Quick Questions , Quick Answers

When you "transform" a unit, you CHANGE it. Like, Great Hunter IS NOT Master Hunter, and they DON'T share promotions. Same goes for Generals and Commanders.
Now, HOW to get some specific promotions may be tricky (and is a problem of undeveloped Pedia) - but I know that some buildings/wonders tend to provide them, so check THAT source.
Easy example: Poison Tips. You can only (I think) get it from a building (forgot the name) by leaving the unit "overnight" in that city, and thus getting the promotion automatically.
Probably works the same for quite some more promotions as well, I'd guess.
 
Is there anywhere where all the code is documented? I've been going through the code. Its a hot mess and it could do with a full revamp.
 
When you "transform" a unit, you CHANGE it. Like, Great Hunter IS NOT Master Hunter, and they DON'T share promotions. Same goes for Generals and Commanders.
Now, HOW to get some specific promotions may be tricky (and is a problem of undeveloped Pedia) - but I know that some buildings/wonders tend to provide them, so check THAT source.
Easy example: Poison Tips. You can only (I think) get it from a building (forgot the name) by leaving the unit "overnight" in that city, and thus getting the promotion automatically.
Probably works the same for quite some more promotions as well, I'd guess.
I tried overnighting a general that had the Tactics I prereq in a city that had the buildings necessary for the promotion and still no dice. I think the promotions just don't work.
 
I tried overnighting a general that had the Tactics I prereq in a city that had the buildings necessary for the promotion and still no dice. I think the promotions just don't work.
I'll probably look into it later, but it's usually something behind the scene that Pedia simply "forgets to tell us".
 
Are some of the negative modifiers to diplomacy permanent? Actions like razing cities and declaring war on an enemies allies doesn't see to decay. For example I burned down an Ottoman city around 800 AD and the their leader is just as mad in 1850 AD as he was back then. It doesn't make sense to me and renders certain choices in games unviable due to the permanent repercussions
 
Are some of the negative modifiers to diplomacy permanent? Actions like razing cities and declaring war on an enemies allies doesn't see to decay. For example I burned down an Ottoman city around 800 AD and the their leader is just as mad in 1850 AD as he was back then. It doesn't make sense to me and renders certain choices in games unviable due to the permanent repercussions
Not exactly permanent, but I do feel like it's a trigger-based switch in BOTH directions, so if you fail to trigger the OFF switch, it stays forever - until and unless you trigger it.
Because it does feel like that to me on certain playthroughs, yes.
 
Are improvements in this game subject to getting destroyed naturally? I've experienced on two occasions now where tile improvements are either being destroyed or demoted to a lesser version of itself. I am confident neither I or a rival civilization is causing this damage. I can provide more information if this behavior isn't intended
 
Are improvements in this game subject to getting destroyed naturally? I've experienced on two occasions now where tile improvements are either being destroyed or demoted to a lesser version of itself. I am confident neither I or a rival civilization is causing this damage. I can provide more information if this behavior isn't intended
Sneaky criminals are sneaky. And annoying as Hell.
 
Don't you always get a notification when a criminal destroys an improvement? I'm getting nothing here. Not to mention my land is covered with all visibility types maxed for the time period.
 
Don't you always get a notification when a criminal destroys an improvement? I'm getting nothing here. Not to mention my land is covered with all visibility types maxed for the time period.
You are supposed to, but I can't really promise that it always works. Multiple simultaneous notifications also cancel each other quite often.
 
Has the C2C development stopped, since there hasn't been any SVN updates for awhile, or is the team working on something "big under the hood"?
 
A project this big wouldn't just silently go under. I assume either the core crew is just busy with other stuff or possibly they're working on an official release. Or maybe something else, but I think those two things would be most likely.
 
There's also been a lot of smaller updates in the git repository- mostly a lot of grammar and translation related things. Definitely not dead, just in one of those lulls a lot of big projects like this occasionally experience.
 
There IS some real life stuff involved, but I guess they are polishing some specific angles for older issues.
Let's wait and see.
 
Hi, quick question about the Mastery victory :
Do I have to select all conditions including Mastery or should I deselect all conditions except Mastery ?
 
It doesn't matter what else you have selected. As long as you have Mastery victory selected it overrides everything else. It presents itself as a kind of amalgamation of the other victories but it's not. It's basically just a conquest victory. The surest way to have the highest score at the end of the game is to kill everyone else. Of course if you're going for a high score then what really matters is culture.

You may want to have the diplomatic and space race victories enabled though, to ensure that you can build the Apostolic Palace, the UN, and your spaceship. The ship is worth points towards a mastery victory and the AP and UN are both decently abusable. Or at least they were in BTS, not sure if they've changed much in C2C.

Edit: apparently you also have to have the scientific victory enabled if you want to build the Ascension Gate wonder, but a) it would take the better part of a lifetime on slow gamespeeds, and b) don't build the Ascension Gate.
 
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don't build the Ascension Gate.
Why ? :shifty:
Thanks for the answer, I played this mod a lot over the years but I never actually achieved a mastery victory so I wanted to try.
Would be a shame to play a couple days aiming for mastery and have some AI achieve culture or other condition behind my back, ending the game.
If mastery override the rest then I will activate all condition, to be sure that I can build all condition related buildings.
The only thing I want to avoid is for the game to end when one of the condition is achieved, except mastery obviously.
 
Why ? :shifty:
Thanks for the answer, I played this mod a lot over the years but I never actually achieved a mastery victory so I wanted to try.
Would be a shame to play a couple days aiming for mastery and have some AI achieve culture or other condition behind my back, ending the game.
If mastery override the rest then I will activate all condition, to be sure that I can build all condition related buildings.
The only thing I want to avoid is for the game to end when one of the condition is achieved, except mastery obviously.
Technically, you can play WITHOUT any winning conditions, and even WITHOUT any other civs, loool.
I always play with NO winning conditions (and even had tried SOLO games when testing certain game features), because ALL of them are totally off-scale for C2C.
Okay, beside Conquest, which is still straightforward, but everything else is a matter of scale, and SCALE is utterly skewered in C2C.
Mastery being The Skewerest Skewer Of Them All, because it involves Learning The Entire Universe, SCALE-wise.
Even on Ultrafast Easy Solo, that's... a chore, loool.
 
The Ascension Gate is purely intended to grant you the Scientific Victory when you build it. If you have Mastery victory enabled then it won't do that, and it'll eat 30 population from all of your cities for nothing.
So you make your entire civilization drink the kool-aid, damn. 😅
 
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