Quick Questions / Quick Answers

I've played extensively, but have somehow never encountered the following dilemma until now...

Harold stole some of my land with a citadel. I eventually snipped his extended territory with my own citadel, which has now created a Danish citadel blob with no border connection to his land. I expected the land to return to my city bordering the blob, seeing as it was initially that city's land which was stolen, but I'm now wondering how I can go about this. If I conquer his city which had control of the citadel, I'm assuming I will be granted the citadel and said blob? Surely he can't just lay claim to those tiles for the rest of the game?
 
I've played extensively, but have somehow never encountered the following dilemma until now...

Harold stole some of my land with a citadel. I eventually snipped his extended territory with my own citadel, which has now created a Danish citadel blob with no border connection to his land. I expected the land to return to my city bordering the blob, seeing as it was initially that city's land which was stolen, but I'm now wondering how I can go about this. If I conquer his city which had control of the citadel, I'm assuming I will be granted the citadel and said blob? Surely he can't just lay claim to those tiles for the rest of the game?
If you capture the city, the land will be yours.

Otherwise he can hold that land. It looks funny, but its his land.
 
What are some preventative measures I can take to prevent my game from crashing in the late game? Does having lots of save files affect this? Should I just delete old save files that I've already completed?
 
From my experience, late-game crash always related to hardware overload caused by so many units and civ. Although I only use VP and really advanced setup my core 2 quad and 4gb of RAM is not powerful enough to handle huge map 9 players or more. When late game arrives, if I'm not in absolute certain are going to win I usually complete the game in my friend's PC. He has the latest rig.
 
What are some preventative measures I can take to prevent my game from crashing in the late game? Does having lots of save files affect this? Should I just delete old save files that I've already completed?
You really really reduce your graphics to the minimal setting and then you play in strategic mode to have the least amount of memory used to crash.
 
What determines city health after capture? Sometimes it's half health and sometimes it's literally 0 health.
 
playing 19/8 version i have one question. What does mean city revolts and why it creates a new cs instead of barbarian city.
 
That's the new mechanics of revolting city caused by too much unhappiness. I don't know the reason but It is a cool mechanics. It happen when no other civ is at least popular (cultural influence) with the unhappy civ. If there's another popular civ the revolted city switch allegiance to the said civ.
 
Yes. I don't know if "incredibly hard", because that depend on your skill and difficulty, but usually it would be harder without Artistry.

That said you still might consider other trees if they synergize with your civ and/or your current gameplay situation. Sometimes the better play may be to plan for a long game and buff your infrastructure/yields/army instead of working towards your win condition. There are still solid tourism boons in the Ideology tenets so you don't have to feel pigeon-holed into picking artistry.
 
Is it recommended that I take artistry if I want a cultural victory? Will it be incredibly hard if I don't?

I figure artistry as China on Emperor difficulty would be a good choice (Y)

Actually, Artistry helps you in winning CV but you can still win CV without Artistry, I have won CV lots of games without Artistry.
China is flexible, they are not locked on Artistry, that's what I also thought. China is also good with fealty because of the burghers, it depends what victory type you wanted, and again, because China is a wonderful civ that can win any victory types and has synergy with almost all policies.
 
playing 19/8 version i have one question. What does mean city revolts and why it creates a new cs instead of barbarian city.
City revolt happens when happiness is too low (-20) for a long time (10 turns).

If the city is puppet or annexed, it revolts to its original owner (possibly resurrecting a civ).

If the city isn't, a new city state will be created.

If for some reasons, a new city state cannot be added (ex: there is already 41 CS), the city join the Civ with the most cultural influence. This last behaviour is Vanilla behaviour (but city revolt was bugged in vanilla, so very rare). However, people complained about the unbalance it created, hence the city-state creation was added.
 
Are the extra yields from mendicancy for internal trade routes be influenced by modifiers? Like the iron courtain tenet from order (+200%).
 
Are the extra yields from mendicancy for internal trade routes be influenced by modifiers? Like the iron courtain tenet from order (+200%).

I can't remember what mendicancy does, but if it's the one on the industry tree, then they stack additively, just had an order game with +233% yields to internal trade routes.

Trade routes have a blurb about causing a diplomatic hit to the destination civilization if they're pillaged when you're at war with the sender and not the receiver. When I played with transparent diplomacy, I never noticed any kind of negative modifiers for pillaging trade routes this way. Would it be under another negative category (like capturing civilians for example)?
 
Mendicancy gives flat extra yields to internal trade routes. If modified by policies, it might be nice, if not, its extremly underpowered enhancer.
 
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