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Quick Questions , Quick Answers

When using developing leaders, is there a console command or other way to manually add a trait to your leader? I wanted to see how cheesy it could get with enough traits.
 
When using developing leaders, is there a console command or other way to manually add a trait to your leader? I wanted to see how cheesy it could get with enough traits.
LOL!
I used to want this as well (still do), so I tried hoarding (and editing) Culture Levels ad nauseum.
Didn't work, though (there's a cap that prevents the Ultimate Hoarding, and also higher level traits are locked until later Eras).
But I just realized that it's possible to simply XML edit the Leader I'm planning to play with to have ALL traits, and then play WITHOUT all those new mod features.
Basically, you'd have the old system, BUT your specific Leader would cheat like crazy and have a ton of free traits from the start.
But it'd be boring, I guess.
 
A bit confused. Playing on the latest SVN. I picked spiritual 1 as a trait, which states that it makes priests produce +1%:science:. However, in the city outliner, it says the priest produces 1:science:, despite my base science being below 100. Is that a UI error? An implementation error? Or is 1%:science: something that's in the tooltip/wiki but not yet implemented?
 
A bit confused. Playing on the latest SVN. I picked spiritual 1 as a trait, which states that it makes priests produce +1%:science:. However, in the city outliner, it says the priest produces 1:science:, despite my base science being below 100. Is that a UI error? An implementation error? Or is 1%:science: something that's in the tooltip/wiki but not yet implemented?
Rounded up and deceiving, lol?
Like, you don't see fractional income/research/culture anywhere when it comes to the total sums - yet it is calculated fractionally "behind the scenes".
Now, if you had more than 200 base science, and it was showing only +1, then it'd be definitely bugged.
 
A bit confused. Playing on the latest SVN. I picked spiritual 1 as a trait, which states that it makes priests produce +1%:science:. However, in the city outliner, it says the priest produces 1:science:, despite my base science being below 100. Is that a UI error? An implementation error? Or is 1%:science: something that's in the tooltip/wiki but not yet implemented?
Um... I know I set up the traits but I'm not sure what is exactly going on there - maybe rax or toffer can help to answer this better at the moment?
 
When inflation disappears (at snail speed)?
In my current game I have hurried many buildings. From many turns I do not hurry anything but still inflation cost me 28000-30000 per turn.
 
Should not be infinite.
Define "many turns" and "infinite".
Because what takes 1 turn on Ultrafast, takes 30-40 turns on Eternity, and that's just in some cases.
Meaning, some stuff may be even more time-diluted.
So, have you played like this on Ultrafast for comparison, and see that it's clearly lagging behind on Snail - or are you just complaining about "as is", which might be NOT a bug altogether?
 
OK.
At least 20 turns without hurrying and situation does not improve.
Is there some article/thread around that explains in detail, what to expect if I will spend that or that amount of gold to hurry some production?
I am not complaining. I am just searching for information.
 
OK.
At least 20 turns without hurrying and situation does not improve.
Is there some article/thread around that explains in detail, what to expect if I will spend that or that amount of gold to hurry some production?
I am not complaining. I am just searching for information.
I have no idea about any concrete information, but 20 turns seems to be "not long enough" for a rather slow speed, at least in my eyes.
 
i have something similar to blackgutter, I have been searching forever in the XML's for where the modifier is for developing leaders so i can reduce it, just so I can increase the rate a bit, or increase it(I want to be able to change up the game without being forced to take crappy traits). I simply cannot find where it is.
 
How long does diplomacy take to reset? The penalty for razing cities seems to stay permanently.

Edit: The world builder diplomacy options no longer work.
 
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Is the placement of resources on the map intended the way it works actually? Settings: Map C2C_World, large, sea level medium, climate temperate, hills and peaks 100%, landform continents, start old world, rivers 0, pangea breaker on, resources 100%.
On my continent, the largest continent with 6 civs, only 1 resource of iron. On the smaller new world continent 7 resources of iron. On a very small continent that can be settled from the smaller new world with ancient ships another iron. So a total of 8 iron resources for the new world and only one resource of iron for the whole old world. Of course this single iron on the continent is as far away from my borders as possible.
 
What is currently the biggest contributor to the length of turn times? Playing on Giant (I know, bad choice for this problem), I've noticed that in the last 400 turns or so, turn times have gone from about 20 seconds to 70 seconds. Is it the number of cities in the game? Of Units on the map? Of Civs themselves? All 3?
 
What is currently the biggest contributor to the length of turn times? Playing on Giant (I know, bad choice for this problem), I've noticed that in the last 400 turns or so, turn times have gone from about 20 seconds to 70 seconds. Is it the number of cities in the game? Of Units on the map? Of Civs themselves? All 3?
Likely units, try culling some.
 
What is currently the biggest contributor to the length of turn times? Playing on Giant (I know, bad choice for this problem), I've noticed that in the last 400 turns or so, turn times have gone from about 20 seconds to 70 seconds. Is it the number of cities in the game? Of Units on the map? Of Civs themselves? All 3?
99.999% units, 0.001% everything else, very mildly directly related to the number of civs or cities (unless you take them as unit swarm number multipliers, of course).
Cue another rant about the horsehockey AI building 100s of DOGS PER CITY.
 
99.999% units, 0.001% everything else, very mildly directly related to the number of civs or cities (unless you take them as unit swarm number multipliers, of course).
Cue another rant about the ****** AI building 100s of DOGS PER CITY.
I've offered a soft cap (each next unit of the same type/category gets progressively more expensive to build) like in Realism Invictus yesterday on Discord, since national is out of question. Press like if you want to petition for this.
 
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