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So it's basically (#Happy/#Unhappy)/2 ....
Thanks for the translation! Never understood that calculation before, I always thought it was like (#Happy) / (#Happy + #Unhappy)
 
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Authority opener gives culture for a) killing units b) clearing barb camps. If you do both at once, I assume you would get a+b, but it appears you only get a). I only got 8 culture when I cleared a barb camp with a brute in it; I was expecting double that.
 
Authority opener gives culture for a) killing units b) clearing barb camps. If you do both at once, I assume you would get a+b, but it appears you only get a). I only got 8 culture when I cleared a barb camp with a brute in it; I was expecting double that.

Sounds like a bug to me.
 
Hello. I would like to modify (shorten) time between congress sessions. In Vanilla i would simply modify LeaguePercent value in BNW Gamespeeds or Era.xml. But I can't fight anything related to it in CPP mod files. Any help please ?
 
Does the AI automatically receive the morale promotion on all land units? I'm 215 turns into my current game on the 3-1 beta and haven't seen a single AI land unit without it.
 
Does the AI automatically receive the morale promotion on all land units? I'm 215 turns into my current game on the 3-1 beta and haven't seen a single AI land unit without it.

Heroic Epic unlocked through Iron Working does that. You have the National Wonder too.
 
I'm aware of that. I'm just thinking that the AI may be receiving it automatically for all land units. I will be on the look out for when they build a unit in a non-capital/HE city.

I think it's a fairly recent change but the promotion is now given to all land units, not just those build in the HE city. The text might not have been updated. Either that or I'm just confusing the versions.
 
I am positive it is not being granted to units built by the human player in cities without the HE.

Just checked the code and it is limited in the city with HE. Not sure about where the AI build most of their units though.
 
Just checked the code and it is limited in the city with HE. Not sure about where the AI build most of their units though.

They prioritize their best military construction cities for unit building (high Production, EXP buildings, Heroic Epic would all contribute, I believe).

If the AI has Orders I believe that gives the Morale promotion as well.

There's also an event which gives a temporary Morale promotion.
 
They prioritize their best military construction cities for unit building (high Production, EXP buildings, Heroic Epic would all contribute, I believe).

If the AI has Orders I believe that gives the Morale promotion as well.

There's also an event which gives a temporary Morale promotion.

Thanks for the info! I forgot about Orders..which the AI I'm at war with has. The other AI civs are definitely prioritizing building their units in the HE city - which is good!
 
Anyone know how I can add something like -1 :c5unhappy: Unhappiness from :c5food:/:c5production: Distress or -1 :c5unhappy: Unhappiness from :c5gold: Poverty to a building?
 
Anyone know how I can add something like -1 :c5unhappy: Unhappiness from :c5food:/:c5production: Distress or -1 :c5unhappy: Unhappiness from :c5gold: Poverty to a building?
Under the table <Building_UnhappinessNeedsFlatReduction>.

Example row:
Code:
<Building_UnhappinessNeedsFlatReduction>
        <Row>
            <BuildingType>BUILDING_JAIL</BuildingType>
            <YieldType>YIELD_PRODUCTION</YieldType>
            <Yield>1</Yield>
        </Row>
</Building_UnhappinessNeedsFlatReduction>
 
How do I see what an AI city has before capturing it? I know I can see wonders/population/religion. And I know I can "View City" after capture, but I mean before (e.g. if I wanted to know which city to capture).

Thanks,
M
 
How do I see what an AI city has before capturing it? I know I can see wonders/population/religion. And I know I can "View City" after capture, but I mean before (e.g. if I wanted to know which city to capture).

Thanks,
M
Place one of your spies in the city.
 

Not entirely true. Many buildings have a physical presence on the map and it can be (for some of us) a fun minigame to spot them. Also, you may be able to tell if they have a granary or forge, for example, by checking the yields (I'm fairly sure this works). All wonders from the base game are visible (is that true of the added wonders?).

You can check in the pedia on the probability that each building will survive capture.
 
Not entirely true. Many buildings have a physical presence on the map and it can be (for some of us) a fun minigame to spot them. Also, you may be able to tell if they have a granary or forge, for example, by checking the yields (I'm fairly sure this works). All wonders from the base game are visible (is that true of the added wonders?).

You can check in the pedia on the probability that each building will survive capture.

True, but there's no way to view another player's city screen without spies or observer/debug mode.

Not sure whether the displayed yields on other players' city tiles are accurate.
 
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