Quick Questions / Quick Answers

1) Is the empire size modifier on policy cost, tech cost etc additive or multiplicative?

I.e.
a) 1 + 0.05*n
b) (1.05)^n

Where n is number of cities after the capital. Based on my calculations it seems multiplicative but I'm not entirely sure because maybe there are other factors.

2) Do walls etc reduce the impact of empire size on policy and tech costs, or does it only change the impact on city needs?
 
1) I'm pretty sure it is additive, though I haven't done any calculation to confirm it.

2) It is for needs calculation only.
 
The bonus During "We Love the King Day", City :c5production: Production, :c5science: Science, and :c5gold: Gold increase by +10%.. of Wonder Mausoleum of Halicarnassus only affects the city it was in built or all cities in my CIV?

If it's only in the city, in your opinion, is it worth building this wonder?

This is my first VP play and I chose Poland, a map of islands where I went out on the island with VeniceCIV and captured this city (eliminating everyone on my island) and now I have about 12 cities. I chose the progress branch and founded a religion, I'm about to enter the medieval age. I'm starting on difficulty 4.

what focuses should it have?
 
I'm really perplexed by my fishing food yields in this city, I'm wondering if someone can help me to understand it.

The way I calculate it:

Base coastal yield = 2
Base fish yield = 2
Fishing boat yield after compass = 1
Lighthouse = 1
Harbour = 1

My prediction = 7 food.
Reality = 11 food.


Meanwhile, in the neighbouring city which is very similar except that it doesn't have a harbour, it collects 6 food from the fish, which is exactly what I would be predicting. So the extra 4 is a mystery. Both cities have the same religion with no sea bonuses. I have carefully read through every building building tooltip and looking for something relevant. If anyone has some suggestion what I might be overlooking I'd really appreciate it.

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Halicarnassus is only in one city. It does come with a stonework, which allows for production-internal trade route, which in turn can help new cities develop faster. That is, if you don't already have some stone in any city.
 
If you have "events" on, you might have got an event which gives a temporary +5 food to a specific city's fishing boats.
 
Thanks, that's it! Honestly I think I might turn off events next time, I'm not sure that it adds much interesting to the game and it just causes me little nuisances and confusion.
Keep in mind that this can affect the difficulty quite a bit. Yes, there are good and bad events. But if you play well, you will tend to get more positive events. Many of these add additional yields to buildings that will produce exponential gains over time. Without these added Buffs the game may be more difficult.
 
Keep in mind that this can affect the difficulty quite a bit. Yes, there are good and bad events. But if you play well, you will tend to get more positive events. Many of these add additional yields to buildings that will produce exponential gains over time. Without these added Buffs the game may be more difficult.
Hard disagree on that one. I often time get below 50% happiness due to expanding a lot; however this situation is manageable. But I do get negative events because of this. And the hurricane/forest fire/river flood events are always bad unless in the end game where you can get some benefits, and afaik those are not linked to happiness.
 
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Hard disagree on that one. I often time get below 50% happiness do to expanding a lot; however this situation is manageable. But I do get negative events because of this. And the hurricane/forest fire/river flood events are always bad unless in the end game where you can get some benefits, and afaik those are not linked to happiness.
Yes but consider all the added yields from things like "A meteorite is found" which comes very early and adds things like culture or faith to buildings. These things add up quite a bit and are exponentially boosted by other buffs. Whether or not it's more difficult to play with or without events is definitely open to debate.
 
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Yes but consider all the added yields from things like "A meteorite is found" which comes very early and adds things like culture or faith to buildings. These things add up quite a bit and are exponentially boosted by other buffs. Whether or not it's more difficult to play with or without events is definitely open to debate.
Strangely, I remember those events but I haven't met one like this for eons. Any event which brings a lasting effect on my empire have entirely disappear for me for some reason.
 
Strangely, I remember those events but I haven't met one like this for eons. Any event which brings a lasting effect on my empire have entirely disappear for me for some reason.
Well thats interesting. I'm not entirely sure about the meteorite one, but many of them come when you've built a few of the required buildings. For instance at some point your advisors should ask how you should run your Monuments. I believe you're given a choice of a +1 to either culture, gold or faith.
 
Well thats interesting. I'm not entirely sure about the meteorite one, but many of them come when you've built a few of the required buildings. For instance at some point your advisors should ask how you should run your Monuments. I believe you're given a choice of a +1 to either culture, gold or faith.
This are not from regular events, those are from modmod.
 
I never installed such a modmod, and I got them. Maybe they have been removed from VP to be put into a dedicated modmod, idk.
@Bryan317 shrines and monuments are the very first buildings in any of my cities (with very rare exception, mostly pantheon-dependent). I just think they are gone.
 
Then I don't see how you get meteor event or for buildings. Those events I used to get from that modmod like 3 yearsn ago.
Well the latest version I've worked with is 4.4.2. Which was about December/January. So I've been out of the loop a few months. But that and all previous versions I used do have those features. And I can't even blame something left over from a previous install because I played that on a brand new built PC just recently. But I have personally never used anything except for the full VP installation.

Are these mods included with the VP download? Maybe I'm activating them and not even realizing it.
 
Yes but consider all the added yields from things like "A meteorite is found" which comes very early and adds things like culture or faith to buildings. These things add up quite a bit and are exponentially boosted by other buffs. Whether or not it's more difficult to play with or without events is definitely open to debate.

FWIW I also have never had anything like this, playing with the most recent version. I just get the same boring few events over and over again, usually of the form "choose to either lose tile improvements or food/prod", or "choose to lose pop and buildings, pop and money, or buildings and money", with the occasional "get lots of food now or pay to get increased food yields for a long time". I'm happy to fiddle with the difficulty level to whatever is appropriate for me, but after I've seen the same events repeated ten times it's stopped adding anything fun to the game for me.

Contrast with e.g. the natural disasters in Civ 6 which I found quite fun, causing damage but also increasing yields, and you can settle cities planning for those eventualities.
 
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