Quick Questions / Quick Answers

Yea, I know. It's just that personally I kinda prefer them to not always occupy the poles. Some amount is okay but most of the times many of them are always there. Even if you increases the number of resources or land tiles or even reducing the number of civs, significant number of city states always occupy the poles rather than taking other part of the map rich in resources and also quite far from other potential civilization development region
They run out of places to spawn. You'll have to increase the map size.
 
They run out of places to spawn. You'll have to increase the map size.
I play at huge map and even increasing the land percentage. There's still like six city states spawned in the southern map and another bunch in the northern map out of 41 city states (max number of city states like I said), spawned next to the land besides ice or besides two ocean tile inside their territory. I am using communitu_79 map and tried using just 11 civ in play. If you or anybody else know how to make adjustments of the game file about city state placement I would love to know and learn it.
 
I play at huge map and even increasing the land percentage. There's still like six city states spawned in the southern map and another bunch in the northern map out of 41 city states (max number of city states like I said), spawned next to the land besides ice or besides two ocean tile inside their territory. I am using communitu_79 map and tried using just 11 civ in play. If you or anybody else know how to make adjustments of the game file about city state placement I would love to know and learn it.
Not huge enough. The huge size is only intended for 12 civs and 24 city states.

If you insist on placing city states at the expense of good major civ settle spots, find the line "if fertility > 28 then" in AssignStartingPlots.lua and slightly increase the number (to 32 or something).
 
Oh and is there a move-rewind mod? So I don't have to start a turn over again.

Make intermediate saves during your turn. For example, military actions in 5 parts of the map.
First we finish with all buildings in cities, Great people, give goals to workers, select technologies - the whole routine, so as not to repeat this when loading saves - 'a 150'
Finished with the first grouping - '1 150'
Finished with the second grouping - '2 150'
Before pressing Next Turn - 'z 150' - here you will have units that you left with movement points (stood in fortification or healed, for example). You can move them if they get hit on the head.
 
"Targeting" promotion for ranged ships.
Why does it say "+10% combat strength when attacking units" while these ranged units don't use their combat strength to attack, as they use ranged combat strength?

20230413192956_1.jpg
 
Some civs in ~industrial get some ability that makes my units expend all movement to enter their borders. It's the same as the great wall except I know for a fact it's not the great wall as I had that wonder. It's happened in two games, I think both had gone order.

I looked at the order policy tree but didn't see anything that would cause this.

Anyone know what is granting this power?
 
Actually Russian have a similar ability on their UB. Dunno for others, the see mine works against naval but not land.

Might be a mod conflict.
 
"Targeting" promotion for ranged ships.
Why does it say "+10% combat strength when attacking units" while these ranged units don't use their combat strength to attack, as they use ranged combat strength?

View attachment 659604
It used to be CS against Naval and Land (which does include RCS). "Attacking" was added as part of the bonus vs domain rework.
 
It used to be CS against Naval and Land (which does include RCS). "Attacking" was added as part of the bonus vs domain rework.
I was trying to say something different. If it's a ranged unit, why its combat strength (as opposed to ranged strength) is event mentioned in case of the unit's attack? Its combat strength is irrelevant because a ranged unit attacks with its ranged strength, not combat strength, isn't it?
 
I was trying to say something different. If it's a ranged unit, why its combat strength (as opposed to ranged strength) is event mentioned in case of the unit's attack? Its combat strength is irrelevant because a ranged unit attacks with its ranged strength, not combat strength, isn't it?
Because it used to work in defense against melee too? They just didn't change the icon and the term.
 
Is there some resource which tells you how aggressive an AI Civ is going to be?

I got war-decced by my two neighbors by T60-T70. One was Rome, which is no surprise, but the other was Germany, who I didn't think would be so aggressive so early, especially with such a late game UU.
 
Is there some resource which tells you how aggressive an AI Civ is going to be?

I got war-decced by my two neighbors by T60-T70. One was Rome, which is no surprise, but the other was Germany, who I didn't think would be so aggressive so early, especially with such a late game UU.
Every civ can be aggressive if they think they have a chance at you. I was attacked by Brazil and Byzantium once, having UU doesn't change, or change too little in this.
 
Is the game actually balanced around normal game speed and emperor difficulty? I have heard this before. Does anyone knows it?
Just wanted to play with settings the game is balanced around.
 
Is the game actually balanced around normal game speed and emperor difficulty? I have heard this before. Does anyone knows it?
Just wanted to play with settings the game is balanced around.
Prince. 6 Civ, 12 City-States on Prince afaik
 
Play in Standard size and Standard speed with default number of civs and CS.
Difficulty should be around King or Emperor.
 
Aren't forts providing water passage any longer? IIRC forts used to be able to create "channels" for ships and embarked units.

20230421172915_1.jpg
 
That fort isn't adjacent to any water.
 
Back
Top Bottom