Quick Questions , Quick Answers

hey, anyone knows when I can construct buildings like town hall or jeweller in cities below size 3? I'm almost sure that some days ago there was min size 3 requirement, but maybe remembering wrongfully. today I noticed I could construct these in sizes 1-2

edit: question 2, how do you get city celebrating (0 maintenance cost)? I feel like it's random
1. It was so inconsistently applied on building VS its requirement, that it was faster to remove it for a time

2. It happens if happiness is higher than unhappiness, so always. Then it has random chance of triggering it.
 
Asumming this is already covered elsewhere but not having luck with search function. Am I correct in assuming maximum Civs playable on map at any given time is still 40, including the 6 NPC Civs?

Edit: Also I think I read elsewhere that if playing with Revolutions and 39 Civs already in play, a new civ rising will cause crash? Just trying to get a feel of what my limitations are.
EXcluding the NPCs, you mean.
When setting up a Custom Game, you can pick 40 civs without a problem - and they all exist.

As of the Revolution thing, dunno, but should probably just not be able to add any new civs in the first place.
 
Is there a reason iron mine no longer obsoletes?
 
I noticed many changes to obsolete in recent SVN, like carrion gatherer now lasts until species uplifting and is replaced by meat conglomerate, which will mean that it stays in city screen for very long time while not being something I would want to construct due to disease and relatively low food output in late game (it's just one of examples):) similar example would be exile practices which can spawn barbarian exile and that's why I normally didn't build it, lack of obsolete or replace means that it will appear at the beginning of build tab while trying to construct anything in city even in galactic-cosmic eras, although not a problem if I switch to automate city governor:) I think there is some reason for it
 
I noticed many changes to obsolete in recent SVN, like carrion gatherer now lasts until species uplifting and is replaced by meat conglomerate, which will mean that it stays in city screen for very long time while not being something I would want to construct due to disease and relatively low food output in late game (it's just one of examples):) similar example would be exile practices which can spawn barbarian exile and that's why I normally didn't build it, lack of obsolete or replace means that it will appear at the beginning of build tab while trying to construct anything in city even in galactic-cosmic eras, although not a problem if I switch to automate city governor:) I think there is some reason for it
The only reason I asked is because the rest of the mines obsolete.
 
Is there a reason iron mine no longer obsoletes?
It didn't have replacement I guess
It was required for stuff

I noticed many changes to obsolete in recent SVN, like carrion gatherer now lasts until species uplifting and is replaced by meat conglomerate, which will mean that it stays in city screen for very long time while not being something I would want to construct due to disease and relatively low food output in late game (it's just one of examples):) similar example would be exile practices which can spawn barbarian exile and that's why I normally didn't build it, lack of obsolete or replace means that it will appear at the beginning of build tab while trying to construct anything in city even in galactic-cosmic eras, although not a problem if I switch to automate city governor:) I think there is some reason for it
Carrion can be changed to be replaced by Industrial Farms I guess
Also I removed obsoletion from buildings that are needed to make units, and aren't replaced, because units have both force obsolete and obsolete.
Force Obsolete obsoletes unit for good while Obsolete only hides unit.
 
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It didn't have replacement I guess
It was required for stuff
Core mine or modern earthworks replaces all the mines eventually.
Edit: Figured out why it doesn't obsolete, Grand Earth Festival requires so it is stuck not being obsoleted.
 
Core mine or modern earthworks replaces all the mines eventually.
Edit: Figured out why it doesn't obsolete, Grand Earth Festival requires so it is stuck not being obsoleted.
Yeah, it seems like Pepper forgot to include ALL mines, farms and stuff for replacements, I have to cleanup this crumb

Not all mines are obsoleted for example
Now I changed it so all mines are replaced and obsoleted
 
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.. but should probably just not be able to add any new civs in the first place.

I use the Add Civ WB feature for setting up scenarios, you know for those of us who prefer real earth alt-history/crossover games. Am unaware of any other way to do that except WB. My main question was about the limit though and you answered that. Appreciate.
 
I use the Add Civ WB feature for setting up scenarios, you know for those of us who prefer real earth alt-history/crossover games. Am unaware of any other way to do that except WB. My main question was about the limit though and you answered that. Appreciate.
WB might still have the old mechanic that counts the TOTAL limit of civs, ignoring the fact that some are "reserved" for NPCs beyond a single Barbarian civ.
So you'd be pushing a normal civ into a position that is reserved for animals - and WB wouldn't see "why not, there's still place".
Which would then crash, obviously.
Or so I think.
That's why I mentioned adding civs when starting a new custom game - there, it actually checks for "available PLAYABLE civ slots", regardless of WHY they'd be "locked".
I'm very much unsure whether WB works the same way, though.
 
WB might still have the old mechanic that counts the TOTAL limit of civs, ignoring the fact that some are "reserved" for NPCs beyond a single Barbarian civ.
So you'd be pushing a normal civ into a position that is reserved for animals - and WB wouldn't see "why not, there's still place".
Which would then crash, obviously.
Or so I think.
That's why I mentioned adding civs when starting a new custom game - there, it actually checks for "available PLAYABLE civ slots", regardless of WHY they'd be "locked".
I'm very much unsure whether WB works the same way, though.

Good to know. Looking forward to a WB fix as it is the only way to make specific scenarios, not to mention a helpful tool for tweaking some desired aspects during play and of course an invaluable tool to further development in general.
 
Concerning the spy mission "Infiltrate Player's City" that is available for the Thief when inside an AI city... it seems to randomly be unavailable and I don't know why.

When one of my two thieves is in an AI city, then this icon is sometimes not there, but it is in the next turn, and then it disappears again. I recall that it was always there the first couple of times that I wanted to execute this mission, I can't figure out now why it is sometimes there and sometimes not. (And I cannot find "Infiltrate Player's city" in the pedia.) Any idea why it is not always available? (same city, same thief)
 
Concerning the spy mission "Infiltrate Player's City" that is available for the Thief when inside an AI city... it seems to randomly be unavailable and I don't know why.

When one of my two thieves is in an AI city, then this icon is sometimes not there, but it is in the next turn, and then it disappears again. I recall that it was always there the first couple of times that I wanted to execute this mission, I can't figure out now why it is sometimes there and sometimes not. (And I cannot find "Infiltrate Player's city" in the pedia.) Any idea why it is not always available? (same city, same thief)
If they are seen by the enemy while in the city, they can't perform this mission - that can be difficult to know for sure if you are or not but whether this mission is available or not is a fair giveaway for that.
 
If they are seen by the enemy while in the city, they can't perform this mission - that can be difficult to know for sure if you are or not but whether this mission is available or not is a fair giveaway for that.
This also explains why the option sometimes come back when I move the Thief out of the city for one turn and then back in. Thanks!
 
Found another mine (uranium mine) that doesn't obsolete due to connection to a world wonder, the nuclear power complex, that never obsoletes.
 
Found another mine (uranium mine) that doesn't obsolete due to connection to a world wonder, the nuclear power complex, that never obsoletes.
All mines now obsolete on Git, I ensured that they got replacement, and that replacement is now OR requirement.
 
All mines now obsolete on Git, I ensured that they got replacement, and that replacement is now OR requirement.
Okay, thanks.
 
Back with another map question. Using C2C_PerfectWorld2f map gen and I like the resource distribution but a lot of the continents have the centers almost completely desert and sometimes just has wasteland and barren peppered throughout the good lands. Is it intended to be a harsher kind of map generation so that you value every single good tile or is there a way to improve these tiles enough to work cities off of them that I'm missing.
 
hey,
1. how are calculated maintenance costs from number of cities? I think it's also somehow depending on city population, but I could not figure out exact formula, and that would help in planning development. currently I can only suppose how much maintenance city will cost, and if I can afford making new city. if that matters, I mean on nightmare difficulty
2. anyone knows how it's possible that someone has founded rodnovera religion (image), if all the other AI are not yet in classical era, and technology is still possible to be researched on my tree? divine prophets option is on. I had same situation in prehistory with druidism, someone founded it and has holy city without technology researched, then I researched tech and got free great prophet, but could only spread religion normally, not as holy city
 

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