Quick Questions / Quick Answers

When I end turn two Japanese lancers poof into existence 1NE and 1NW of Kyoto.
The one 1NE is able to move immediately, and kills my musketman.

Japan is not friends with any militaristic city states.
Japan doesn't have vassals.
Japan doesn't have faith purchasing belief.
Kyoto is currently working the defense process.
Japan had 6 tradition, 6 fealty, 6 rationalism, 1 order.
What am I missing that would enable him to get the lancers out of nowhere, and then to have them move immediately?

Spoiler :

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They do not. With regards to Milae's situation, there is a different promotion that gives something with the same name. Don't remember where it counts from, but I think it's temporary.

There is the special Moral event on one hand that gave a temporary version of the promotion that stacked with the permanent one. On the other hand, the Scottish custom civ also gives access to a UNW that gives temporary stacking combat bonus when liberating a city or unlocking a policy.
 
Anyone know what determines whether a defeated civ will accept becoming a vassal in a peace negotiations? On the latest patch. I've noticed a few times they will not even with Warscore 100. Even the option for capitulation is greyed out in the trade screen - just would like to know the circumstances that determine this if possible
 
When I end turn two Japanese lancers poof into existence 1NE and 1NW of Kyoto.
The one 1NE is able to move immediately, and kills my musketman.

Japan is not friends with any militaristic city states.
Japan doesn't have vassals.
Japan doesn't have faith purchasing belief.
Kyoto is currently working the defense process.
Japan had 6 tradition, 6 fealty, 6 rationalism, 1 order.
What am I missing that would enable him to get the lancers out of nowhere, and then to have them move immediately?


I don't know the answer - but I've noticed this as well in my recent game, but I did not research and just attributed to one of the things that you mentioned that Japan does not have. But I'm replying because I was thoroughly impressed with your game - size and scope- it looked awesome.
 
I conquered the Celt's holy city ( and did not have my own religion) and they had a religion - on the city banner it only shows the founder belief so I was wondering do you get their unique pantheon belief?
 
How do I replace one unit model with another. Using the tiger model for generic tanks has broken r.e.d. Modpack. Now tanks are all tigers and t34s are unique models for each civ.
 
What affects unit production based on unhappiness? I'm seeing a -10% to production on all cities, but all of my cities have excess happiness with 87% global.

Is this due to having a puppet city? (I have one so far)
 
ATTENTION, PLEASE! IT"S A MADNESS! HOW can you play in VP in late game? I like this mod and spent days for it, but now I see the following: Turn 388, atomic era, using standard map settings, some compatible small mods that don't affect on gameplay. 10 players on a map, and I see that Korea and Greece have negative gold rate (-100/ - 200 gold per turn for last 10-20 game turns). BUT their treasury (sum of gold) is increasing every turn for a couple of thousands of gold or even more. How is it possible? And due to that they have now 80 000+ gold overall and it is awful and ruins all pleasure from the game. Before atomic era I didn't see such problem
 
ATTENTION, PLEASE! IT"S A MADNESS! HOW can you play in VP in late game? I like this mod and spent days for it, but now I see the following: Turn 388, atomic era, using standard map settings, some compatible small mods that don't affect on gameplay. 10 players on a map, and I see that Korea and Greece have negative gold rate (-100/ - 200 gold per turn for last 10-20 game turns). BUT their treasury (sum of gold) is increasing every turn for a couple of thousands of gold or even more. How is it possible? And due to that they have now 80 000+ gold overall and it is awful and ruins all pleasure from the game. Before atomic era I didn't see such problem

Maybe yield pops from religion, policies? For example progress gives gold when a citizen is born, and authority gold when border expands
 
ATTENTION, PLEASE! IT"S A MADNESS! HOW can you play in VP in late game? I like this mod and spent days for it, but now I see the following: Turn 388, atomic era, using standard map settings, some compatible small mods that don't affect on gameplay. 10 players on a map, and I see that Korea and Greece have negative gold rate (-100/ - 200 gold per turn for last 10-20 game turns). BUT their treasury (sum of gold) is increasing every turn for a couple of thousands of gold or even more. How is it possible? And due to that they have now 80 000+ gold overall and it is awful and ruins all pleasure from the game. Before atomic era I didn't see such problem
In my latest game this was happening exactly with my civ because of the religion/culture policies i chose, for 100+ turns i had -150 gold per turn (because of the really high and weird vassal maintenance costs), but was able to not go into debt and even accumulate gold because of my borders growing, citizens being born, enemy units being killed, conquering cities, spy events that give you 5000+ gold, etc.
 
I have a simple question, if I change something in the mod files such as difficulty modifiers, will that take effect in an already running game?

Another question, is the simple way to edit the files in a way that it makes easier to conquer cities? By decreasing health for example. I want to get the AI more able to actually conquer cities from other civs.
 
I have a simple question, if I change something in the mod files such as difficulty modifiers, will that take effect in an already running game?

You need to reload the mod, so you have to save, exit to main menu, load mods and reload the saved game.

The vast majority of stuff defined in SQL or XML can be updated this way. It won't affect things that already happened e.g. if you reduce the free XP that AI units get then existing units won't be affected, but new units will. There are a few defines that are only referenced once when games are created (e.g. number of available religions) and then stored in the save file, but I don't believe any of the difficulty modifiers are in this category.

I have used this technique to salvage an interesting game where I started at the highest difficulty I play at only to discover the start position was particularly tough.
 
I have a question about an edge case with the "gift specific unit" quest.
They wanted a frigate. I researched dynamite (where frigates obsolete). Quest got cancelled immediately. I'm pretty sure it was a relatively recent quest (<10 turns). So I'm assuming that me researching dynamite was the reason it got cancelled.
The question is would the quest still get cancelled if I still own frigates?
What about if I don't, but already sent a frigate, but it didn't arrive yet?
 
You need to reload the mod, so you have to save, exit to main menu, load mods and reload the saved game.

So I just save, exit the game, make the changes and reload the game like usual? Do I need to deactivate and activate the mod again to force it to reload?
 
So I just save, exit the game, make the changes and reload the game like usual? Do I need to deactivate and activate the mod again to force it to reload?

No special action on the mods is required. You don't need to quit civ, although that would work too. Just exit to main menu, then go through the normal process of loading mods, then the saved game :)
 
No special action on the mods is required. You don't need to quit civ, although that would work too. Just exit to main menu, then go through the normal process of loading mods, then the saved game :)

Thanks a lot. Seems to work. I tried decreasing the city health gained from buildings but that doesn't seem to have taken effect.
 
I don't know that part of the code, but I would guess city HP is a stored number. It will get increased when the appropriate buildings are built. Changing the values in SQL/XML would then only affect buildings built after the change, not retrospectively to existing buildings.
 
I don't know that part of the code, but I would guess city HP is a stored number. It will get increased when the appropriate buildings are built. Changing the values in SQL/XML would then only affect buildings built after the change, not retrospectively to existing buildings.
I see thanks a lot.

One more question while I have you if you don't mind. How can I mod happiness in the current update? There used to be a lot of code in the various files in the happiness folder but there's a lot less now, no idea what to do to make needs less harsh for example.
 
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