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When you sau "unreachable," I assume you mean across shallow water.
I know you can get through shallow water with a promotion ; with enough point in vision, you can sometimes spot little archipelagos with ruins on it, and they are across deep water. Not that much of a concern, but it adds to the "no ruin" feeling.
Or maybe I am remembering wrong, and I just can't get them in time due to the shallow water...
 
Sometimes I see units in a city adjacent to a river being able to cross the river and still able to move as if there is a bridge, but there's no road on the other side of the river. How is this possible?
 
Sometimes I see units in a city adjacent to a river being able to cross the river and still able to move as if there is a bridge, but there's no road on the other side of the river. How is this possible?
Check promotion tags in those units, they should have respecrable promotion. Also some units got that inherent ability to cross rivers without penalty.
 
I'm not sure but I think units can leave a city without river movement penalty, as long as you researched engineering (which allow free movement for roads that cross rivers)
 
I'm not sure but I think units can leave a city without river movement penalty, as long as you researched engineering (which allow free movement for roads that cross rivers)
It is probably something like that. I need to do some checks.
 
Check promotion tags in those units, they should have respecrable promotion. Also some units got that inherent ability to cross rivers without penalty.
It's not amphibious. I can do it with my own units too and they don't have that promotion.
 
Trade routes show how long they will take to complete. What relevance is that? Do you not get the bonuses from when it leaves? Or when it completes, until the 50 turns is over?
 
Trade routes show how long they will take to complete. What relevance is that? Do you not get the bonuses from when it leaves? Or when it completes, until the 50 turns is over?
You get the base yields each turn but you can't choose a new route til that one completes. Also there are bonuses for completing a trade route especially international ones where you get tourism boost, other civ/policy bonuses, and corporation franchises spread.
 
Does Brazilwood Camp = a Camp for "Goddess of the Hunt". Or a Plantation for those benefits? Or both? Or neither? EDIT: Civ5 basic treats it as a trading post, so I'll go with "neither".
 
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Neither, Unique Improvements don't act like replacements in the base game or VP
Some modded civs have added improvement replacements, or otherwise coded UI to receive bonuses as if they were other improvements, but this isn't standard.
So the only Policy that affects Brazilwood Camp should be the Ideology ones that specifically give yields to UIs
 
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Hello
I keep reading posts where people mention playing with 43 civs, or sometimes less but significantly above the standard number for XL maps (which stands at 12 unless I’m mistaken).
How do you do that ?

Thanks !
 
When installing Vox Populi through the installer, you have, at some point, the choice between different versions, for example with or without VPUI (User Interface Overall), and one of the choice is 43 civs.
Do note that you cannot have more than 64 civilizations in the game at the start, and one of them is the barbarians (game's limitation).
So if you play with all of them (without mods that adds new ones), you will have 43 civs + 1 barbarian ; this leave 20 city-states.
 
Can two civilizations have the same luxury monopoly? There are nine cinnamons in the world. I have four, my neighbor has five. If I build the Chartered Company in a city with cinnamon, what happens?
 
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Seems currently all players with the highest resource ownership will have the monopoly, as long as that number is higher than the threshold.
 
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When installing Vox Populi through the installer, you have, at some point, the choice between different versions, for example with or without VPUI (User Interface Overall), and one of the choice is 43 civs.
Do note that you cannot have more than 64 civilizations in the game at the start, and one of them is the barbarians (game's limitation).
So if you play with all of them (without mods that adds new ones), you will have 43 civs + 1 barbarian ; this leave 20 city-states.
great, thanks !
What are the recommendations in terms of maps for this ? I don’t think you can fit 43 civs on an XL map. I would probable start with 15-20 to give it try, but even then…
 
I think you can try "Yet Another Earth Map", I heard it is compatible with VP. Something about an option to change how resources are generated in this map, that you should not tick - it would break VP.
 
If I'm playing on Deity (or any high level), when will the AI have the biggest advantage in terms of number of techs or policies? Just before entering renaissance?
 
What's the base trade route range between coastal cities? (I'm thinking of putting a city where I can trade with another city 20 coast tiles away, excluding the cities, and want to make sure I can make a trade route first.)
 
If you use a Tadodaho's (Iriquois Great Diplomat replacement) ability to copy a improved tile's yields, does your capital get the improved yields or the base unimproved yields?
 
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