Quick Questions / Quick Answers

Wait a moment, I managed to solve the issue by following the instructions in this thread: https://forums.civfanatics.com/threads/civ-5-crashing-at-around-turn-200-every-game.693300/

In short for greater stability post turn 200:
  • Leader screen to minimum graphic setting, (just a flat image)
  • Turn off yield icons, you will need to be in the game to do this, it's not a menu setting.
  • Try lowering graphic quality in general
  • Try changing the resolution, things for me improved when I lowered the gHZ of whatever you call it.

Hopefully this helps someone!
The yield icons are the main culprit. Keep them off as much as you can. If want to reference them make sure you save your game before hitting Y
 
What's causing the ideological pressure here?

Brazil and I have 53.8% influence over each other, both at popular. I have 2387 culture output, 820 tourism. If I understand correctly, ideological pressure should come if we have a difference of influence over each other right? Then how come I'm being pressured, when we're both almost equal?

Also noticed that in the unhappiness menu, the display is "War Weariness / Public Opinion" and I've been at war with Brazil for a while. Could it be just war weariness? Or is there a mechanic between war weariness/public opinion?
If you hover over "Dissidents" it will show a tooltip explaining where the pressure comes from.
 
Hi, anybody knows if there is a way to see AI military supply, maximum, current, or both? I mean before the spys..

EDIT: Hmm, if i recall correctly, you can now see it trough spy menu, if you gathered enought network points
 
How do I kill a space ship to prevent AI science victory? I took the capital (which a part was building) but the space ship is still well and alive. This is on a large map and I will still have to conquer about 10 large cities to eliminate this AI entirely, eg. no chance especially happiness wise but likley also time wise.
 
Hello. I have a problem. I am making a mod where I create a new event that uses a negative number in the following modifier: EventChoice_BuildingClassYieldModifier (-10% Production from Monument). The modifier works fine, but the Monument icon is missing the text that it reduces production by 10% (the text is displayed if the modifier is only positive). What line and where do I need to add it to get the text for the negative modifier?
 
Is there a way to rebind the return key (next turn - exit city screen etc) to something else?
Is it possible to bind the return key to a 3rd mouse button?
I have a mobility issue at the moment.
I know I can click the next turn button on screen, but it would be easier if I could just use the mouse for this function.
 
Is there a way to rebind the return key (next turn - exit city screen etc) to something else?
Is it possible to bind the return key to a 3rd mouse button?
I have a mobility issue at the moment.
I know I can click the next turn button on screen, but it would be easier if I could just use the mouse for this function.
I use X-Mouse Button Control program to assign the "B"button (Ranged Strike) to clicking on the mouse wheel. It should be able to map anything you want.
 
What can I edit to get rid of the "you own too many capitals" warmonger penalty? Was in a situation recently where it was my continent of best friends vs another continent of best friends. As soon as I conquered one capital on that side, I crossed the capital threshold and suddenly every civ on my continent hated me. Would like to get rid of this. I had very little warmonger status before it as I made sure to liberate a lot.
 
What can I edit to get rid of the "you own too many capitals" warmonger penalty? Was in a situation recently where it was my continent of best friends vs another continent of best friends. As soon as I conquered one capital on that side, I crossed the capital threshold and suddenly every civ on my continent hated me. Would like to get rid of this. I had very little warmonger status before it as I made sure to liberate a lot.
What version are you playing and what other mods do you use? Just a few days ago i played a warmonger game on 4.16 VP while owning 2 opponent capitals plus having a vassal i can't recall getting such a modifier.
 
What version are you playing and what other mods do you use? Just a few days ago i played a warmonger game on 4.16 VP while owning 2 opponent capitals plus having a vassal i can't recall getting such a modifier.
The latest version and no other mods apart from info addict. This game I owned 1 capital and 2 vassals from war, in a 12 player game. When I captured 1 more capital, everyone's modifier turned to "warmonger is an existential thread" even though before it only said "they have early concerns" for the civs that hated me, and nothing for the civs that loved me. I don't remember where I read it here but if you cross a threshold of owned civs (depending on amount of total civs) you become an existential threat to everyone. It wasn't the case when I last played vox populi some years ago and I would like to change it, if it is changeable.

It makes sense as a gameplay mechanic but just did not feel good as my warmongering was in classical/medieval era, and suddenly my closest allies in the atomic era turned against me because I conquered one more capital from a civ they hated and were also at war with.
 
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I'm still playing 4.16 but I'm going to upgrade to 4.20. Is there a way I can see versions 4.17 to 4.19 to see what changes were implemented?
Sure, there is a previous releases full subforum with all the threads and files archived (not very old but like last 2 years).

It is on Archive -> Sub forums -> Previous Releases. On main VP forums, at the top. Under Playthroughss and Photojournals.

I don't post a direct link cause that will lock a post until approval.
 
Sure, there is a previous releases full subforum with all the threads and files archived (not very old but like last 2 years).

It is on Archive -> Sub forums -> Previous Releases. On main VP forums, at the top. Under Playthroughss and Photojournals.

I don't post a direct link cause that will lock a post until approval.
Nice one. Much appreciated.
 
I am playing 4.16 as Siam with Hokath Tweaks, MUCfVP, MWf VP and allied CS give food to capital correctly (+100%) but to second city counts only +2 food, when hover over CS I see that this should be 3,32+0,66. Is this a known bug?
 
The Godddess of Commerce pantheon doesn't give yields the way it advertises them/is inconsistent with Progress policy for giving 3 Science on City connection. Or city connection means different things in different scenarios?

City connection effects on Progress policy: +3 Science in any city with city connection immediately. (+3 Food in any city immediately regardless of anything)
Effect: Does affect the capital the same turn it is taken, affects all other cities immediately if they have city connection the turn the policy is taken, or a turn after you build a lighthouse/finish road or mixed road/lake/river path in new cities (as a city connection is granted on a new turn after that). I observed the city connection (and thus +3 Science bonus too) is granted immediately upon founding when a city is connected by a river or lake with a capital/other city with a city connection (unsure) creating further inconsistency about timing the bonus kicks in depending on the mode of connection (greatly favors rivers and lakes).
City connection on Goddess of Commerce: +2 Faith and Gold in the capital after you found the second city (+2 GMerchant Points immediately), and +2 Faith and Gold in any city with a city connection.
Effect: Does not affect capital, neither immediately (as if there was an always active capital city connection), not after creating a first non-capital city connection. You only get +2 faith and Gold in the capital after you found your second city, regardless city connection.

Progress policy works as if capital always has (hidden) city connection (I don't know if you need an actual other city with city connection established, as I always have at least one other city with a city connection when I take this policy).

I think we need to adress that. I think the baseline understanding is that a capital itself doesn't have a city connection, never. In this case the pantheon works corectly and we need to add +3 Science in cities with city connection, and in the Capital to the Progress policy.
Otherwise, if Capital should be understood to always possess a city connection with itself, we should add that immediate yields to the capital to the Commerce pantheon, the same way as they work in Progress policy.
 
If I want more XP for Recon units from exploration, should I increase BALANCE_SCOUT_XP_BASE value? Also, what is BALANCE_SCOUT_XP_RANDOM_VALUE?
☝️I would also like to know the answer to this, I just upgraded to 4.19.1 and it looks like `BALANCE_SCOUT_XP_MAXIMUM` has been deleted? The closest I can find are these two values, but it isn't documented anywhere what exactly they do. (Apologies if this has been answered, I tried searching the thread but it didn't turn up any replies to the question.)
 
Hello! I downloaded just the Community Patch through the installer, and I have a few questions about some of its features.
  1. I know that Vox Populi totally altered the policy trees, so Tradition does not give the free Monument or Aqueduct anymore. However, as I'm just playing with CP, these should still be free in my first four cities. I get them in some cities, but it's not consistent - does CP modify it so that the cities need to be established before the policies for culture buildings/the finisher are taken? I just tested this out in a game - I founded four cities and held off on finishing Tradition; three received the free Monument and one did not, and when Aqueducts became available I finished the tree and all four cities received them. However, in another save, I had finished Tradition before my third city and it did not have a free Monument or Aqueduct.
  2. Whenever I try to auto-route a road to a city, it stops after each piece of road is finished, as though I didn't click on the routing tool to begin with. Is this a glitch, perhaps?
  3. Another possible glitch: when I have a Worker finish an improvement, the icon recommending the improvement is still there the turn it's finished.
  4. This is completely personal preference, but is there any way to remove the added Great Works? I prefer to stick to the original game ones.
I believe these are the only issues I've been having with the CP - I'm enjoying it otherwise. However, as I usually play as Poland, I receive policies quickly and would rather not have to rush or put off my cities just to receive the free buildings, as they're a big allure of Tradition to me. Thank you so much in advance!
 
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