Quick Questions / Quick Answers

1. How is number of spies per era determined? In one game I can get 1 and in another I can get 3. Same settings (huge map with 15 civs and 30 city states).
2. Is it intended that you can declare war on another civ's vassal through the "apology" screen after the vassal steals stuff from you? You can have a one-turn war with the vassal and then automatically make peace with them the turn after. They won't even be able to retaliate! It's in 4-30 version so it could already be fixed.
1) Every times you have spies, it scale with the number of city states in the game. You have spies when:
+ You are England
+ Someone reach Rennaissance
+ You reach a post-rennaissance era
+ You take the appropriate social policy in Statecraft.
2) Not intended.
 
My Austrian colonist can't settle a city on top of a city that was razed. Is it a bug? The button for settling doesn't exist. If I move him one turn left, the button is dimmed out.
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My Austrian colonist can't settle a city on top of a city that was razed. Is it a bug? The button for settling doesn't exist. If I move him one turn left, the button is dimmed out.
You cannot settle a city there because it borders land you do not control.
 
The other most common reason you can't settle is unhappiness. If you are at -20 (I think) you cannot settle. It may even be -10 can't remember.
 
When something is increased by x amount % is that addative or multiplied with other % multipliers?
Or is it inconsistant?
 
When something is increased by x amount % is that addative or multiplied with other % multipliers?
Or is it inconsistant?

I think its additive in all cases. The yield modifiers and combat modifiers definitely are.
 
When something is increased by x amount % is that addative or multiplied with other % multipliers?
Or is it inconsistant?
If they affect the same exact yield, they would be additive. A couple multipliers can work off of each other though, namely food & growth, and per-city tourism & global tourism.

A food multiplier increases the number before subtracting consumption, and growth increases the surplus after consumption (which contains the extra food from the food multiplier).

Raw Tourism output from cities is multiplied by your modifier vs. each civilization, so if you get something that doubles your raw tourism (Internet does this I think?) and had a +100% modifier towards another civ, you would get the true doubling (to a total of 4x as much) compared to an extra +100% global modifier that would only give you 3x in total. Though if you have a negative tourism modifier, increasing the modifier can be more effective than increasing tourism. (i.e. at a -50% modifier, +50% modifier will double your effective tourism where +50% tourism output would only give you 1.5 effective tourism)
 
Is there a way to tell if there are Great Works in a city where Spies are used as Thieves? I never know if it's a good idea to attempt a heist because I don't know if they have Great Works in a target city at all.
 
Is there a way to tell if there are Great Works in a city where Spies are used as Thieves? I never know if it's a good idea to attempt a heist because I don't know if they have Great Works in a target city at all.

I don't think there's a way to know without a spy in the city to see.

To help you guess, look at the civ's tourism score, the higher it is the more likely non-capital cities will have great works. A world wonder with great work slots makes them more likely to be there (mouse over the wonder in the tech tree to find out where it was built). My experience is that non-capitals rarely have great works.
 
Does conquered/stolen academy/manufactory from great generals, and/or conquered cities counts toward GS/GE bulbing?
Or academies/manufactory that aren't worked, or does not reach a cities workable tile.
 
Does conquered/stolen academy/manufactory from great generals, and/or conquered cities counts toward GS/GE bulbing?
Or academies/manufactory that aren't worked, or does not reach a cities workable tile.
The code counts all of the pertaining improvements within your borders.
 
Does anyone know the formula for how the number of great person points that are required for a great person to be born increase with each birth? I assume it's an increase of some % each time that is less than doubling but I couldn't find the value in the wiki.
 
Is there a way to tell if there are Great Works in a city where Spies are used as Thieves? I never know if it's a good idea to attempt a heist because I don't know if they have Great Works in a target city at all.

Great Works will be first in:
1. Cities with Wonders for them(so remember in which city AI build wonder)(partheon,theater,uffizi).
2. Cities with boost to culture(bath,etc..) So a big cities with infrastructure on rivers.

Usually my algo for stealing:
1. Diplomat till 3 lvl
2. Don't reallocate diplomat, first calculate how many GreatWorks are present in Capital.
3. Calculate how many GreatWorks you can steal from that civ( (GreatWork score / 4) - (number of great works in capital / 4) )
4. Send thiefs to 3-4 biggest cities on rivers or to cities with wonders.
 
You can check where the AI built a given wonder using the tech tree. Hover over a Wonder and it will say "Built in X by Y". This doesn't work for all Wonders though, because some techs are overcrowded and you can't actually see the Wonder on the tech tree. From the top of my head, the Great Lighthouse is affected by this.
 
Is there a way to save settings in single player?
everytime i make a modpack i have to reconfigure everything again (and the first game for some reason is always with events turned on, no matter what i do)
 
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