Quick Questions / Quick Answers

Feels like the outcome of this event is pre-determined and not really random
Nothing in Vox Populi is truly random. Unless you make one more/less action requiring random calculation (like attacking a unit), you will always get the same result.
This is made so it is easier for the devs to debug => when you send a save, they are sure they will get the same outcome as you did.
 
Nothing in Vox Populi is truly random. Unless you make one more/less action requiring random calculation (like attacking a unit), you will always get the same result.
This is made so it is easier for the devs to debug => when you send a save, they are sure they will get the same outcome as you did.
I don't think we've achieved 100% reproducability, but that is indeed the intent.

Worth noting that many individual actions have their own randomness seeds, so attacking with a unit may not alter say, the amount of Gold awarded by pillaging a tile.
 
Note that events are still using the vanilla random object.
 
Why do great artists/musicians/writers not automatically populate an empty great work slot in the nearest city, but instead defaults to some far away city or the capital? I literally have an artist in a city, with plenty of great work slots open, but when I hover over the create great work action, it says it's going to be placed in my capital city?

Same turn, have a musician in my capital and when I hover over the create option, it says it's going to a different city?

edit - spelling
 
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Does the reformation that grants 50 and 100 percent more yields from befriended and allied city states affect Rome UA, so do you get double yields from conquered city-states as if they were allies (logically you should I guess, but I assume this is not the same mechanic as just allying)?

And does 30% from science of city-states (allied) affect conquered city-states as Rome (I assume not, cause you get they are not allied city-states and this is not the main yields from city-state alliance part).
 
How do you get the AI to take over your civ ? I remember there was a keyboard shortcut introduced some time ago but I forgot what it is.
CTRL+SHIFT+L to become an observer of your civ and have the AI take over (Local Observer Mode)
CTRL+SHIFT+O to observe all civs at the same time (Global Observer Mode)
CTRL+SHIFT+P to take over the next player in the turn order and have the AI take over your civ (Player Swap)
 
CTRL+SHIFT+L to become an observer of your civ and have the AI take over (Local Observer Mode)
CTRL+SHIFT+O to observe all civs at the same time (Global Observer Mode)
CTRL+SHIFT+P to take over the next player in the turn order and have the AI take over your civ (Player Swap)

Wait, that last one, we can jump into an AI's seat and play their side? That's wild and I've never thought of that. I wonder if I could do that in my current game fighting wars on 3 fronts... switch to the AI player and make them peace out :). Of course, that would be wrong :)
 
Wait, that last one, we can jump into an AI's seat and play their side? That's wild and I've never thought of that. I wonder if I could do that in my current game fighting wars on 3 fronts... switch to the AI player and make them peace out :). Of course, that would be wrong :)
Yes, we added that as a feature.
 
Feels like the outcome of this event is pre-determined and not really random?
I observed that rerolling choices doesn't really work if you take it at the same turn.
e.g.
if an Ancient Ruin gives you gold, reloading and taking it at the same turn always gets you gold; but if you take it in another turn the bonus changes
if you use a spy and it gets killed, it will always get killed until you reload and try the next turn, in which case the chance resets

obviously this doesn't work with events stuff, which always fire up at the same turn
 
I observed that rerolling choices doesn't really work if you take it at the same turn.
e.g.
if an Ancient Ruin gives you gold, reloading and taking it at the same turn always gets you gold; but if you take it in another turn the bonus changes
The pseudorandom number generator mixes the map seed and turn number in with the randomness seed for its randomness calculations. The pseudo RNG handles most of the randomness, so that is generally the case, yes.
 
I've noticed train station building is not there anymore and seaport is not using coal anymore even though toolpit on it says it is?

Is it one of my mods conflicting (I have few installed?), thanks.

Edit: oki I've started naked VP and seaport toolpit says nth about coal, so one of my mods is changing its toolpit ;0 I guess train station is gone then, strange.
 
I've noticed train station building is not there anymore and seaport is not using coal anymore even though toolpit on it says it is?

Is it one of my mods conflicting (I have few installed?), thanks.

Edit: oki I've started naked VP and seaport toolpit says nth about coal, so one of my mods is changing its toolpit ;0 I guess train station is gone then, strange.
The train station is now called coaling station
 
What is the right place to report balance/AI problems with screenshots, saves etc? Eg. AI giving way too much money for luxuries or especially cities, offering counterproductive peace treaties etc. Does it fit as a future proposal in the VP congress?
 
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