Quick Questions / Quick Answers

Since CS are a topic just now... I'm wondering. In all my games I've never tried to capture a CS. What exactly happens when you conquer a CS? Is it like a puppet or can you actually annex? Either way I won't gets its UN vote? If it's now part of my empire does it give a culture and science penalty for acquiring a new city?
For you, it will be the same as any other conquered city, be as puppet or annexed. The votes they provide to allies and the bonuses to friends and quests are lost, as well as the embassy.
 
That seems like an issue with being on higher difficulties, not with embassies. I manage to maintain alliances with city-states just fine on Emperor.
Agree. It's not difficult to enact a sphere of influence on a couple of CS, making it safer to keep the embassies and a couple of international trade routes.
 
Agree. It's not difficult to enact a sphere of influence on a couple of CS, making it safer to keep the embassies and a couple of international trade routes.

Enacting sphere of influence is also very easy on Immortal plus.
 
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Enacting sphere of influence is also very easy on Immortal plus.

In my experience, as long as you have an alliance on the voting turn, the AI vote in favor of it. Seems exploitable, but then as a war-monger-holic I'm going to wipe the majority of CS by late game anyway.

Sarcasm: 'tis a shame the UN cannot be nuked and the darned world congress abolished.
 
In my experience, as long as you have an alliance on the voting turn, the AI vote in favor of it. Seems exploitable, but then as a war-monger-holic I'm going to wipe the majority of CS by late game anyway.

Sarcasm: 'tis a shame the UN cannot be nuked and the darned world congress abolished.
Sphere of influence is also exploitable because AI hardly ever goes for it. I can creep up to win a UN victory this way while AI never uses the strategy. If there was an option before the game starts to remove enacting sphere of influence from the game I would unless the AI can start using the strategy.

I can always give myself a hard rule I suppose to not enact spheres of influence like the no stealing workers rule etc
 
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If there was an option before the game starts to remove enacting sphere of influence from the game I would unless the AI can start using the strategy.

You can do this yourself if you like. In

Sid Meier's Civilization 5\MODS\(3) CSD for CBP\World Congress\Congress.xml

comment out the sphere of influence resolution, thus:

Code:
<!--
        <Row>
            <Type>RESOLUTION_SPHERE_OF_INFLUENCE</Type>
            <Description>TXT_KEY_RESOLUTION_SOI</Description>
            <Help>TXT_KEY_RESOLUTION_SOI_HELP</Help>
            <VoterDecision>RESOLUTION_DECISION_YES_OR_NO</VoterDecision>
            <ProposerDecision>RESOLUTION_DECISION_CITY_CSD</ProposerDecision>
            <SphereOfInfluence>true</SphereOfInfluence>
            <TechPrereqAnyMember>TECH_STEAM_POWER</TechPrereqAnyMember>
        </Row>
-->
 
What's the general strategy for starting with the progress tree? I see that it seems to help with science but even on prince, by the renaissance I still am somewhat behind the ai by a tech or two. I tried just growing fast and focusing building science buildings but that doesn't seem to cut it.

Does anyone have a link to or can discuss a strat/ideology that would be successful with the progress tree?
 
Hmmmmm good call. I anecdotally thought that to be true... Do you know what's the super spam bonus the AI gets for Diplomats?
No, not really. But on higher difficulties you can see AI influence in the thousands. It get yields, and it does not get tired of sending diplomat after diplomat. A human would forget to send one once in a while.

What's the general strategy for starting with the progress tree? I see that it seems to help with science but even on prince, by the renaissance I still am somewhat behind the ai by a tech or two. I tried just growing fast and focusing building science buildings but that doesn't seem to cut it.

Does anyone have a link to or can discuss a strat/ideology that would be successful with the progress tree?

Check the strategy section.
Currently the best strategy is said to be beelining to the science on connections policy, and connect your cities as soon as possible. It grants massive food (for happiness) and science. Especially science, since it gives more techs, and progress tree receives culture from every new technology, so focusing on science is the main way to advance.
About settling, look for defensive positions with at least two resources in the first ring. Progress borders grow slowly, so you want your cities to work on a few resources from the start. Don't mind if these cities can't work on every good tile in the three rings around the city, Progress usually lack the population to work everything, and besides, Progress makes every city worth it, regardless of the location, thanks to the efficient building. This means that you can settle a city every 3-4 tiles.
Settle your cities as fast as your happiness and your army allow. Too many cities without garrison is a clear invitation for invader enemy armies.

Religion wise, it is harder to found a religion not being a religious civ, but it is easier to produce faith once you have yours. Having spare faith in mid game is useful for proselytizing (spreading your religion is harder for tall empires).
And as a general rule, try to have always more improved tiles in your cities than your city size. If that's not the case, produce more workers.
Progress has a small advantage at befriending city states, since it usually excels at mid-late game gold and production, making it easier to spam diplomats.
 
beelining to the science on connections policy

Just to clarify: it means selecting policy with free worker and tile improvement rate, then policy with science and food from city connections.

My two cents: look for high grow tiles in the first ring (at least three food) and plan on tiles-building synergy (if you can get two cities with two quarries they are going to be mediocre, plan on getting four in one, and zero in the other, or at least 3/1, similary between two cities that one can have stables and all five pastures in range, while the other none)
Buildings like stables, herbalists, stone works, etc. are only worth it if you have at least three tiles boosted by them. Otherwise they are just massive drain of production and should never be built. When you get four, or five tiles boosted they are amazing and to be prioritized.
Don't build chanceries if you don't have at least three friends and free allies. Don't rush universities in every city when they become available. It is expensive building that provides only three science, if you don't work several jungles (which you shouldn't) or have a need to work second scientist slot asap.

Progress makes every city worth it, regardless of the location, thanks to the efficient building. This means that you can settle a city every 3-4 tiles.

Don't do that! You need quality cities, not gold/hapiness/resources drain. Settling 5, even 6 tiles apart is quite fine if it means better cities. Absolutely progress does not mean any city worth it.
 
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This may seem like a stupid question from a deity player but:

What is hapiness doing exactly above 50%? Below it is apparent growth reduction, units penalty, and increase in military production cost.

I do not see any effect beside faster golden ages. Growth is affected but only by local hapiness. Civilipedia does not provide any information on this.

Also some tiles display suggestion of +1 production or food when they will be improved by road, or railroad. This disappear once tiles is in my territory.
 
Have there been any major revamps of a Civ's abilities or building/unit since Morocco? Haven't played in about a year and a half and I'm curious if there have been any changes on that front.
 
England got revamped. New national wonder replaces the steam mill.
Spain got changed and then reverted.
Venice is Venice
 
What exactly is this spinning coin you can (un)check in the top left of the city screen, and why am I just noticing it now? I'm either going crazy, or have somehow managed obliviousness despite playing this game for a myriad of hours: has this thing always been there?

Spoiler :
Screenshot (148).png
 
I notice you have a promotion that looks a bit like red barbed wire. Is this a GG that you captured from someone else? Not sure if that's the reason but it might be worth checking what that promotion says.
I think you must be right, managed to use another general to plant one. I wish there was expanding the UI panel so I could read promotions, sometimes units have so many they end up disappearing beneath the UI. Thank you
 
No, not really. But on higher difficulties you can see AI influence in the thousands. It get yields, and it does not get tired of sending diplomat after diplomat. A human would forget to send one once in a while.

When I get a chance (probably next week) I’m going to start a new game with your map. (Great work BTW!!) I played it before with sparse resources option & really enjoyed the mini game of wheeling dealing resources but I also try to make the game as balanced as possible for the Ai so relished that strategic resources would really handicap a warmongering civ (iron for ships etc). Do you agree?

My last few games I used the planet simulator map.

Is there any Civ you would like me to play for feedback about your map? I choose random when picking a Civ anyway. (Or a setting you are interested in to see how it generates and plays out ?) Think I’ll do an immortal, standard speed, large map run.
 
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Is there a fix for jfd rise to power and vp? I get messed up city tag (that thing above the city) gfx with eui and non eui versions of vp.
 
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