Quick Questions / Quick Answers

Hi, I have a strange problem - my prophet can not spread religion to a city state. I have a quest in the CS, I moved the GP there, tried standing adjacent to the city on land, on water and on top of the city itself. The "spread religion" option does not show up (I have 2 spreads left). What can be the reason? There's no inquisitor there (and should not be - it's a CS after all). It has another religion already, but I checked its beliefs and there's nothing that could prevent spreading. What's happening?

Is that CS allied to Spain?
 
I have a 3 pop city with 3 unhappiness because the tiles are terrible, let's say I build barracks (-1 distress) is it intended that after losing 1 unhappiness from distress I get 1 unhappiness from another source like poverty? So in the end I still have 3 unhappiness

Do maps with flat lands like great plains favor the AI much more than me?
 
I have a 3 pop city with 3 unhappiness because the tiles are terrible, let's say I build barracks (-1 distress) is it intended that after losing 1 unhappiness from distress I get 1 unhappiness from another source like poverty? So in the end I still have 3 unhappiness

Do maps with flat lands like great plains favor the AI much more than me?

You don't 'gain' the unhappiness in as much so that the unhappiness was already there, but you just couldn't have more than the city population. Both city Happiness and Unhappiness are capped by current population, but their actual values may be higher.
The Unhappiness breakdown should show you actual unhappiness values of each need and how much you'd need to lower them.
 
Hi, is it possible to tweak something to remove just one event from the event system (because it is really annoying) without disabling the whole event system? I have already disabled "bad events" in the advanced setup, but the "Bad Omen" event that just puts all my cities in resistance for 3 turns keeps happening. Is there a file that can be modified to disable it?
 
So it seems there is something weird going on with modding Marble yields with a building. I made an example mod attached to this comment that just increases the yields of Iron and Marble. The Iron works but the Marble doesn't. Every resource except marble works. Any idea why this is happening? Should I submit a bug report to Github?
 

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Hi, is it possible to tweak something to remove just one event from the event system (because it is really annoying) without disabling the whole event system? I have already disabled "bad events" in the advanced setup, but the "Bad Omen" event that just puts all my cities in resistance for 3 turns keeps happening. Is there a file that can be modified to disable it?
I believe you can manually delete the said event from the files within the Events module. It should be quite human readable, you do not need to know much about modding.
 
What is the most standard map that VP is balanced for? Continents or Communitas? @Gazebo, @Recursive, on what map do you test AI?

I typically test on Pangaea or Continents. This isn't really for reasons of balance, however, they're just convenient maps for testing diplomacy.

Gazebo runs a lot of AI test games.
 
1.) Does anyone else get the impression that land is claimed far too slowly? I'm nearing 1000AD in my current game and there are still large chunks of my continent unclaimed by AIs. I have the 33% border spreading mod but it doesn't seem to make that much of a difference. I think it would be more fun for early conflicts to arise due to border disputes. Any way this can be sped up further, or made into a future version?

2.) Do vassals count towards domination victory? I have Arabia as a vassal but they still own Mecca. It wouldn't make sense, if I want to win a domination victory, to break my vassalage just to take Mecca.
 
I typically test on Pangaea or Continents. This isn't really for reasons of balance, however, they're just convenient maps for testing diplomacy.

Gazebo runs a lot of AI test games.
Thanks. I thought that Communitas map script has been designed for VP, therefore it would be the most balanced. Do you know on what maps Gazebo runs AI tests?

Do vassals count towards domination victory? I have Arabia as a vassal but they still own Mecca. It wouldn't make sense, if I want to win a domination victory, to break my vassalage just to take Mecca.
I don't think so.
 
1.) Does anyone else get the impression that land is claimed far too slowly? I'm nearing 1000AD in my current game and there are still large chunks of my continent unclaimed by AIs. I have the 33% border spreading mod but it doesn't seem to make that much of a difference. I think it would be more fun for early conflicts to arise due to border disputes. Any way this can be sped up further, or made into a future version?

2.) Do vassals count towards domination victory? I have Arabia as a vassal but they still own Mecca. It wouldn't make sense, if I want to win a domination victory, to break my vassalage just to take Mecca.
Re 1) Haha, other people complain the AI grabs all land around them too quickly. I guess you can't make everyone happy :-) What are your settings? Have you tried increasing number of civs? Or up the difficulty?

Re 2) Yes, vassals DO count towards domination victory, you do not need to capture your vassals capital.
 
1.) Does anyone else get the impression that land is claimed far too slowly? I'm nearing 1000AD in my current game and there are still large chunks of my continent unclaimed by AIs. I have the 33% border spreading mod but it doesn't seem to make that much of a difference. I think it would be more fun for early conflicts to arise due to border disputes. Any way this can be sped up further, or made into a future version?

2.) Do vassals count towards domination victory? I have Arabia as a vassal but they still own Mecca. It wouldn't make sense, if I want to win a domination victory, to break my vassalage just to take Mecca.

The AI more or less follows the same rules as the players which means they also expand in chunks and (usually) cant just grab all land available without tanking happiness.
Settlers costing a pop have some impact on the AI also.
I'm pretty sure you have to take his capital, best way/most convenient is probably to keep him as vassal, take all other capitals and then kill him/Mecca last.
 
Is there any way to take control of the AI to see everything their policies, buildings etc. IGE's option to take control doesn't work properly, possibly because of vox populi
 
Are instant yields counted when calculating unhappiness? I.e can I expect to suffer less illiteracy unhappiness if I'm playing as Russia and heavily invest into border popping.
 
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