Quick Questions / Quick Answers

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?
 
Question regarding continents style maps: 2 games in a row now, a civ has gone completely apehorsehocky 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?
Just a few example off the top of my head:
- World Congress resolutions: sanction on them, sanctions on their Luxury resources, open door on their City-State allies, etc.
- sway away their City-State allies and friends
- increase Spy activity in their cities, wreak havoc both economically and by other means ("arm local populace", etc.)
- try to have a cultural influence over them, so when they have a different ideology later, they will take a massive happiness hit and can potentially severely weakened or even break apart

None of them is particularly easy, and as you described they had a significant lead, so probably a mixture of these and military actions (maybe even iteratively, together with others in a coalition) would be the most efficient.
 
I have installed the last VP ver 4.4.2 and now i have not the resourse icons on upper bar anymore. Have I missed some mod loading?
Many thanks for a help.

Before
prima.jpg


now
adesso.jpg
 
It's an error in the civ's Loot strategic resource that messes with the display of resouces.

Follow the instructions here to fix.
 
Could anyone explain to me what the best use of internal trade routes is, especially in the later half of the game?

I'm currently playing a Japan Order game where I took the Nationalization and Iron Curtain tenet. I have 10 cities, 10 trade routes, most of the cities are between 25-35 pop with pretty high production. Let's say hypothetically I want to use all 10 trade routes for internal routes....what's the best way? 9 of them from my capitol to each other city, and then one from my second strongest city back to the capitol? And should I go for production so I can turn that into more science/culture/whatever through conversion processes, or food so I continue to grow the cities to get even more specialists and tiles used.

It's more for general understanding than specifically winning this game, because it's already in the bag I'm just playing it out. I just realized I have no real idea how to best use internal trade routes in different eras other than "send food/production to a new city early on to get it online quicker".
 
I use ITR mainly for two different things :
- help a new, weak city, or newly conquered, to develop faster,
- help my capital build more wonders

In your case, I presume your cities are fully developed, and you don't consider taking any new one ? In this case, sending to or from the capital makes no differences yield-wise if your are converting, but in the event you unlock a new wonder and want to build it, you better send everything to the capital.
 
I agree. Production to the capital. But Food is a valid option if you are a Tradition capital. Either keep the population growing or max out specialist.

I definitely recommend internal food early game, regardless of tennat. But with Tradition it's OP. I usually run food for most of the game to the capital until I'm ready to spread franchises. Unless I'm Order or course.
 
Could anyone explain to me what the best use of internal trade routes is, especially in the later half of the game?

I'm currently playing a Japan Order game where I took the Nationalization and Iron Curtain tenet. I have 10 cities, 10 trade routes, most of the cities are between 25-35 pop with pretty high production. Let's say hypothetically I want to use all 10 trade routes for internal routes....what's the best way? 9 of them from my capitol to each other city, and then one from my second strongest city back to the capitol? And should I go for production so I can turn that into more science/culture/whatever through conversion processes, or food so I continue to grow the cities to get even more specialists and tiles used.

It's more for general understanding than specifically winning this game, because it's already in the bag I'm just playing it out. I just realized I have no real idea how to best use internal trade routes in different eras other than "send food/production to a new city early on to get it online quicker".
First of all Nationalization is not a policy you should always pick regardless of the circumstances unlike Military industry complex or Iron fist for example; always weigh your gains and your losses before picking it.
Internal trade routes are really good especially in the early game to get a new city on it's feet faster or to push a particular production heavy city to grow faster to reach the point where more pop won't net you much difference before soft or hard stagnating growth.
it's worth noting that ITR also produce not so amazing but still useful amounts of gold by passing through towns and villages which can alleviate some costs.
 
Since it's specifically the later half of the game I would say it's pumping up food in the capital so you can work every tile and every specialist. If the capital is "done" then just the next city that can take the pop growth. Down the line it goes.
 
Wow that's crazy good.

It's alright. Allows you to play as a raiding civ, you declare war rush in and pillage as much as you can then exit without taking any cities.

Unfortunately the AI isn't smart enough to do this while playing them.

They keep getting put on the nerf chopping block which is anyoing. Thankfully they seem to be left alone now. Too many genetic "war for conquest" civs as it is.
 
It's alright. Allows you to play as a raiding civ, you declare war rush in and pillage as much as you can then exit without taking any cities.

Unfortunately the AI isn't smart enough to do this while playing them.

They keep getting put on the nerf chopping block which is anyoing. Thankfully they seem to be left alone now. Too many genetic "war for conquest" civs as it is.
Replying to a 2016 question is a very internety thing to do
 
I know that subs recently had some changes (as in past couple years recently) made to their promotion tree line, is there an actual updated tree somewhere, or an explanation of exactly which promotions lead to what? I'm having trouble tracking it down.
 
Hi, I'm new to VP and this community! I hope this thread is the right place to ask. I'm at war with Songhai, who has conquered the city state of Ur. When I liberated the city state, it canceled my trade deals and research agreement with Mongolia, my vassal state. Loading the save, it doesn't happen when I puppet the city, only when liberating it. Is this some mechanic my newb self isn't aware of?

I play with the 4 mod components added by the installer and 4UC. I've attached a save right before this happens, with a fleet destroyer next to Ur about to capture it.
 

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Quick Question, it botters me from some time, but i didnt made any testing, to be sure.
What happens when you have Authority production/gold instant yields, and you have for example Culture process..
Let say, you have it for so long, that you actually reached two border pop ups?
Sometimes i switch to some building after longer time, and there is some production there, but im never sure, it this is as much as it should..
Is instant production become instant culture in such case?
I noticed, that if i put something like public works, and just move it up and down the que there is some prodcution there..
Is there some solid logic, for how it should behave?
 
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