continent by yourself, or with 4 other civs, etc.)
 
I don't understand tourism. I'm Byzantium, 9 techs ahead of Austria. She has 4 cities I got 8. She even lost her capital to the Zulus and is their vassal; she's clearly is out of the picture. But still she has almost 500 points more tourism than me. How is this possible. I try to build everything that would increase tourism, pick policies etc., but still mine only increase a few points here and there, and the AI's increases by the hundreds early on, then later by the thousands. I got broadcast towers in all cities and have researched computers (should greatly increse tourism output)

Is it that I haven't completed a single hotel yet? But that can't be the case since the Brazil had the same or more than me in the renaissance era And do they really make that much of a difference - could it be them?

View attachment 500074

EDIT: Two turns after this screenshot, it went up to 1025 just like that.
EDIT: Fourth turn 1950.

I guess I don't have any further questions (it took a few turns for the computer technology to kick in it seems), except that I wonder how the AI can get so much tourism early on, sometimes being influential with almost everybody in the renissance era?
Being Austria, I'll bet that this has to do with great people historic events. You know, Austria can spam great people like crazy in the late game.
Also, if some of those great people are musicians, there you have another great source of tourism. Or it could be completed trade routes to city states. Check if Austria has Statecraft or Artistry to see what is more likely.
 
What is the intended behavior of Zeppelins over deep ocean? Are they supposed to embark or hover? I've had games where either occurs and I'm curious which setup is correct.
 
How does Pledge of Protection get calculated? Is there any way to see how many units need to be added to maintain it?
I had warnings for 10 turns that I was 10 percent behind (always exactly 10 percent), I built, bought and upgraded to my supply capacity, yet still I lost the pledges.
 
Maybe a not so quick question but ...
With the changes to epic, which I've played tech is now zooooooom fast, atleast it feels like that.
Question to expansive and/or war mongering players who go very wide:
How are you dealing with the slow building times (compared to tech)?
Do you build after needs? Go all prod buildings? start with a few essentials and then -> what?
Do you sink a LOT, some or almost no gold into buildings?

In particular cities settled in medival (or later) tend to get sooo far behind.

What do you think of prod beliefs like:
earthmother, synagoges, mastery, cooperation or diligence for extra production in a wide empire?

Or would you say mass gold better to purchase stuff?
Or neither matters, culture is king?
 
So england is nerfed .....

upload_2018-7-22_20-43-3.png


Well I'll play a bit more and see if it's worth to continue.

Edit: and yes, I'd love to have a spy available to protect my cities at turn 105.
 
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