Quick Questions / Quick Answers

When does spy gold stealing actually takes effect? Is it after the mission success or while mission is being "attempted"?

If former, what if mission fails - is stolen gold being returned? If latter, what if civ doesn't have enough gold at that turn?
It happens at the end of the mission.
 
Thanks a lot for the response. I was able to adjust these values in CoreDefines.sql. Also I am still interested in checking this file. Can you please let me know the location as windows search gave no results under MODS directory.

EDIT: The GPP threshold doesnt seem to affect GG/GA. Any ideas where that is defined?

It's a base game file. Files with "CIV5*" can generally be assumed to be from vanilla. It's in Assets/DLC/Expansion2/Gameplay/XML/GameInfo, to be exact.

GG/GA thresholds are affected by TrainPercent IIRC, but again, changing it will affect more than just that.
 
In the city production menu, there's a percentage next to the raw amount of production needed to build something. What's this percentage mean?

Also, another question of mine that I haven't seen an answer to yet: What's up with the "+1 Gold for all nearby luxuries" text when you hover over a luxury resource? Is this just a remnant of a removed mechanic or what?
 
I cannot remeber which conditions does ignite Reformation beliefs; please could anyone remeber me that?

Reformation beliefs come from converting enough of the world's total population to your religion (20% by default), then building the wonder corresponding to your founder belief in your holy city. Some medieval era wonders can reduce the requirement on converting citizens by 5% (not sure if this stacks from each wonder but I don't think I'll feel the need to find out any time soon).
 
I have a question regarding English spies, it's said that they operate as one level higher than regular spies. What about third level spies? How do they operate?
 
Where are AI's religion name preferences stored? I.e. when India should try to pick Hinduism or Arabia Islam. Just noticed that Austria picking Buddhism when Protestantism is available, or Babylon picking Buddhism instead of Zoroastrianism is annoying and kills my immersion.
 
Where are AI's religion name preferences stored? I.e. when India should try to pick Hinduism or Arabia Islam. Just noticed that Austria picking Buddhism when Protestantism is available, or Babylon picking Buddhism instead of Zoroastrianism is annoying and kills my immersion.
Found that in:
  • Assets\DLC\Expansion\Gameplay\XML\Civilizations\CIV5Civilizations.xml
  • Assets\DLC\Expansion2\Gameplay\XML\Civilizations\CIV5Civilizations.xml
Civilization_Religions tag.

Looks like that's being inserted to SQL table later, but I'm not very familiar with modding to tell more.
 
How do I enable 5 tile radius cities? I dont know where to find the maximum plot distance variable in the customModTables.
<!-- Permit cities to work tiles up to MAXIMUM_ACQUIRE_PLOT_DISTANCE - WARNING! Cities take 2.5 times as much memory/file space (v19) -->
<!-- See also: "Global - City Working Distance" -->
<Row Class="6" Name="GLOBAL_CITY_WORKING" Value="1" DbUpdates="1"/>
 
How do I use autobuild function, I read about it in some patch notes but didn't manage to find it in game.
Edit: Nevermind, found it :D

Could you please tell where? Is it only available with EUI? I play without it and searched all menues but can't find autobuild anywhere.
 
How do I enable 5 tile radius cities? I dont know where to find the maximum plot distance variable in the customModTables.
<!-- Permit cities to work tiles up to MAXIMUM_ACQUIRE_PLOT_DISTANCE - WARNING! Cities take 2.5 times as much memory/file space (v19) -->
<!-- See also: "Global - City Working Distance" -->
<Row Class="6" Name="GLOBAL_CITY_WORKING" Value="1" DbUpdates="1"/>
It's in the Defines table. It's already by 5 by default though, so enabling that option should be enough.

Could you please tell where? Is it only available with EUI? I play without it and searched all menues but can't find autobuild anywhere.
It should be next to the production queue, although I am not sure if the same applies for non-EUI setups.
 
It's in the Defines table. It's already by 5 by default though, so enabling that option should be enough.


It should be next to the production queue, although I am not sure if the same applies for non-EUI setups.
I dont see a defines table? what file is that? when I run a game, the city still only works 3 tiles radius even when i change global city working value to 1

also how do i turn off events?
 
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Right, looks like I misunderstood what the option does. I had thought that enabling the option would automatically make cities work up to MAXIMUM_ACQUIRE_PLOT_DISTANCE. The Defines table is simply a sql table- it helps you pinpoint what part of the game code you want to look up/edit.

Anyway, what you'll actually be wanting to change is MAXIMUM_WORK_PLOT_DISTANCE to 5. You'll be able to find an entry in the CP folder's CoreDefines.sql, so you can edit it from there if you're not familiar with sql. You can also just write this in a sql file somewhere, assuming it loads after CP:
Code:
UPDATE Defines SET Value = '5' WHERE Name = 'MAXIMUM_WORK_PLOT_DISTANCE';
 
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Right, looks like I misunderstood what the option does. I had thought that enabling the option would automatically make cities work up to MAXIMUM_ACQUIRE_PLOT_DISTANCE. The Defines table is simply a sql table- it helps you pinpoint what part of the game code you want to look up/edit.

Anyway, what you'll actually be wanting to change is MAXIMUM_WORK_PLOT_DISTANCE to 5. You'll be able to find an entry in the CP folder's CoreDefines.sql, so you can edit it from there if you're not familiar with sql. You can also just write this in a sql file somewhere, assuming it loads after CP:
Code:
UPDATE Defines SET Value = '5' WHERE Name = 'MAXIMUM_WORK_PLOT_DISTANCE';
Just be careful. I think I've read somewhere this setting will make late game turn times significantly longer.
 
Fallout Resistance promotion, where is it? Penicillin tech promised me this promotion, but I can't find it anywhere. Jeez there's nuclear waste all around in my game and I need this promotion so badly.
 
I am constantly fighting with a decision when I don't have problems with happiness: Should I focus on the growth or specialists? This happens mostly in early-mid game. My idea is that if my city has +7 happiness -1 unhappiness (so +6 net worth), I "should" grow the city to fill the gap lol. On the other hand, when I have extra space in the happiness I can afford using specialists since they cause more unhappiness which I can take. And if there is a "bad" tile for a city to work, then I use specialist instead.

I heard that in VP production and culture is the way go, so I would try to keep them in my mind. I would like to hear some comments. :)

And I was playing on Emperor (6) difficulty. And with a "bad" tile I mean something like 2 food 1 production or less... Might still be a "good" tile though? :'D
 
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I get the error: "unable to load texture: [automated32.dds]" constantly when any civ makes a new unit, can someone tell me how to fix this? I'm using the newest version of VP (June 22nd) and i know they recently removed the automated icon due to bugs, is there some line of code in the mod I should remove to remove the error?
 
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Can someone tell me the SQL syntax for removing the tank upgrade from Patriotic War? I've tried everything I can think of and it still isn't working correctly.
 
Can someone tell me the SQL syntax for removing the tank upgrade from Patriotic War? I've tried everything I can think of and it still isn't working correctly.
Code:
UPDATE Units SET PolicyType = NULL, PrereqTech = NULL WHERE Type = UNIT_GERMAN_PANZER;
Or
Code:
DELETE FROM Units WHERE Type = UNIT_GERMAN_PANZER;
 
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