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Is anybody familiar with the terms: Renaissance Landship? :lol:
I assume it was a scouting Russian Lancer when upgraded by an ancient???:scan: goody hut.

But this is intended to be possible, i mean this an upgrade for 2 era ahead?
 

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Is anybody familiar with the terms: Renaissance Landship? :lol:
I assume it was a scouting Russian Lancer when upgraded by an ancient???:scan: goody hut.

But this is intended to be possible, i mean this an upgrade for 2 era ahead?

Technically that's correct lol because when lancer got upgraded they becomes landship. It doesn't care about which era they're available.
 
Is anybody familiar with the terms: Renaissance Landship? :lol:
I assume it was a scouting Russian Lancer when upgraded by an ancient???:scan: goody hut.

But this is intended to be possible, i mean this an upgrade for 2 era ahead?

Da Vinci is proud.
 
What dictates which owned city your first Great Prophet spawns in (thus becoming your holy city)?
 
What dictates which owned city your first Great Prophet spawns in (thus becoming your holy city)?
Although you can move the great prophet to any city to make it a holy city.
 
Got a question about goody huts here!
Are the rules defining them buried somewhere I cant change? Or is there an easily accessible file somewhere in "Expansion2" for example that I can go in and edit some values or change which ones are capable of appearing at all?
I dont like playing with them at all, but my fellow multis really like the race aspect of them and find the early game pretty boring without them since barbarians are obviously a no go in multiplayer (Due to endless resyncs)

Many thanks :D
 
Is there any case where you'd pick 2 policy trees from the same era? For example statecraft+ artistry?
i picked those in two separate gamesin which i was going for a cultural victory and both times it worked. not so sure if ancient policies are worth tho (progress + authority would be my go to if at all. a suitable situation would be a large pangea with zulus for example.)
 
Is there any case where you'd pick 2 policy trees from the same era? For example statecraft+ artistry?

I do Fealty + Artistry on occasion, and of course the be forementioned Tradition + Authority border expand strat.

I've also been experimenting with Rationalism + Imperalism to focus on all the science benefits between the two.
 
I don't do much fighting, usually just defend my territory if needed. But in a OCC game on Prince Greece settled really close taking up some of my 5th & 4th ring tiles. India just went to war with them and asked me to join. I took everything from India that they would agree to and proceeded to work on capturing this city to the south. I was hoping that in OCC games your options were to raze or puppet but not annex. I got no choice the city just went away. I think it was still at pop 1.

The questions are:
When doing OCC can you puppet other cities?
When capturing a pop 1 city does it get destroyed?
 
Got a question about goody huts here!
Are the rules defining them buried somewhere I cant change? Or is there an easily accessible file somewhere in "Expansion2" for example that I can go in and edit some values or change which ones are capable of appearing at all?
I dont like playing with them at all, but my fellow multis really like the race aspect of them and find the early game pretty boring without them since barbarians are obviously a no go in multiplayer (Due to endless resyncs)

Many thanks :D

Yes there are rules, I think the rules are unchanged from BNW aka vanilla but rewards have been changed in VP.
One important rule is that you can't get the same result twice in a row (needs to circle a few before you can get the same result again).
If you want to test out the rewards (and not search for them), set up a big map with 2 players on low difficulty no barbs and play as Pocatello/Shoshone, his recon units get to choose rewards.
 
If Austria marries a CS and another state annexs them, do they retain the congress vote?
IIRC, yes. I was surprised by that in a game where Austria was the runaway and I tried to curb their power.

The questions are:
When doing OCC can you puppet other cities?
When capturing a pop 1 city does it get destroyed?
I haven't played OCC in VP, but in vanilla it would auto-raze captured cities.
 
IIRC, yes. I was surprised by that in a game where Austria was the runaway and I tried to curb their power.


I haven't played OCC in VP, but in vanilla it would auto-raze captured cities.
It is still doing that then. Explains why when I hover over a target city that all the known AI are listed as being somewhat upset or worse.
 
Yes there are rules, I think the rules are unchanged from BNW aka vanilla but rewards have been changed in VP.
One important rule is that you can't get the same result twice in a row (needs to circle a few before you can get the same result again).
If you want to test out the rewards (and not search for them), set up a big map with 2 players on low difficulty no barbs and play as Pocatello/Shoshone, his recon units get to choose rewards.

Yeah I knew that it spaced them out, just wasnt sure if it was a minimum number of turns or a certain number of huts had to be hit before reactivation. Basically im hoping to allow each type to happen only once, then the huts would all change to a default of giving golden age points or (X).

The Good huts are basically just another form of gambling, and some people like them while others dont. Im trying to find a medium where they can be found but not exploited to the degree of one civ getting 3 techs out of 15 huts, and the other civs finding maps repeatedly etc. This would basically assure that after 9 Huts were found (which is alot) it would garner much less of a reward.
 
I have religion with full branch fealty. Neighbour has religion and does NOT have fealty.

So why the hell are all my cities receiving more religious pressure from his religion?
 
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