Shamajotsi
Chieftain
- Joined
- Feb 25, 2013
- Messages
- 6
Besides the Reformation Beliefs, Tears of God and Religious Art, what other beliefs have been added or changed?
Besides the Reformation Beliefs, Tears of God and Religious Art, what other beliefs have been added or changed?
That's not true, it will not let you build a caravan or cargo ship if all your trade routes are currently in use. No queuing up a caravan to be ready for a new route being available.
How come I'm not able to use my caravans? 3 of them are in use, but for the remaining three, there are no available routes, even though there are AI cities and city-states on the map that are visible.
Bah. The CODE function doesn't work here, so I'll have to show you differently.
Basically, you do this: [ quote ]Text you want to quote goes here.[ /quote ]
Just take the spaces out of the 'quote' tags.
Besides the Reformation Beliefs, Tears of God and Religious Art, what other beliefs have been added or changed?
My original question was if any food was lost from the granary-city when routing to your other cities, but it looks like that's been answered (no, it's extra food).
Currently, I'm wondering if tourism, and by extension, works of art, are of any use if you're not going for a cultural win.
Additionally, I've found conflicting information about trade routes, caravans/cargo units, and plundering.
You can plunder other Civs' routes by entering a route hex and selecting "plunder trade route" option, right? Does the caravan/cargo unit have any effect on this? If the unit isn't touched when the route is plundered, what happens to the unit? Can the unit itself be plundered, or is it just like plundering the route? I also heard something about waiting along the route for the unit to pass through your hex, which will automatically capture it.
(Normally I'd experiment on my own and figure it out, but I've had to go to work, and I'm jonesing for a fix)
Trade routes first: Think of the caravan/cargo ship as a moving tile improvement. To plunder the route, you have to be on the caravan/ship directly, just like pillaging an improvement. This ends the trade route, declares war on the caravan/ship's owner, and likely annoys whoever was on the other end of the route. Route pathing doesn't change, so if you see a route and hang around, the loot pinata will eventually waddle your way.
Tourism/Art: Even if you don't care about tourism, art is responsible for most of your culture. Culture specialists only exist as part of the artist/writer/musician guilds, which are unique and only have two slots apiece--so that's six culture specialists per empire, tops. Culture buildings, except the monument, all give only one culture apiece if they're empty, so if you want culture, you'll need art and artifacts. For buying policies, you can have your writers pump out political treatises for lump sums of culture, but I'm not sure if those count toward your cultural defense against other people's tourism.
Even if you're not going for a cultural win, tourism can be used as a way to quietly make other players miserable. If you can rack up enough tourism to put a lot of pressure on another player during the ideologies eras, they pretty much will have no choice but to goose step with whatever ideology you pick, or they'll get crushed by empire-crippling unhappiness. All ideologies have policies that benefit them when dealing with other players of the same ideology, but more importantly, if you're being culturally dominated by two different players of two different ideologies, you're going to eat a ton of unhappiness no matter which ideology you pick. So, in short... make sure you have at least some art handy.
Higgy, I believe you have to have the policy for it first.
Does anyone know how the Portuguese Nao special ability works? I go up to other civ's tile but I don't get an option to do anything.
Religious Texts has been cut from 34% (68% with Printing Press) faster spread to 25%/50%. Cathedrals have a Great Work slot instead of a Great Artist slot and only 1 base culture.
In general, culture is a lot harder to come by past Monuments, so culture producing Pantheons are more valuable.
Why can't I spread my own religion to my own cities by caravan?
Does anyone know how the Portuguese Nao special ability works? I go up to other civ's tile but I don't get an option to do anything.
I figure now's a good time to ask again:
Can Byzantium pick a Reformation belief as its bonus belief?
Does Underground Sect work with diplomats, or only regular spies?
I have but one question. Does having your religion spread to another civ also helps in building culture influence over it?
Very very very stupid question but:
How do you use a great merchant to puppet a city state for Venice?!
I received my first free great merchant of Venice by researching optics, and I feel like I've tried everything but couldn't find the option available. I only can see the option to "conduct trade route".
Is there an obscene gold cost to do it, and the option doesn't show up till you have the gold?