Quick Questions / Quick Answers

With Venice and their no trade restrictions, can you get the +5 influence per turn with Statecraft multiple times on the same city-state by sending routes from more than one of your cities to the same city state?
 
How do these guys have so many trade routes? Trade screen shows Brazil has 9 and Austria has 8, and that's just with me. We have similar techs and I only have 4.
 

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Could anyone explain the approval seen in the top bar? What is approval, what does it do and how do you influence it?

\Skodkim
 
Could anyone explain the approval seen in the top bar? What is approval, what does it do and how do you influence it?

\Skodkim

Ratio of happiness to unhappiness. If your happiness and unhappiness are equal it is 50%, if happiness is 2x or more than unhappiness it is 100% and if unhappiness is 2x more than happiness it is 0%.

Raise happiness or lower unhappiness to increase approval.
 
Does Assyria's bonus (free tech/large science boost when conquering cities) also apply to City States, or just opposing civilisations?
 
Is there a list of the order that a civ gets its various yields?

A quick example, lets say I am building a unit and on the same turn I am getting a tech that will unlock the upgraded version of that unit. So one of two things should happen:

1) Unit finishes (aka production occurs before science)
2) Unit shifts to upgraded version and still needs some hammers (science occurs before production).

I was curious if there was a general list somewhere of how that works.
 
I think I've had units finish on the same turn they become obsolete before. I also know if a city grows and finishes a council at the same time it gets the +5s yield.
 
Production occurs before Science/Food, that's why you should set your City to Production Focus if you're micromanaging, you can get a few extra hammers by having the auto-citizen default to a production tile then switching it to a specialist or food tile or whatever later.
 
Isn't it the opposite? Food would have to be before production, so after a citizen is born you immediately get one free turn of production from him.
In any case I believe I read years ago that VP got rid of this mechanic. I don't recall how. Maybe new citizen doesn't count at all until next turn?
 
Could someone explain how Venice Great Merchants work. I thought you could only have 3 additional cities via merchant creation but its allowing me more than 3
 
Could someone explain how Venice Great Merchants work. I thought you could only have 3 additional cities via merchant creation but its allowing me more than 3
You can create 3 Colonias. And buy City States.

If you can found more Colonias post on Github. That should not be possible... But for the mean time:

PROGRESS VENICE!
 
(latest beta patch)
With the statecraft policy that gives +1 influence to city state if you have a trade route to it for it each other trade route you have with city states (capped at 5). Is this reduced by difficulty or something? I have 5 trade routes with "friendly" city state (so it doesn't decay any quicker than normal) but I still only earn 1.53 influence per turn. How does that work exactly? If it is reduced by difficulty level perhaps it should be indicated in the policy tooltip or when hovering cursor inside city state over the influence bar it should give breakdown of how it is calculated or something right?
 
You can create 3 Colonias. And buy City States.

If you can found more Colonias post on Github. That should not be possible... But for the mean time:

PROGRESS VENICE!

Yeah I can create unlimited cities with Venice. So how does something like that happen? As far as im aware, Venice wasnt changed in the recent update. How does changing non-Venice specific code create that problem with Venice? I'm asking out of ignorance cause I don't know how coding works.
 
Are auto workers and civ specific improvements integrated? I did my first Brazil run and noticed that eventually I just had to steer them myself to make brazilwood camps.
 
Are auto workers and civ specific improvements integrated? I did my first Brazil run and noticed that eventually I just had to steer them myself to make brazilwood camps.

I played as France recently and my automated workers were building Chataeux, so I would say yes, they should do so.
 
Are auto workers and civ specific improvements integrated? I did my first Brazil run and noticed that eventually I just had to steer them myself to make brazilwood camps.
Were they building resource improvements and roads? I believe they will do those first. In the default game, teh recommendation for the terrain is sometimes not reall what you want to build on it. I usually manually use workers.
 
Were they building resource improvements and roads? I believe they will do those first. In the default game, teh recommendation for the terrain is sometimes not reall what you want to build on it. I usually manually use workers.

Yes, they were busy. Improving luxuries I can understand, but bonus resources or less should be foregoed in at least this instance in my opinion. I dislike the micro, but if it's just for a few civs, I guess micro it will be. :)

(Maybe it's harder to code in this case because the +culture yields of brazilcamp are gated towards getting a monopoly on them)
 
If India builds Borobudur, do they get missionaries ? I didn't want to check when I played India
 
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