Quick Questions , Quick Answers

Thanks guys! I sure am excited to see the reduced turn times! :)

Didn't want to to double-post, hence my edit here:

Do you guys recommend the invisibility stuff and the advanced combat options in the current state of the most recent SVN? I have shied away from them as they appear difficult to balance properly and I am fairly happy with the combat system overall. Or does playing current SVN without those options take away a lot of fun/customizability? Thank you :)
 
Last edited:
How do I clone units in the world builder? I've come back after a very long break away from the game and mod and the world builder is very different. I've mostly figured it out but I still cant figure out how to clone units, promotions and levels intact. I pretty much just make scenarios and don't really play the game. Its a weird thing to enjoy but I do.
 
Hey guys

Back playing after a while, looks faster so far!

Quick Q, I'm playing with City Happiness Limits on because for me it's the only way to make happiness a challenge but I was wondering how I can change the limits? I checked civic infos but the funny thing is that the numbers there don't match the ones in my game. For example the xml file says Chiefdom should cause 4 unhappiness for every city over 4 but in my game its says 7.

Is it perhaps scaled to map size? How can I change it?

Thanks
 
Indeed, compared to the 41.12 or whatever it was, the new turn times seem quite good. I managed to get into the classical era and it seems fine.

I have another question, however: Is there a way to turn off the "building completed" alerts in the top middle thing? The BUG window apparently doesn't have a function for that. I'm being spammed by these alerts that I really don't care about, so help is appreciated :)
 
Hey guys

Back playing after a while, looks faster so far!

Quick Q, I'm playing with City Happiness Limits on because for me it's the only way to make happiness a challenge but I was wondering how I can change the limits? I checked civic infos but the funny thing is that the numbers there don't match the ones in my game. For example the xml file says Chiefdom should cause 4 unhappiness for every city over 4 but in my game its says 7.

Is it perhaps scaled to map size? How can I change it?

Thanks

The City Happiness Limit is definitely scaled to Map size, but I don't know exactly what the scale is, for instance on Gigantic you can go up to 10 cities before getting the 4 unhappiness penalty.

Indeed, compared to the 41.12 or whatever it was, the new turn times seem quite good. I managed to get into the classical era and it seems fine.

I have another question, however: Is there a way to turn off the "building completed" alerts in the top middle thing? The BUG window apparently doesn't have a function for that. I'm being spammed by these alerts that I really don't care about, so help is appreciated :)

I'm assuming you've already turned the Ignore Alerts from Disabled buildings on, those ones are the most spammy in my opinion, I have to admit building complete alerts generaly don't bother me, mostly because they are in a neutral colour and most don't make a sound - although the Fighting Pit one can get annoying.
 
Last edited:
I'm assuming you've already turned the Ignore Alerts from Disabled buildings on, those ones are the most spammy in my opinion, I have to admit building complete alerts generaly don't bother me, mostly because they are in a neutral colour and most don't make a sound - although the Fighting Pit one can get annoying.
I would also very appreciate the possibility to kill those spambots, lol.
Seriously, unless I'd be playing a 100-city empire (which I will NEVER do anyways, or not in a relevant way), what good are those spams for in the first place?
Especially since they only show you like the 5 latest alerts (and remove the other 95, lol).
So, yes-and-very-yes, I'd IMMENSELY appreciate the possibility to remove ALL of "building" alerts - "built/enabled/disabled/etc".
I don't need them, and they DO bother me, because there IS occasionally some OTHER info that I'd be rather interested in, but I wouldn't SEE it due to this stupid spamming.
YES, we NEED an option to kill ALL building alerts, PLEASE!
 
Is there a way to turn off the "building completed" alerts in the top middle thing? The BUG window apparently doesn't have a function for that. I'm being spammed by these alerts that I really don't care about, so help is appreciated :)
I'll look into adding a bug option for that specific alert.
 
I'll look into adding a bug option for that specific alert.
I really hope so.
It's not super urgent, but it's also quite annoying while utterly useless.
Heck, even in Vanilla, I don't see much use for such alerts altogether.
Unless you're playing super-micromanagement on Eternity over a map with dozens of cities (actual working cities, not just placeholders - or place holders, lol).
Which would LAG so much that I don't see anyone bothering with it anyways, mind you.
 
Hello guys, it's me again :)

1. I can see there is a thief in my city (not my unit), the unit icon is transparent. How can I get rid of this guy as he increases crime in my city? Did some AI Civ send him there? For what it's worth I'm playing with the stealth stuff not enabled so that might cause a wonky situation?

2. What do you guys do to increase difficulty of the game? I play on Big and Small in a current deity game, and I'm now the biggest power (according to demographics) in the world, with only the americans getting close. Some of the AIs seem to struggle to expand and settle more cities even if there is space and their current cities seem well developed. The individual cities of the AI tend to be bigger, but I am just settling a lot more and by doing so I just get much better research/prod/food overall. I don't think I'm a super good player at this so I wonder what better players than me do to increase the challenge a bit more? :)

Thanks
 
You need to build crime fighting units and then use the red build up promotion button and select the investigation (magnifying glass) option, it will take a number of turns but eventually they will detect him and then you can select one of your crime fighting units and choose the arrest criminal option.

The AI is being worked on, it's a constant work in progress - are you using the latest SVN? There has been some improvements since the last main release.
 
Is there a point to the peacekeeping resolution in the UN? I've been proposing a resolution to stop this one war going on between two AIs (cause theres nothing else worth proposing) and everyone votes "Yes" except for one of the belligerents who always just says "No fudge you" and apparently that means it fails? Why even have the option to enforce peace when it can't actually enforce peace?
 
Why even have the option to enforce peace when it can't actually enforce peace?

To realistically represent the real-world futility of the U.N.

Game wise it's for balance as succeeding with too many resolutions actually causes you to win the diplomatic victory. To win you'll actually have to go to war with the nations that keep defying the U.N. and commit a little "regime change" just like the United States. Once all the "evil doers" are exterminated ala George Bush style then you can push for the diplo victory as all your vassals will elect you as the Grand Poohba of the New World Order.
 
Also, minor graphical gripes: Maglevs sometimes have stray lines careening off into the ocean and flax plantations on hills have the grass texture floating in midair
 
Also, minor graphical gripes: Maglevs sometimes have stray lines careening off into the ocean and flax plantations on hills have the grass texture floating in midair

Eh that's to be expected. The young forest floats in the air as well, plus it doesn't have a tree swaying animation like the other forest types.
 
Do obsolete wonders still provide tourism similarly to how they still provide culture?
 
Back
Top Bottom