Quick Questions / Quick Answers

What does blockading a city do and how do you achieve it?
The city won't heal, and you can achieve it by surrounding the city with your units (every city-adjacent tile is occupied by your units). Land - naval units mix works (in case the city is coastal), so does multiple civilizations mix if they are at war with the city owner (e.g. you occupy 3 tiles, your ally who is also at war occupy the remaining 3 tiles).
Just came to my mind what happens if one of the tiles is Mountain, maybe then it cannot be put under full blockade, I don't know (except for Incas maybe?). Will test it when a situation as such arises (and I'll remember it lol).
 
Revolutionist, mountains count as an occupied unit, so if the city is surrounded by 3 mountain tiles and three normal tiles, it can be blockaded by occupying the 3 normal tiles.

In addition to city not healing, you also get +20% bonus when attacking a blockaded city.
 
Revolutionist, mountains count as an occupied unit, so if the city is surrounded by 3 mountain tiles and three normal tiles, it can be blockaded by occupying the 3 normal tiles.

In addition to city not healing, you also get +20% bonus when attacking a blockaded city.
Ahh, that's nice! So it's even stronger than I knew. Thanks for the extra information! :)
 
Is this something I can edit on my end? It’d be nice if I could still send a Civ into chaos with city revolts and barbs from unhappiness even if I have no actual intention of fully conquering them.

BALANCE_WAR_WEARINESS_POPULATION_CAP (default value 25%) has been added to NationalHappiness.sql for next version.
 
Revolutionist, mountains count as an occupied unit, so if the city is surrounded by 3 mountain tiles and three normal tiles, it can be blockaded by occupying the 3 normal tiles.

In addition to city not healing, you also get +20% bonus when attacking a blockaded city.
I think there's also something about the sea tiles. I think you do not need to place a ship on every sea tile next to a city. I think it is something like creating a naval ZOC around the city or something like that. Do I remember correctly?

Regarding the land blockade, as you said, mountains count as blockaded tiles, but I think lakes tiles (neighboring the besieged city) are a bit problematic as you need to put a unit on them too ro blockade a city.
 
I think there's also something about the sea tiles. I think you do not need to place a ship on every sea tile next to a city. I think it is something like creating a naval ZOC around the city or something like that. Do I remember correctly?

Regarding the land blockade, as you said, mountains count as blockaded tiles, but I think lakes tiles (neighboring the besieged city) are a bit problematic as you need to put a unit on them too ro blockade a city.

naval units will block both their hex and the two hexes adjacent for the purpose of blockades
 
Am I correct in understanding that I will have to add/remove some dependency ModIDs to various additional Civs ModInfo files in order to get them to work with the 43civ DLL? is it that simple?
 
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If I have more culture than Science and open Fealty before I get to Medieval era on tech tree, can I vassalize others? Or do I need to get a Medieval era tech (e.g. Chivalry)
 
If I have more culture than Science and open Fealty before I get to Medieval era on tech tree, can I vassalize others? Or do I need to get a Medieval era tech (e.g. Chivalry)

You need to reach the Medieval Era.
 
If humans can't make more than 2 units on the same turn without Authority/Zealotry, why should the AI be able to?
 
How do I remove the limit to the amount of cultural great person works that can be spawned in a game? I never recall ever having a limit to the amount of these works in much older versions, and now I'm being forced to bulb them in renaissance era every game.
 
How do I remove the limit to the amount of cultural great person works that can be spawned in a game? I never recall ever having a limit to the amount of these works in much older versions, and now I'm being forced to bulb them in renaissance era every game.
They are not limited because of a code that prevents a certain number of spawning but the amount of great works in the game and this issue tends to be more profound in bigger maps with more players so the fixed number of great works is consumed earlier ... the latest beta added more great works so it should have reduced this.
there are mods that add mkre great works but i'm not sure if they are compatible with VP or not.
 
They are not limited because of a code that prevents a certain number of spawning but the amount of great works in the game and this issue tends to be more profound in bigger maps with more players so the fixed number of great works is consumed earlier ... the latest beta added more great works so it should have reduced this.
there are mods that add mkre great works but i'm not sure if they are compatible with VP or not.

So wierd because I've always played huge maps with 20 players and never had the issue in a particular version from a year and a half ago. Thanks though
 
So wierd because I've always played huge maps with 20 players and never had the issue in a particular version from a year and a half ago. Thanks though
Although this is the way that great artists and musicians are also handled, it's more noticeable with great writers since every player gets a free great writer with the heroic epic and writers guild is available earlier that artists or musician.
 
A question about The Great Wall. I don't usually go for it, usually to late, but did this game. It says once you reach Gunpowder is reached you lose its effects & bonuses. This includes increasing your supply limit by 3, though could have sworn it was 5 earlier when I took it. My question is does this increase go as well, as in my game it doesn't seem to have, though the supply limit is strange how it goes up & down. So not sure.
 
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