Quick Questions / Quick Answers

The base food also adds up to 200.6, not 202.6

Lua shenanigans?
 
The closest I got was when considering the 9:c5food: from the city-state to not be modified by any multiplier, and treating both food and growth bonuses to apply before consumption.

(147+35+9.6) * (1+0.15+0.2+0.45+0.95+1.46+0.25) -106 + 9 = 757.536
 
Nothing beats some Friday night maths 😁

Thanks for teaching me the difference between food and growth modifier. About 1000 h in and you still have a lot to learn even about the basics, thats VP in a nutshell! Now the order in which the numbers are presented makes sense too.

Not working food process and I don’t run any other mods. I’m not on the latest version but the fact that the basic addition is off by 2 as Azum4roll pointed out makes this even weirder. It is a OCC on emperor but no odd settings that I can think of.
 
Wait, how do you get 9 :c5food: from CS? Maritime CS food directly applies to the city tile, so that counts as terrain.
 
Well I gave up trying to understand and just won the game instead, but can anyone confirm that the calculation is working as Stalker0 put it in their games? I cleared the cache and will update to latest version and check if that helps.

Regarding the 9 food from CS it was the NW. However, when I added up food from my buildings the true number was 8 higher than what was shown in the image.. And finally the +2 food difference for the total compared to the sum of the parts remained constant for the rest of the game. I think maybe its the reformation wonder giving +2 food that doesn’t show?
 
Have been trying Egypt with the current high spawn rate of barbs, when I noticed the following:

If you build a burial tomb in your own city, you get an atrifact.
If you conquer a city, and it does not have a caravansaray, you can build a burial tomb and get an artifact as well.
But if you conquer a city, and it already has a caravansaray, it gets converted to a burial tomb. But you DON'T get an artifact in this case.

The same pattern applies to the nilometer from more UC.

I suppose it works the same way with similar buildings of other civs (indonesian candi, shoshone buffalo pound,...)

I wonder if this is a design choice or there is no other way of doing it. IMO, these civs should not get less value from their UBs than other civs when conquering. Especially Egypt is at a huge disadvantage when conquering atm.
 
I don't think there's a way to force a building to be destroyed as certain civs.
 
I don't think there's a way to force a building to be destroyed as certain civs.
Does it have to be destroyed for the spawn to happen? It seems the spawn only happens when it is newly constructed, not when the generic building is converted to the UB. Is there a way to make the spawn happen also on conversion of the generic building to the IB upon conquest?
 
Is there anything that I can do to make luxury and strategic items in diplomacy screen always shows up, not minimized? I play a game, I make an edit of some civ trait, and then clearing cache. After this, the default menu of my current game got minimized even though I did nothing related to display or anything. Just editing some civ trait.
 
Is there anything that I can do to make luxury and strategic items in diplomacy screen always shows up, not minimized? I play a game, I make an edit of some civ trait, and then clearing cache. After this, the default menu of my current game got minimized even though I did nothing related to display or anything. Just editing some civ trait.
It's a bug, likely triggered through some deals and will last till the end of the game...

Not sure if that's reported or fixed.
 
Just wanted to confirm - now spy events actually steal the yields ( money, faith, science, etc,) - is this correct?

I just lost half of my faith from 11k to about 5.5k and I can't figure out why and there is no log of it- I had no purchases and the only spy events was one that stole gold, and I killed two spies in my capital ( so cool) -- does anyone know if when killing a spy they still steal yield -- I imagine not but just wanted to confirm? Or could anyone think of any other reason I would lose half of my faith? I didn't conquer anyone, it is modern, I'm morocco with freedom and transcendent thoughts/ inquisition. (I no longer use the info mod so I could not see whose faith went up to confirm)

Pretty much really enjoying the new espionage system- it adds another tactical component/ diversity and flavor to the game- (although TBH I never liked it as a catchup mechanic)-- using inquisition to help protect against overwhelming majority religion and it's fun-- in my last two games I'm actually picking the spy tenants early which I never did before and I love killing spies which seems to happen more regularly - last game I was rationalism/order and It seemed like I was killing a spy every turn, tradition/freedom/industry is less so but still good as when my satellite cities get targeted it doesn't hurt as much because there yields are much smaller than capital- but a few have gotten through on my capital and that does hurt.
 
Question related to rigging election. If spy from civ A stays in city state B for like 50 turns and civ C just put their spy, does civ A have 100% chance of winning election if both spies in the same level?
 
No, the counters are reset after every election. If two spies of the same level are in a CS for a full election period, the chances are 50/50.
 
I had a question about resource diversity for trade routes. Here is what I thought the formula was. +1 to resource diversity for each copy of a luxury good. Monopolies count double, and the East India Company doubles the number of all luxury resources. If the target city has one of the luxuries in your city, that luxury does not count toward the resource diversity.

I had a city with 2 salt an 1 coral. I had a monopoly on salt and I built the East India Company. I thought I should have a resource diversity of 10, but for most target cities, it was 9, and for some target cities, it was 5. Could someone give me the correct formula?
 
Is there a way to scale down barbarian kill/camp rewards? If there are 8 times as many barbarians, the reward should be 1/8 as much. I hit the renaissance before jesus was born in my last game... who has everyone been painting?
 
trying to understand why fealty is supposed to be The religion tree. How does organized religion work exactly? "+50% Pressure in all nearby Cities without your majority Religion". "nearby" means only cities adjacent to your own borders, right? I couldn't confirm based on observed pressure.
 
trying to understand why fealty is supposed to be The religion tree. How does organized religion work exactly? "+50% Pressure in all nearby Cities without your majority Religion". "nearby" means only cities adjacent to your own borders, right? I couldn't confirm based on observed pressure.
The way I understand it. All cities calculate the normal pressure that get from surrounding cities. Then we add one more check, if a fealty players religion is present, but is not the top religion in that city, then 50% more pressure is added there
 
Organized Religion, more like make everyone's city neutral.
 
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