Quick Questions / Quick Answers

Quick question: When using Communitas map, I'm not really sure what the "Override Assignstartingplots" option does.

The tooltip says I should keep it off for "standard VP performance", but I haven't really found what it specifically does... Maybe my Google-fu is weak. Does anyone know how it impacts map generation/game?
 
Assignstartingplots means the specific terrain each Civ is meant to start the game close to. For instance, Incan start near mountains, Polynesian near the sea, Iroquois near a forest etc.

Override Assignstartingplots means that Civs can start anywhere, regardless of their preferences ; it is completely ignored.
 
Assignstartingplots means the specific terrain each Civ is meant to start the game close to. For instance, Incan start near mountains, Polynesian near the sea, Iroquois near a forest etc.

Override Assignstartingplots means that Civs can start anywhere, regardless of their preferences ; it is completely ignored.
Isn't there another option that also similiarly Ignores Starting preferences (or however it is framed).

I was under the impression the communitas specific one also did other things than just the terrain specific things. Thanks for the response though. <3
 
I dunno, this is what looks like the most likely referring from experience/memory. As with any answer, take it with a grain of salt.

EDIT : I probably messed up with "Disable Start Bias", as @Bryan317 brought after me.
 
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Ok so there are 2 options. There is the "Disable Start Bias" option that can be checked or unchecked. Or the "Override AssignStartingPlots" that's is either Yes or No.

"Disable Start Bias" is in vanilla maps. I would just use both in tandem. All I can guess is "Override blahblah" is a more advanced algorithm for Communitas.
 
I'm experiencing the following with spies:
I perform a mission on a foreign city. On the next turn I move the spy to my city.
As the spy recently completed a mission, I can't make a choice on my city.
I'm stuck on the current turn, is there any way to bypass the choice and force a next turn?
 

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Looks like a bug. You aren't supposed to be blocked from doing counterspy missions after a spy mission.
 
I
I'm experiencing the following with spies:
I perform a mission on a foreign city. On the next turn I move the spy to my city.
As the spy recently completed a mission, I can't make a choice on my city.
I'm stuck on the current turn, is there any way to bypass the choice and force a next turn?
If reloading doesn't work and you have a save from past turn, and you can reliably replicate this bug, you can feed a bug report.
That kind of material is invaluable for bug solving.
Bug report are to be done on github, btw.
 
A bit off-topic but do you know where I can download the continents++ and pangaea++ map scripts?
 
I have another brief quick question: Playing as the Netherlands for the first time in years, never noticed the red checkmark in the trade window before. What does it mean? And related to that (since I think that might be what the red checkmark is): can VP Netherlands trade away their last luxury while still retaining it, as they can/could in previous versions? Their civ description does not specify, only that they IMport duplicates for monopoly purposes.

See attached screenshot for what I mean.
 

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Netherlands' UA now gives them +3 :c5culture:/:c5gold: (scaling with era) per luxury they either import or export. The red check mark is a memo of any luxury your UA already benefit from. You should focus on selling and buying luxuries that does *not* have a red check mark.
 
Netherlands' UA now gives them +3 :c5culture:/:c5gold: (scaling with era) per luxury they either import or export. The red check mark is a memo of any luxury your UA already benefit from. You should focus on selling and buying luxuries that does *not* have a red check mark.
Cheers. That's kinda what I figured, but I wasn't entirely sure. <3
 
Will the AI ever go Progress + Authority, or is it locked into picking one of the 3 era policy trees each time?

Its so strong for aggressive wide playstyle, feels like the AI should at least consider it.
 
Will the AI ever go Progress + Authority, or is it locked into picking one of the 3 era policy trees each time?

Its so strong for aggressive wide playstyle, feels like the AI should at least consider it.
I honestly really doubt it. In terms of balancing, it's obviously intended for the medieval policies to be not necessarily stronger, but more geared towards the medieval game-state. Having authority+progress synergize so well, even into the lategame, is not necessarily an oversight imo, but probably not something the AI would be programmed to consider in its choices.
 
I tried a game "happiness=off" which was quite fun, like "Total War". But War weariness is stll active, reducing supply. Seems to be a dfferent mechanic... How can I disable that as well? :spear:
 
Hey guys, which part of the map script do I change in Communitas to reduce tiles generated in the polar regions?
 
Question regarding continents style maps: 2 games in a row now, a civ has gone completely apeshit snowball on the other continent before I ever reached ocean embarkation and could do anything about it. Coincidentally both times it was Inca, with their stupid city spamming and they had absorbed all other civs starting on their continent.

By the time I got around to exploring the other side of the map with my scout, they were already up 20 or so cities and being 10 or so techs ahead of everyone else. I clawed back with long distance invasion force and naval prowess, but because they were so far ahead in tech it was a lengthy war of attrition and wasn't particularly fun.

Any tips on dealing with situations like that not counting scorched earth military?
 
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