Quick Questions / Quick Answers

I failed to found a religion but got a very nice one spread to me. However when I conquered someone else's holy city it forces me to adopt their religion, so I was wondering if there was any way around this. I could make 20+ missionaries and flip the holy city but I'm guessing that still won't do anything?

This is obviously a pretty narrow corner case so I'm just asking for tricks rather than suggesting there should be the option to refuse a religion.
 
Does anyone know what the aircraft carrier uses as it's defense against airplanes- is it their range attack of 45 or their melee defense of 90? I think with range land units they use their range attack score to defend against ranged attacks but usually the ranged attack is higher than their melee with the Carrier their range attack score is so much lower so I'm just wondering - how to promote or just hide it from planes- the 75% defensive promotions off of 45 would still get it crushed most likely unless I protect with fighters but I'm planning to use it for my dogfighters. Playing 12/1 with 2/4 patches-- Thanks!

Aircraft attacks always use RCS when possible, so yeah the carrier can get hit pretty hard. That said, carriers have innate interception, and should generally bring some fighters and/or destroyer support so that there is an interception screen around the carrier.
 
I failed to found a religion but got a very nice one spread to me. However when I conquered someone else's holy city it forces me to adopt their religion, so I was wondering if there was any way around this. I could make 20+ missionaries and flip the holy city but I'm guessing that still won't do anything?

This is obviously a pretty narrow corner case so I'm just asking for tricks rather than suggesting there should be the option to refuse a religion.

Well, you become Head of the conquered religion, but this has no impact on the cities that follow the religion that was spread to you - they still get the same benefits as before. {EDIT This part may not be true: You also get the reformation benefits of your majority religion, not the one that you are the Head of.}

Depending on the beliefs of the conquered religion, you can either leave it following that religion or convert it to your preferred religion with inquisitors/missionaries, although you may have to repeat this from time to time. If left it would get benefits from founder and enhancer beliefs, so it depends if they are useful and perhaps on how widespread the captured religion is.
 
Last edited:
Aircraft attacks always use RCS when possible, so yeah the carrier can get hit pretty hard. That said, carriers have innate interception, and should generally bring some fighters and/or destroyer support so that there is an interception screen around the carrier.
Did anything change about how interception works? I think at some point in the past it terminated the bombing run (by either/both AA and fighters?) before hitting the target, but it seems the bombers inflict (reduced?) damage even if intercepted now. I am 2 versions behind, so maybe my experience is outdated though.

So in your example, even you have AA escorts and you load the carrier with interceptors, the carrier would still be sunk if attacked by enough bombers - even if you intercept them all. Correct? Or am I misremembering things?
 
Well, you become Head of the conquered religion, but this has no impact on the cities that follow the religion that was spread to you - they still get the same benefits as before. You also get the reformation benefits of your majority religion, not the one that you are the Head of.

Depending on the beliefs of the conquered religion, you can either leave it following that religion or convert it to your preferred religion with inquisitors/missionaries, although you may have to repeat this from time to time. If left it would get benefits from founder and enhancer beliefs, so it depends if they are useful and perhaps on how widespread the captured religion is.

Interesting are you sure it is meant to work that way? Because for me it isn't. I had crusader zeal when I took the holy city and got gold/culture but when I took the next city it had gone. My majority never flipped between the two.

I am running the 4c mod and advanced setup for always war on top of the base mod but it doesn't seem likely any of that would cause religion changes.
 
Interesting are you sure it is meant to work that way? Because for me it isn't. I had crusader zeal when I took the holy city and got gold/culture but when I took the next city it had gone. My majority never flipped between the two.

I'm probably wrong then - the relevant code is fiendishly difficult to follow, but I thought that I had cracked it. To get the conquest bonus for Crusader Spirit as a non-founder I would expect that, in addition to it belonging to your majority religion, you would need your capital to have a majority of followers for that religion too. However, it doesn't sound like that could be the reason you didn't get it, so I'm baffled.

It would be interesting to know if your units continued to get the combat bonus and, if so, at what level.
 
Did anything change about how interception works? I think at some point in the past it terminated the bombing run (by either/both AA and fighters?) before hitting the target, but it seems the bombers inflict (reduced?) damage even if intercepted now. I am 2 versions behind, so maybe my experience is outdated though.

So in your example, even you have AA escorts and you load the carrier with interceptors, the carrier would still be sunk if attacked by enough bombers - even if you intercept them all. Correct? Or am I misremembering things?

Interception still completely blocks the attack. What you may be seeing is that the interception didn't hit (either the interception chance didn't succeed or maybe the bomber had air penetration promotions).
 
I'm probably wrong then - the relevant code is fiendishly difficult to follow, but I thought that I had cracked it. To get the conquest bonus for Crusader Spirit as a non-founder I would expect that, in addition to it belonging to your majority religion, you would need your capital to have a majority of followers for that religion too. However, it doesn't sound like that could be the reason you didn't get it, so I'm baffled.

It would be interesting to know if your units continued to get the combat bonus and, if so, at what level.

Aztecs had crusader zeal and once it spread to one of my cities I spread it to all four. At that point they lost their +20 bonus vs me and I gained it vs Siam. (not sure if I got it from 2-3 cities but certainly when all my cities were flipped)

Then when I took Siam's capital I got culture/gold from crusader zeal. Was forced into his religion and then lost the zeal bonus vs him and Aztecs got it back vs me. When I took another city off Siam I didn't get culture/gold
 
Aztecs had crusader zeal and once it spread to one of my cities I spread it to all four. At that point they lost their +20 bonus vs me and I gained it vs Siam. (not sure if I got it from 2-3 cities but certainly when all my cities were flipped)

Then when I took Siam's capital I got culture/gold from crusader zeal. Was forced into his religion and then lost the zeal bonus vs him and Aztecs got it back vs me. When I took another city off Siam I didn't get culture/gold

Thank you for the information - one final question if I may: Did you continue to get the 10% bonus against Siam? I'm interested to know if the whole belief was lost or if there is something odd about the city capture bonus.

Returning to your original question, I think the only way to stop you from having the Siamese religion would be to capture the Aztec holy city (and have a majority of cities following the Aztec religion) - not much use I know.
 
Thank you for the information - one final question if I may: Did you continue to get the 10% bonus against Siam? I'm interested to know if the whole belief was lost or if there is something odd about the city capture bonus.

Returning to your original question, I think the only way to stop you from having the Siamese religion would be to capture the Aztec holy city (and have a majority of cities following the Aztec religion) - not much use I know.

I lost the whole bonus. To be fair I got very lucky to have such a good religion spread to me and I did get 2k gold which was very helpful. I could never have got zeal even if I had founded anyway. Plus I am winning anyway now :)

It is interesting trying to work out if there is anyway around it even if there isn't.
 
Interception still completely blocks the attack. What you may be seeing is that the interception didn't hit (either the interception chance didn't succeed or maybe the bomber had air penetration promotions).
Oooh, right, it must have been the promotions. Do you know how exactly they work? The bomber gets intercepted, but it still does (some %) damage? Thanks
 
Oooh, right, it must have been the promotions. Do you know how exactly they work? The bomber gets intercepted, but it still does (some %) damage? Thanks

As I far as I understand it, it works like this.

Lets say the bomber attacks an area with a AA gun nearby. The AA gun has a 60% chance to intercept due to its promotions (and there is nothing in the area that has a higher chance for this example). A 60% chance is rolled, and it hits, so the bomber is intercepted.

Now the bomber has Air Penetration, which is a 33% chance to evade interception. Because the bomber was intercepted, this chance is now rolled. The bomber successfully rolls its 33%, and so the interception is wasted. Or...if the bomber fails its check, the interception goes through as normal, the bomber loses its attack and takes full damage. Just to note, that in this example the bomber had a total chance of 40% to be intercepted.

Now this is different from the Stealth Bomber's evasion promotion. In that case, the stealth bomber actually does take less damage from interceptions, but it still loses its attack if intercepted.
 
Does anyone remember how much bonus fortify gives you? Also....do mounted units benefit from fortify?
 
IIRC it's 20% per turn fortified, up to 2 turns. Mounted units can't fortify at all. And I believe it's around -1% strength for every 3 hp lost or close to that.
 
In everyone’s experience/opinion- Does adding more mods to the standard VP invite problems- i.e. loading, CTDs and other issues - I used the JFD civs and played as the papal states with Prussia- (next time I want to be Prussia)- but I was constantly having difficulty loading and late game I had to turn off animations for combat because of CTD- I also couldn’t validate all my local files on steam as it would always need to retrieve files(not really sure at all what that means but I figured it wasn’t good) - I have pretty good/new system with 16gb- I would like to continue to add more civilizations (especially the new Goths and others )- Because the pope and Prussia were awesome and I’d also like to try enhanced naval warfare- but I would rather have error free or minimal with combat animations- i sink a ton of time into one game- I’m not really a computer person so I think my problem stems from doing the patch for 12/1 and one of the hot fixes was not save compatible but I did not start a new game - so in the future I will be ok with multiple mods - but just want to get some opinions- any thoughts would be appreciated-

PS- oh yeah and I use the info addict and quick turns never any problems (at least nowadays) - I’d also like to try the trade route UI
 
How does one disable the population requirement for settlers and population lost per settler? Is there a config file I can edit to change it?
 
In everyone’s experience/opinion- Does adding more mods to the standard VP invite problems- i.e. loading, CTDs and other issues - I used the JFD civs and played as the papal states with Prussia- (next time I want to be Prussia)- but I was constantly having difficulty loading and late game I had to turn off animations for combat because of CTD- I also couldn’t validate all my local files on steam as it would always need to retrieve files(not really sure at all what that means but I figured it wasn’t good) - I have pretty good/new system with 16gb- I would like to continue to add more civilizations (especially the new Goths and others )- Because the pope and Prussia were awesome and I’d also like to try enhanced naval warfare- but I would rather have error free or minimal with combat animations- i sink a ton of time into one game- I’m not really a computer person so I think my problem stems from doing the patch for 12/1 and one of the hot fixes was not save compatible but I did not start a new game - so in the future I will be ok with multiple mods - but just want to get some opinions- any thoughts would be appreciated-

PS- oh yeah and I use the info addict and quick turns never any problems (at least nowadays) - I’d also like to try the trade route UI
There is no universal answer, it depends on the extra mods you are adding. Mind you, the extra mods can even be incompatible between themselves, or it can be a 3-way combination with VP.

But in general, Civ5 is a 32-bit application and VP is a memory-heavy mod which may not play well with other mods consuming too much memory.

The usual offenders are mods adding tons of units, such as R.E.D. or Ethnic Units. You mention InfoAddict, it is compatible, but is known for CTDs when loading from within the game, it may be causing other problems too.

For compatibility, you can refer to the stickied mods compatibility thread, for extra civs, there's a thread for civs adjusted for VP. I would not recommend the unadjusted versions. Even if they work, they won't be balanced probably.

I for one use a ton of mods, add like 10-ish new units and I am getting 0 CTDs on a machine not too powerful. On my older, but very powerful computer, I was getting graphical glitches with Ethnic Units, etc. Sometimes it's a hit or miss.
 
As I far as I understand it, it works like this.

Lets say the bomber attacks an area with a AA gun nearby. The AA gun has a 60% chance to intercept due to its promotions (and there is nothing in the area that has a higher chance for this example). A 60% chance is rolled, and it hits, so the bomber is intercepted.

Now the bomber has Air Penetration, which is a 33% chance to evade interception. Because the bomber was intercepted, this chance is now rolled. The bomber successfully rolls its 33%, and so the interception is wasted. Or...if the bomber fails its check, the interception goes through as normal, the bomber loses its attack and takes full damage. Just to note, that in this example the bomber had a total chance of 40% to be intercepted.

Now this is different from the Stealth Bomber's evasion promotion. In that case, the stealth bomber actually does take less damage from interceptions, but it still loses its attack if intercepted.
Thanks, makes sense!

Do you know if terrain is taken into account when AAs and SAMs intercept? I've had a situation when my Zero was being one-shoted by a SAM and only damaged by another SAM, while both SAMs seemed to have the same promotions (and both were full health).
 
Back
Top Bottom