Quick Questions / Quick Answers

does anybody know the name of the UI mod that assigns names to rivers, lakes mountains etc ?
i kind of lost it with a fresh install and cannot find it
 
In the description for Bastion Forts, there's a line at the bottom, "Reduces Empire Size Modifier in this city by 5%." I don't know what Empire Size is and I can't see it in the in-game wiki (I am using Vox Populi btw). Is Empire Size a relic of an older version of the mod/game, and this line of text just no longer applies?
 
Welcome to the party.

If you hover over Culture in the City View, it should show the Border Growth Point contribution separately there
Thank you and hi :)

I have no idea why those BGP's weren't appearing in that culture description before, but they are now. Perhaps I just needed to wait a turn. Cheers for the reply
 
In the description for Bastion Forts, there's a line at the bottom, "Reduces Empire Size Modifier in this city by 5%." I don't know what Empire Size is and I can't see it in the in-game wiki (I am using Vox Populi btw). Is Empire Size a relic of an older version of the mod/game, and this line of text just no longer applies?
It’s a unhappiness modifier. Each city increases it and defensive buldings lower it.
 
What's your strategy for Ekis as the Huns? Do you cut down forests/jungles for them or just keep them on "original" grasslands and plains?
 
Please look at that screen shots: Colombo is a CS in full life with a garrisoned Pikeman also in full life; Close to rhe CS there are few Barbarian damaged units; in the following turn without any combat Barbarian conquered Colombo.
How can that happens?
Spoiler :


1.jpg


2.jpg

 
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It is because of the city-state quest ("event") that is spawning the barbarians.
If you hovered over the :c5unhappy: icon you can see in the first screenshot, it would tell you that if any barbarians are adjacent to the city when the quest expires, the city will flip to the barbarians (!)

p.s. please put the big screenshots in spoilers
Spoiler :
SS here, maybe a bit smaller
 
Reading the notifications explains the events.
 
It is because of the city-state quest ("event") that is spawning the barbarians.
If you hovered over the :c5unhappy: icon you can see in the first screenshot, it would tell you that if any barbarians are adjacent to the city when the quest expires, the city will flip to the barbarians (!)

p.s. please put the big screenshots in spoilers
Spoiler :
SS here, maybe a bit smaller
Thanks a lot
 
Can you explain to me why, with the same Need Modifier Breakdown, cities have different City Needs?
 

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Needs only update on gaining a new population.
 
Playing a game on 4.15.2, huge lakes map, normal speed, no gameplay-changing mods, deity level.
Around turn 130 I peeked at infoaddict and saw that half the civs have never had a single trade route running.
There's no pattern to it. The runaway civ, Ottomans no less, hasn't built a single caravan. They haven't been at war ever and have plenty of safe destinations.
Is this a known issue?
Portugal, another civ with a bonus to trade routes, is among those that have 0 trade routes running.
???
 
Are not vassals supoosed to vote for their master in WC leader session on era advance? I remember it has always been like this but recently my vassals vote for someone else.
Is this a bug to report or it's working as intended?
 
From my experience, vassal will vote in your favor if you have very good relations with them, you do not harm them with your proposals, and do not vote against their proposals. If you start doing that they will stop voting in your favor and stick to proposals they will get most benefit from.

It makes sense. You should think about vassals as of someone who gives you part of their yields and aids you in your wars, but in return they expect you will do no harm to them and you will not play against them.

Also it gives the game more unpredictability, so you can't just accept a vassal and then treat them like garbage for the rest of the game, because they might retaliate in some way.
 
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