Quick Questions , Quick Answers

Is there a way to capture cities with culture when the other side has fixed borders?
That actually might be impossible. I can't remember if owning tiles around the city qualifies things but I do recall that it might because I remember noticing that if you use the minimum 1 tile radius option to enforce that cities always own the tiles around them, you do effectively eliminate the potential for cultural revolt. Then again, the fixed border rules do make it harder for that kind of culture conquest because it's representative of a more fixed border system and if you think about it, it's unlikely, perhaps impossible, that San Diego would ever suddenly decide it wants to be part of Mexico. Without a war anyhow.
 
In order not to make a separate thread.

What is the actual practical meaning of "No Zones Of Control" and "No Fixed Borders"?
What do those options change in-game?
Especially the second one, which is extremely mysterious to me.
 
In order not to make a separate thread.

What is the actual practical meaning of "No Zones Of Control" and "No Fixed Borders"?
What do those options change in-game?
Especially the second one, which is extremely mysterious to me.
No fixed borders means the borders constantly fluctuate depending on Culture, doesn't it? I am glad you are asking about No Zones of Control.
 
Zone of control is that units cannot move around a manned enemy fort.

AAA
XYX
XFX

F is fort plot manned by enemy.
Y is plot with your units on it
X are plots your units cannot move to.
A are plots you can move to.
 
Only forts, not just any enemy units?
It's been forever since I played Vanilla, and I recall that this was the case in Civ2.

I'm not sure how Fixed Borders would work if ON, lol.

Any better or fuller answers?
 
Zones of Control are also fairly slow in processing and can greatly lengthen turn times. Furthermore, I don't think that being under threat of being fired upon means you shouldn't be able to move at all - it means you'll be fired upon when you do. I'd prefer to change ZoC to that than to make it an absolute invisible barrier. These are the reasons to turn off the option but I also admit it makes for more interesting strategic decisionmaking if it's on so it's a tossup to me.

ZOC's exist around forts when manned but they also exist around cities when the city has a city that generates a zone of control.

Fixed Borders allows units to claim plots and as far as borders fluctuating, I'm not sure how that works now. In a time I took a big break a lot was reworked there and I can't say I fully understand all the rules established for it then. Without it, you are working with culture rules that pretty much play the same through the whole game and more similar to vanilla.
 
Zones of Control are also fairly slow in processing and can greatly lengthen turn times. Furthermore, I don't think that being under threat of being fired upon means you shouldn't be able to move at all - it means you'll be fired upon when you do. I'd prefer to change ZoC to that than to make it an absolute invisible barrier. These are the reasons to turn off the option but I also admit it makes for more interesting strategic decisionmaking if it's on so it's a tossup to me.

ZOC's exist around forts when manned but they also exist around cities when the city has a city that generates a zone of control.

Fixed Borders allows units to claim plots and as far as borders fluctuating, I'm not sure how that works now. In a time I took a big break a lot was reworked there and I can't say I fully understand all the rules established for it then. Without it, you are working with culture rules that pretty much play the same through the whole game and more similar to vanilla.
Well, I'm always playing with both CHECKED (consciously for ZOC, since I hate it, and passively for FB, because it seems like "more modding"), lol.
I was also extremely confused by the stupid similarity in NAMES between [option] Fixed Borders and [civic] Open/Closed Borders.
I was 101% sure there was a CORRELATION between the two, lol.
 
I was also extremely confused by the stupid similarity in NAMES between [option] Fixed Borders and [civic] Open/Closed Borders.
I was 101% sure there was a CORRELATION between the two, lol.
I don't think there is any correlation between the two unless open or closed borders is currently set to provide fixed borders to the nation with that civic but I don't think they control that at all. Open/Closed borders is more about letting foreign people into your country willingly or not.
 
Zones of Control are also fairly slow in processing and can greatly lengthen turn times. Furthermore, I don't think that being under threat of being fired upon means you shouldn't be able to move at all - it means you'll be fired upon when you do. I'd prefer to change ZoC to that than to make it an absolute invisible barrier. These are the reasons to turn off the option but I also admit it makes for more interesting strategic decisionmaking if it's on so it's a tossup to me.

ZOC's exist around forts when manned but they also exist around cities when the city has a city that generates a zone of control.

Fixed Borders allows units to claim plots and as far as borders fluctuating, I'm not sure how that works now. In a time I took a big break a lot was reworked there and I can't say I fully understand all the rules established for it then. Without it, you are working with culture rules that pretty much play the same through the whole game and more similar to vanilla.
I have done a little more research on the Zone of Control concept. It is more about supply lines. The alternative is to have units in enemy territory suffer damage if there is a fort/city/stack between them and the border (similar to terrain damage). However that would be much more turn time consuming. For an example of the full effect (sort of) look at the movie "A Bridge Too Far" about a WW2 campaign.
 
I have an error loading a saved game. Two days ago I installed two VFW Codec, they are attached to this message in the archive
Wrong thread - its about stuff, that's happening on Github.
I guess this codec somehow interferes with game, uninstall codec.
Or your vanilla BTS INI file got corrupt, delete it.
 
In what way, if at all, is climate change implemented? I understand that too much pollution creates buildings that represent, well, too much pollution. But this is only on a local level, and not represented on the map. Is there anything like the vanilla BTS global warming? I recall there was desertification of tiles, but the cause was kind of dumb.
 
Vanilla mechanic was disabled - tiles doesn't change.
There are three global warming pseudobuildings, but they are localized in cities.
 
As an alternative to the trade caravan, what do Nok merchants have to offer? They cost more production, and require the Nok culture to be built; they do not have a higher multiplier or base trade yield; and they do not have more strength or movement points. I didn't see any other notable differences in the Civilopedia.
 
As an alternative to the trade caravan, what do Nok merchants have to offer? They cost more production, and require the Nok culture to be built; they do not have a higher multiplier or base trade yield; and they do not have more strength or movement points. I didn't see any other notable differences in the Civilopedia.
I think they are supposed to mix in with the wonder Nok Statues and the Yoruba religion but I don't think they were finished. Personally I would have the Nok Culture
  1. require fine clay in the city vicinity
  2. be the only one who can build the wonder (that way they don't need any heroes)
  3. the wonder provides the statues and is required for the merchants
  4. as soon as the first Nok Merchant sells at a foreign city which has Iron Working gives Iron Working to the nation with Nok Culture (merging the two amazing things about the Earth Culture ie they went straight from stone age to iron age with out messing about with copper or bronze).
  5. if Yoruba is the State Religion Nok Merchants can act as missionaries
  6. if Yourba is in the target city increase the return on the trade by 10%
  7. Yoruba religion buildings should give a small :commerce: and :culture: if the statues are availble
Alternately I would remove the Nok Merchants and have a promotion instead. The promotion is given to all merchants giving a boost to all trades in foreign cities.
 
As an alternative to the trade caravan, what do Nok merchants have to offer? They cost more production, and require the Nok culture to be built; they do not have a higher multiplier or base trade yield; and they do not have more strength or movement points. I didn't see any other notable differences in the Civilopedia.
I'm sure I varied them before but the base merchants were adjusted later and I'm not sure they kept up with the differences they were meant to have at that point.
 
Hello, I restarted a run since 1 year and I'm very glad to see many improvments (civiopedia and co). Good work ^^

I have few questions:
- how can I change the region of the world I see when playing with viewports ? Before I went to the military menu where there was the world map and I clicked on the region that interested me and it sent me to the right place, but now it does not work anymore.
- is there a way to program the workers so they do nothing but improve the roads, without touching the rest (without connecting my lead resource for example)?
- Wasn't there a cursor for Culture between that for Science and that for Spy ?
- In my last runs (0.38 I think) I was very afraid of inflation, this is why I would only accelerate production very rarely. I think that it does not work like that anymore since after several acceleration of production my inflation is still at 0. It is correct ?
- Water and air pollution is still useless ?
- I can see a difference in my gold income from one turn to the next when I do nothing in particular that can explain it? I can earn +86 gold, the next turn +226, then go back to 80 ... Do you know why ?
- In my previous run I remember that I could select several cities in the Domestic Advisor (F1) in order to add a new production for example. Very useful. When I try to do it now it doesn't work (I can't select a city with click on it). Is this normal?
- in the city screen the icon representing 5 trade does not appear (the big bag, see my pictures), a reason for that? a way to make it reappear?

PS: sorry, english is not my language
 

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- I can see a difference in my gold income from one turn to the next when I do nothing in particular that can explain it? I can earn +86 gold, the next turn +226, then go back to 80 ... Do you know why ?
- In my previous run I remember that I could select several cities in the Domestic Advisor (F1) in order to add a new production for example. Very useful. When I try to do it now it doesn't work (I can't select a city with click on it). Is this normal?
1. One thing I can think of is that when a city celebrates "We love the [ruler]", it pays no maintenance that turn (or something like that). There could be a dozen other contributing factors.

2. You can still select one city by clicking on the city icon in the far left column. Not sure about multiple cities, but I think I heard this functionality was removed.
 
- how can I change the region of the world I see when playing with viewports ? Before I went to the military menu where there was the world map and I clicked on the region that interested me and it sent me to the right place, but now it does not work anymore.
I'll look into why you can't use the mil advisor anymore, When I made the minimap in there larger I may have changed it so that it doesn't help with viewports anymore.
I think there's alt+numpad# hotkeys to move viewport a certain amount in a direction.

Edit: { Lol, if you open the military advisor with the F5 keybard hotkey the entire map will show when viewports are enabled...

Not entirely sure why it's different to open it like that at the moment.
}
Edit {
Ok, fix is on its way to SVN now, it will take some time though as it has to finish a lot of automated checks and such.
}
 
I figured "Strategy and Tips" would be a better place to ask this question, but that sub-forum has been dead for a while... Anyway, I'm playing a game on emperor, a step up from what I am used to, and I am having trouble. I have just recently discovered Tribalism, and I already have a stack of doom at my doorstep. I don't think I could have prepared the forces needed yo defend myself; I would be even further behind in tech, and I'm not even sure if I could handle the upkeep of all the units I would have needed. They have a variety of stone units, some of which are merged. What can I do at this point? How should I better prepare next time? Here is the earliest save I have within 10,000 years of the invasion:
 

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No fixed borders means the borders constantly fluctuate depending on Culture, doesn't it? I am glad you are asking about No Zones of Control.
The borders will fluctuate but not "constantly". There is a Culture ratio and which ever culture is generating the most point will start to see their % increase but it take much time. These are the Culture wars I've mentioned before.
- I can see a difference in my gold income from one turn to the next when I do nothing in particular that can explain it? I can earn +86 gold, the next turn +226, then go back to 80 ... Do you know why ?
The Govenor AI will shuffle around your Specialists to suit it's view, is one reason. Merchants maybe removed for engineers or vice versa. And every time you research and build new buildings that allow a certain type of Specialist to be used it will shift you Specialist that you have in your cities in that direction. Sometime you have to lock out/disable the AI Govenor get get the results you want in each city. Gold is tied in to many many aspects of this mod. So fluctuates can and will occur until you find the root cause(s) and then address it(them).
 
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