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Quick Questions , Quick Answers

Do you recommend any map scripts and settings that would return the most desert-like planet - ideally without oceans? I had not much success so far.
I made arid climate option for World mapscript more arid for you, next SVN rev will have the change, will be available in about 1 hour.

Now the options I used in the last post gets a result like this:
Spoiler :
1717942464698.png
 
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Any info on which map scripts support all current C2C map tile types?

For example, I love the C2C_Totestra script (awesome ringworld and "toric with ice band" options) but it won't generate barren land and maybe skips on lush land too.
 
Any info on which map scripts support all current C2C map tile types?

For example, I love the C2C_Totestra script (awesome ringworld and "toric with ice band" options) but it won't generate barren land and maybe skips on lush land too.
Only C2C_World is actively maintained (the remixed version is not actively maintained), I added Totestra recently on a request, but I haven't dived into improving it other than add some of the obvious C2C specific stuff to it.
 
I'm playing version 43 (unpatched unless the main download was replaced with a patched version before March) and I built several hundred stealth bombers only to find they can't bomb units, only city defenses and tile improvements (but not transportation improvements, it seems). Is this intentional?

If so, very well, I'll have to destroy my enemy using actual strategery rather than 'shock and awe'. Just curious.
 
How do I kill an Assassin in my city?
Most of my automated defense units are ganging up on the city while ignoring the frontiers. My 2 dozen Patrol and War Dog Units appear to have the wrong promotions - look but no touch.
 
How do I kill an Assassin in my city?
Most of my automated defense units are ganging up on the city while ignoring the frontiers. My 2 dozen Patrol and War Dog Units appear to have the wrong promotions - look but no touch.
build up one or more LE units for battle then try to arrest him - or try to assassinate him with an assassin. Gotta love gang wars.
 
build up one or more LE units for battle then try to arrest him - or try to assassinate him with an assassin. Gotta love gang wars.
Thx! I never understand why some LE (Patrol, etc.) can arrest hidden/crime units and some don't. It looks like some unit can only arrest once and never again.
What's the secrete?
 
Thx! I never understand why some LE (Patrol, etc.) can arrest hidden/crime units and some don't. It looks like some unit can only arrest once and never again.
What's the secrete?
It's a battle. It just doesn't give you the results quite the same nor does it give as strong a prediction on it because the law assumes it will win. Sometimes the crime unit kills the arresting officer. Some crime units are as strong or stronger then the law in some eras. Assassins and Scoundrels and Gunfighters can all give the law a run for its money, as can a lot of them in the industrial if you're not using the more militarized law units for arrest.
 
I keep deleting barbarian assassins in World Builder because my LE units hardly ever even show the "arrest" unit order. I don't even have a chance to fail at it :)
You can't arrest what you haven't investigated cause to arrest. The criminal must have the black and red promotion to say it's 'wanted' for a known crime. This is what investigation specialization on some LE units is for - you would only need one solid investigator and to otherwise keep crime low so that insidiousness (anti-investigation value) is not freely handed out by lots of emergent crime buildings to local criminals. It's not enough to know that a citizen is an assassin - you have to be able to show what crimes they are guilty of and be able to prove it to launch an arrest. However, only the strongest investigator unit is the one making the checks to investigate every round and all others present are adding only 1/10th of their total investigation amount to assist with this check so it's usually better to have the majority just be patrolling anti-crime officers. Having a few for the actual take down arrest event is good - but do keep in mind what I said above that in some few eras the criminals are quite hard to bring in safely.
 
You can't arrest what you haven't investigated cause to arrest.
Wow - I never imagined the depth of C2C crime mechanics! Always looked for % crime reduction promotions and didn't even notice % investigation.

BTW: If there is no cause to arrest a barbarian assassin unit in my city, shouldn't all my auto-patrolling units ignore it instead of milling around the city?
 
Wow - I never imagined the depth of C2C crime mechanics! Always looked for % crime reduction promotions and didn't even notice % investigation.

BTW: If there is no cause to arrest a barbarian assassin unit in my city, shouldn't all my auto-patrolling units ignore it instead of milling around the city?
Oh, you know how cops are. They keep a watchful eye on the troublemakers until they can actually do something about them. You have a point about automated patrol and I can see why they'd get a little hung up on the visible enemies. I never was able to get automated patrolling to work as I would've wanted it to for myself so never used it. We're making improvements to AI so it's possible we might be able to address that.
 
Previously, you couldn't build a city within a radius of two of another. Now it's three. Is this the default or did I miss something in the settings ? Thank you
 
Why is Seafaring tech 19 turns and Karma 23 turns, when both require the same amount of beakers? The same number of turns (19 and 23) are visible in the Technology Advisor. I have researched 0 in both.
C2C_2024-08-03_techturns.jpg
Is this because a lot of civs already have Seafaring, and none have Karma? Tech diffusion is off.
 
Why is Seafaring tech 19 turns and Karma 23 turns, when both require the same amount of beakers? The same number of turns (19 and 23) are visible in the Technology Advisor. I have researched 0 in both.
View attachment 698299
Is this because a lot of civs already have Seafaring, and none have Karma? Tech diffusion is off.
Do you have a leader trait that gives you bonus on seafaring?
 
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