Quick Questions / Quick Answers

How does the Burghers policy work? It gives +15% while in WLTKD but not GA, as the texts implies. Don't know about double border growth.

Honestly, fealty is so rock solid, I would be alright if this policy had only -1 urbanization reduction. Double border growth especially strike me as too much of a present for authority which already benefits massively from fealty.
 
I tried to trade the AI a newly settled satellite city to complete a CS quest but the AI just don't want it. Is there a turn limit for trading cities to the AI, where a city must be settled for x turns before being eligible for trade?
 
I tried to trade the AI a newly settled satellite city to complete a CS quest but the AI just don't want it. Is there a turn limit for trading cities to the AI, where a city must be settled for x turns before being eligible for trade?

That's correct, yes. 40 something turns. Blocks the exploit where you found cities just to sell them.
 
What is the advantage of razing a puppetted city? I have these 3 cities that are not the best, I dont want to take them, but in total they generate 12 unhappiness. I feel that the %5 penalty for taking them is too much.
 
What is the advantage of razing a puppetted city? I have these 3 cities that are not the best, I dont want to take them, but in total they generate 12 unhappiness. I feel that the %5 penalty for taking them is too much.
Razed cities won't generate any unhappiness and enemies can't retake them. If you raze 3 cities and then found/take another one, the penalty for having cities is reduced by 2 cities.
 
I have another question: I have a reformation belief that gives me attack bonus on my own territories. Does that apply even if the city's territory I am in (my city) is not of my religion?
 
Razed cities won't generate any unhappiness and enemies can't retake them. If you raze 3 cities and then found/take another one, the penalty for having cities is reduced by 2 cities.

Can you explain the last sentence? Razing cities give anything beyond just removing the bonuses of puppeted city and its unhappiness?
 
Can you explain the last sentence? Razing cities give anything beyond just removing the bonuses of puppeted city and its unhappiness?
Razing puppeted cities no, because puppeted cities do not raise the penalty for technology and policy cost.
 
How do you get the 2 unit per tile mod to work with this?
I have tried just about everything, it doesn't work.
I have tried toggling global stacking rules, no bueno.
I tried directly adding lines into StackingRules.sql, like this:

-- Unit stacking limit in cities
INSERT INTO Defines(Name, Value) VALUES('CITY_UNIT_LIMIT', 2);
INSERT INTO Defines(Name, Value) VALUES('PLOT_UNIT_LIMIT', 2);

It doesn't work (city does, not plot).
It's especially frustrating, because somehow I had gotten it working, but had to reinstall the mod and now it just won't do.

EDIT: not solved, maybe. I found a copy of the older files. There may have been some file corruption issues as well (shader cache, steam itself, I'm not sure, but a full steam+game reinstall plus old files fixed it).
 
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Is there any (relatively easy) way to disable AI building world wonders? Not that I would be particularly interested in going wonderhoeing; just would be interested to see how different - if any - the game would play out if world wonders were off limits to them. (Maintaining the ability to build some myself would be a plus, but not a deal breaker.)
 
can anyone explain the aqueduct production bonus?
"and +25% of the production of the city is added to the city's current production"
 
can anyone explain the aqueduct production bonus?
"and +25% of the production of the city is added to the city's current production"

You receive an instant yield of hammers equal to 25% of the city's per-turn hammers. For example, if a city has 20 production per turn, the city receives 5 instant production toward the current production when a citizen is born.
 
The City-States rewards when you first meet them, is it variable on circumstances? does it change if you are not the first civ to do it? or it really doesnt matter and its "fix"?
 
Is it possible to enable purchasing cities using GPT? Something along the lines of the "allow lump sum trades for resources" but for GPT for lump sum trade items.

this is particularly important as without being able to trade cities for GPT it's impossible to trade cities if they are values above 9999 gold, as that's the max you can trade at a single given time.
 
Do global penalties for broken promises get applied to Civs you haven't met yet? It doesn't show atleast. Also if Casus Belli gets repealed or Global Peace Accord gets passed, do the penalties of past but recent conquests get increased?
 
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