Quick Questions , Quick Answers

Look in civPack in modmod section.

@Thunderbrd
Is it by purpose that my vassal refuses to give me a tech as a tribute?

Vassals refusing to hand over tech for free is a holdover from vanilla Civ 4, C2C didn't change anything on that front

Yeah, currently vassals are only good for self-imposed quests like vassalize-em-all (literal application) or get-all-cultures (and demand them from eager vassals).
I don't see any other REAL benefits of having any vassals, lol - and I see a ton of problems with being stuck with some of them that are useless.
Or at best, it's still useless.

Vassals are also good for supplementing your research, assuming they're in the same era as you and produce a non-trivial amount of beakers (e.g. your vassal can research Marine Biology for you while you research Civil Engineering)
 
Vassals refusing to hand over tech for free is a holdover from vanilla Civ 4, C2C didn't change anything on that front

Vassals are also good for supplementing your research, assuming they're in the same era as you and produce a non-trivial amount of beakers (e.g. your vassal can research Marine Biology for you while you research Civil Engineering)
I tend to always play as The Top Guy (or otherwise I wouldn't HAVE vassals to begin with), so it's kinda redundant in my playing style.
Also, in case I do lag behind in some tech (but still can wage war significantly) - see somewhere the concept of "milking a city for tech points by recapturing it over and over".
I certainly have played like this in the past - and it's way faster and funnier than what you suggest.
And I can actually "milk" a lot of civs that way via the same one city - I just need to keep gifting it to the TOP civs over and over.
Note, though: Only works well if they can't pose you a serious WAR threat.
Though even then, I think it's quite possible to force them to leave you alone with Cease Fires each time.
Basically: Capture a city. Make it empty of units. Gift it to a TOP civ. Start a war against it. Recapture the city. Cease Fire with them. Gift the city back. Rinse-repeat.
And when it stops giving you significant tech points - just switch to the next TOP civ, rinse-repeat.
This WILL put you as their perpetual enemy - but the benefits quite outweigh the "loss" that most probably wouldn't mean much anyways.
Just be sure to be prepare for at least minimally resisting a sudden invasion - and then you can force Cease Fire this way again.
Much more fun and effective, lol.
 
Lazy question:
What is the Wonder that spawns animals every few turns?
I can't seem to find it, and I want to play a funky game using ONLY the animals that it would spawn.
Except I can't discern which Wonder that is to begin with...
Help?
 
Lazy question:
What is the Wonder that spawns animals every few turns?
I can't seem to find it, and I want to play a funky game using ONLY the animals that it would spawn.
Except I can't discern which Wonder that is to begin with...
Help?
Montreal Biodome
 
Montreal Biodome
Thanks, now gonna test it, lol.
Okay, it works, but I'm now gonna switch to Ultrafast, lol, because it's a joke on Eternity to get 1 animal per 40 turns, while not doing anything else (which is my current quest).
 
Last edited:
Is there an end goal for this mod, or will it just be continuously updated?
There's a very long list of projects yet planned and its going to be interesting to see how many can get implemented. Might become its own new game before then.
 
There's a very long list of projects yet planned and its going to be interesting to see how many can get implemented. Might become its own new game before then.
Can you elaborate plz?
Multi-maps, in-depth equipment, what else?
And, well, unfortunately it does NOT seem to have any chances of "becoming a game of its own", which is rather sad, given the stupid engine limitations.
 
Is there any specific reason why tanks are a resource?

Reason I am asking is consistency issue. We need horse trainer to build mounted units, siege weapon workshop to build siege weapons, shipwright to build ships. I love it because it is reasonable to have industry infrastructure to build more advanced units .

But in terms of tanks you just need a tank factory in one city and it is enough for entire empire. My proposal is

1 remove tans resource
2 rename tank factory to war factory
3 make war factory required to build units that now requires tank resource.

Is it doable and your opinions?
 
Is there any specific reason why tanks are a resource?

Reason I am asking is consistency issue. We need horse trainer to build mounted units, siege weapon workshop to build siege weapons, shipwright to build ships. I love it because it is reasonable to have industry infrastructure to build more advanced units .

But in terms of tanks you just need a tank factory in one city and it is enough for entire empire. My proposal is

1 remove tans resource
2 rename tank factory to war factory
3 make war factory required to build units that now requires tank resource.

Is it doable and your opinions?
I agree that there is this consistency issue but I'm strongly thinking it should go the other way and we work towards a more volumetric resources system.

Can you elaborate plz?
Multi-maps, in-depth equipment, what else?
And, well, unfortunately it does NOT seem to have any chances of "becoming a game of its own", which is rather sad, given the stupid engine limitations.
Honestly it's currently too many plans to label them all in one place and such a project would be yet another on the heap of projects.
 
Honestly it's currently too many plans to label them all in one place and such a project would be yet another on the heap of projects.
Dude, sorry to remind you, but "making the content outline for your plan" is like 99% of "actually fulfilling that plan", ya know.
 
Question about leader traits: do they not work? Or only partially? I have Agricultural I and my city is working a plot that somehow has 7:food:. I would expect it to be increased to 8. Or is it not working because the tile is already benefiting from Agricultural I giving the Fruit Gathering Camp +1:food:, so it won't give it the +1 on plots with 7 because the base yield is technically only 6? Sorry that sentence was confusing.

Spoiler Relevant screenshot :
1690495354255.png


Edit: The tile in question is the bottom right-most tile being worked, it's a Lush (+3 :food:)/Forest tile with Apples (+2:food:) and a Fruit Gathering Camp (+1:food:,+1:food: from Agricultural I). This question might be too specific for this thread, idk.
 
You said it yourself: It's a "6" initial yield plot that got "+1 from Agricultural" in the first place.
So it's a better question (of description) why it got that "+1" at only "6" initial yield, but that's it.
 
Dude, sorry to remind you, but "making the content outline for your plan" is like 99% of "actually fulfilling that plan", ya know.
You could always go read the Ideas Project thread. Or the posts I made in the Nomadic Start project threads. Perhaps take note of all the line items on the Unit Review documents. Or perhaps the Leaders as Units project. Maybe take note of the Combat Mod posts, particularly the Equipment section. Maybe take a look at the Multimaps, or the Volumetric Resources, the Electricity property project, Radiation property, Biospheric regions, Mortal Leaders, plans to expand on Size Matters for hunting and casualties, emotional statuses for units, Outbreaks and Afflictions, expanded Leader flavors, discussions on AI, I actually have outlined everything and am usually ignored when I've asked for help with the things I'm wanting to get done. I've also been helped when I'm on a project so that's not so bad. My point is that there is so much history in this forum it's hard to condense it all. I am likely the only person here who has literally read every single post in this C2C forum section and its all still swirling around in the vague plan of what's to come when I finally can break free from working every awake hour. My retirement will be legendary.
 
You said it yourself: It's a "6" initial yield plot that got "+1 from Agricultural" in the first place.
So it's a better question (of description) why it got that "+1" at only "6" initial yield, but that's it.
This was an interesting ability that came from legacy stuff long before I worked on the leader tags that I had an interesting time playing a bit with as a sub-effect for some highly specialized leader traits. The idea is basically that it makes some plots even more powerful if you can get them to a particular point of power to begin with so it pushes you sometimes to make decisions to get a better deal but perhaps way less balanced, therefore making an even more dedicated 'strategic path' of working hard with a particular yield and then seeing how you can convert that yield to getting more of the rest of them in other less direct ways.
 
Yeah, I figured that in the early eras, food is probably worth its weight in gold, because that's how it was in the real world. The four OG starting points for humanity were all river valleys for a reason, and it's why Europe got so powerful, because of food.

Also I think @Somebody613 slightly misunderstood my question, I had a tile with 6 :food: which turned into 7 because of one part of Agricultural, but then the part of Agricultural that turns 7s into 8s didn't do anything, and I was wondering if that's because of the order the modifiers of the trait are applied in, and if it only checks what modifiers should be applied when the tile itself changes, so it didn't see the 7 food there.
 
Also I think @Somebody613 slightly misunderstood my question, I had a tile with 6 :food: which turned into 7 because of one part of Agricultural, but then the part of Agricultural that turns 7s into 8s didn't do anything, and I was wondering if that's because of the order the modifiers of the trait are applied in, and if it only checks what modifiers should be applied when the tile itself changes, so it didn't see the 7 food there.
I'm not sure it HAD to "see" it, though, which is my point. I see a perfect reason to NOT expect it to, just as likely as otherwise. Both versions make sense.
 
Yeah, I figured that in the early eras, food is probably worth its weight in gold, because that's how it was in the real world. The four OG starting points for humanity were all river valleys for a reason, and it's why Europe got so powerful, because of food.

Also I think @Somebody613 slightly misunderstood my question, I had a tile with 6 :food: which turned into 7 because of one part of Agricultural, but then the part of Agricultural that turns 7s into 8s didn't do anything, and I was wondering if that's because of the order the modifiers of the trait are applied in, and if it only checks what modifiers should be applied when the tile itself changes, so it didn't see the 7 food there.
It's a check to qualify for a set +1 bonus. It does not keep getting more with each pt thereafter.
 
It's a check to qualify for a set +1 bonus. It does not keep getting more with each pt thereafter.
I think he means that there are two factors there, and he expected the second one to kick in after the first one already did - which may or may not make sense.
 
Back
Top Bottom