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Is this a bug? I have 109 base food but the final total food is -16 because of some negative modifiers. I think it should go to 0 but negative sounds like a bug

Which version are you playing? That bug was fixed some time ago IIRC.
 
Can anyone explain this bizzare unhappiness, and a lot of it is coming from my most developed cities as well where I literally cannot build any more buildings to stop this ****...

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Can anyone explain this bizzare unhappiness, and a lot of it is coming from my most developed cities as well where I literally cannot build any more buildings to stop this ****...

Needs are based on the median yields across the world, meaning that if you have much higher population, you will be penalized because the rest of the world is producing much less. Specialists can play into this because they siphon food and produce additional urbanization unhappiness. There are no easy ways to fix this, but on the other hand, it doesn't matter so long as you're above 50%.
 
I was first in crop, goods and GNP when I was 5th in population and still had the same issue.
My population compared to amount of cities is not anything crazy.
I also don´t have a lot of specialists overall.

Porblem is im playing as a agressive civ and wanted to go for domination, but this happiness weirdness means I can barely stay positive, it basically fudgs my entire game.
It kinda seems like my very high productivity somehow fudgs up the happiness, when it should be the opposite...
 
Which version are you playing? That bug was fixed some time ago IIRC.

I'm playing the 4-17 beta, only CBP and CBO, wonder race and infoaddict

I also have been having an extreme amount of crashes in the late game modern era. I have 80 units and crash every few units I move. The game is even installed on the ssd and still takes forever to load
 
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I was first in crop, goods and GNP when I was 5th in population and still had the same issue.
My population compared to amount of cities is not anything crazy.
I also don´t have a lot of specialists overall.

Porblem is im playing as a agressive civ and wanted to go for domination, but this happiness weirdness means I can barely stay positive, it basically ****s my entire game.
It kinda seems like my very high productivity somehow ****s up the happiness, when it should be the opposite...

If you're going wide, the idea is that Public Works become mandatory to lower Unhappiness as to not have it become crippling. Needs can skyrocket based on empire city number and tech advantage. It's a kind of a failsafe system to prevent extremely wide and warmonger plays.
Maybe city size needs to lower Unhappiness a bit more than it does currently (I think you get only a few percent off from a 10 pop city) especially considering how city growth has been pushed down noticeably with Settler changes and the like.

When I have tried wide play, I also have seen large Unhappiness bursts that are mended with policies, but never fully taken care of.
 
Hello, a very quick question:

Is a Water Mill the only economic advantage of being adjacent to a river right now? No other buildings or bonuses?
Thanks :)
 
@Necamijat , oh, I didn't know that. Are you saying that there is a local city-population based modifier on unhappiness? Is it what some players mean when advocating "outgrowing" unhappiness instead of locking the city growth?

The yield needs will rise depending on empire size (ie. city number) and tech progression but will fall slightly as the city grows. Currently, I think that the reduction in needs due to city growth is too low to matter for wide cities, as I'm assuming the function is non-linear and gets worthwhile on 20+ pop. Current needs modifiers should be visible on the Unhappiness section of city screen, but someone that boots a game they can correct me if I'm wrong.
 
@Necamijat , oh, I didn't know that. Are you saying that there is a local city-population based modifier on unhappiness? Is it what some players mean when advocating "outgrowing" unhappiness instead of locking the city growth?

-1% per 2 citizens, I think? Maybe it's 1:1, I forget.

Public Works were never intended to be mandatory to build if playing wide, the original intention was as an emergency button if things got out of control.

Also, my own thoughts are that if you own all the cities and the median rises greatly as a result, the system should be working better...
 
The yield needs will rise depending on empire size (ie. city number) and tech progression but will fall slightly as the city grows. Currently, I think that the reduction in needs due to city growth is too low to matter for wide cities, as I'm assuming the function is non-linear and gets worthwhile on 20+ pop. Current needs modifiers should be visible on the Unhappiness section of city screen, but someone that boots a game they can correct me if I'm wrong.

Hmm...sounds like this makes wide play very difficult.
I conquered a bunch of stuff in the early and somewhat early game and have been stuck with slightly negative or possitive happiness ever since, im in the mid game atm I would say.
I have been building some public works to try to get some positive happiness so I could maybe conquer something at some point, but its not really making that much of an impact.

But yeah I just dont really understand how I can be leading in producing things that should decrease powerty and distress while not having a massive population advantage, and still get my happiness crippled by exactly those things...
 
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Autoplay questions:

1. Any way to make it show notifications of "wonder built by X", "X declared war on Y", "X made peace with Y", "City A conquered by X", etc. on the right of the screen, like the decouncing and DoF messages?
2. In the Demographics screen, is there any way to make it show the Best and Worst civs?
 
Autoplay questions:

1. Any way to make it show notifications of "wonder built by X", "X declared war on Y", "X made peace with Y", "City A conquered by X", etc. on the right of the screen, like the decouncing and DoF messages?
2. In the Demographics screen, is there any way to make it show the Best and Worst civs?

Yeah, the lack of those notifications has annoyed me as well. I'll see if I can get that implemented.
 
I noticed a +5% defense bonus on marshes while the civilopedia entry states it has a penalty instead. Wasn't it -10% some versions ago?
 
I noticed a +5% defense bonus on marshes while the civilopedia entry states it has a penalty instead. Wasn't it -10% some versions ago?

It's been 5% for as long as I can remember. AI had trouble dealing with terrain penalties.
 
Missile units gain +6xp per shot which I believe is a bug. Is there a hotfix somewhere for this?
 
Missile units gain +6xp per shot which I believe is a bug. Is there a hotfix somewhere for this?

There's a bug with most units gaining extra XP for some reason. The modders are aware, but I don't think there's an official fix available. Someone can correct me and I'll remove my post if so.
 
Missile units gain +6xp per shot which I believe is a bug. Is there a hotfix somewhere for this?

There's a bug with most units gaining extra XP for some reason. The modders are aware, but I don't think there's an official fix available. Someone can correct me and I'll remove my post if so.

Gazebo was planning to fix that bug - he hasn't posted his fix yet.
 
so i've been wondering about this for awhile but how do i view the promotion tree ui? I have the full vp package enabled.
 
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