Simple questions, simple answers

As for the rush penalty for GA, it might be worth looking into Cathedral spamming to provide sufficient room for trading and storage until museums are opened. Just my opinion.
 
Yes. Sharing a religion in the majority of your cities gives a +25% bonus to influence going in both directions.

Amazing! That's all I needed to know, thanks.
 
Yes. Sharing a religion in the majority of your cities gives a +25% bonus to influence going in both directions.



Using the Merchant of Venice to buy a city-state costs no gold at all (and, if you have the Mausoleum of Halicarnassus, it actually GIVES you money). Once you have the merchant, march him into the territory of the city-state you want to buy (as if you were going to conduct a Vanilla/GnK trade mission). Note the second option in the menu to your left--it should look almost exactly like the first, except with a large gold coin on it. That's the one that lets you puppet the CS. The only real restrictions on it are that you have to actually be in the CS's territory, and you can't be at war with the CS.

I've attached a screenshot, it doesn't appear to be showing up in my version... Or am I just blind?
 
Thanks! That'll be nasty; fast barbarians (since YouTube always crashes on me I hadn't seen the video yet).

Another question: Are there new mapscripts? (I saw some new names, like Labyrinth, in MadDjinn's video, but it wasn't clear to me whether they were fan-made maps or BNW additions)?

I had three of these at once hit my capital (I accidentally kept raging barbarians on from a previous game :cringe:) and they managed to pillage all of the luxuries in just 1-2 turns.
 
Is there a benefit to settling on rivers?
Manta, if you settle near cities they provide more food from the food plains. Also when you research the Civil Service tech you get an extra food from farms next to rivers. Gold from rivers are gone, but quick to get with the trade routes. Just keep them protected ;)
 
Oh and if you settle on the coast right next to a river you get a trade route bonus for that city :D
 
I've attached a screenshot, it doesn't appear to be showing up in my version... Or am I just blind?

I... have no idea what's going on there. You definitely seem to be missing a button on your great merchant. Maybe this is a problem for tech support? I'd suggest running a test game (duel map, pangaea, settler, quick speed), rush to optics, and see if the problem can be reproduced.
 
So what are the purpose of roads now that trade routes have been made manual? I don't actually get the bonus, outside of movement to land units.
 
So what are the purpose of roads now that trade routes have been made manual? I don't actually get the bonus, outside of movement to land units.

The extra gold from city connection is still in the game, IIRC. They just have been renamed.
 
So what are the purpose of roads now that trade routes have been made manual? I don't actually get the bonus, outside of movement to land units.

They also let you make longer trade routes, since the road would make travel easier. Plus, they still count as an internal "trade route" if you link up your own cities. IIRC, that gives a slight production increase to both cities.
 
How easy is it to move a Great Work to another city? I'm asking mostly because if it's possible to do that instantly, Great Works are essentially un-stealable via city capture, unless you have a lot of them and all slots are filled everywhere...
 
How easy is it to move a Great Work to another city? I'm asking mostly because if it's possible to do that instantly, Great Works are essentially un-stealable via city capture, unless you have a lot of them and all slots are filled everywhere...

It's very easy and instant. They are essentially unstealable yes, but you'll likely lose a few if your main "culture city" gets taken simply because you won't have enough slots elsewhere.
 
It's very easy and instant. They are essentially unstealable yes, but you'll likely lose a few if your main "culture city" gets taken simply because you won't have enough slots elsewhere.

Thanks! Follow-up questions:

1) Is it possible to have a Great Work that is not in any slot? I'm guessing from your previous answer that no (because if it were true, it'd be possible to just remove GW from slots when you're about to lose a city, and you implied that sometimes it can't be done), but I prefer to make sure.
2) What happens if you have more Great Works than Great Work slots? Also, can it reliably happen, or is it rather rare?
 
Thanks! Follow-up questions:

1) Is it possible to have a Great Work that is not in any slot? I'm guessing from your previous answer that no (because if it were true, it'd be possible to just remove GW from slots when you're about to lose a city, and you implied that sometimes it can't be done), but I prefer to make sure.
2) What happens if you have more Great Works than Great Work slots? Also, can it reliably happen, or is it rather rare?

You can't have more great works than slots. If you don't have any available slot, it won't allow you to make any more. If you somehow get them, they are simply lost... FOREVER!
 
1) If a caravan has 10 tiles of range, how is it calculated? Just direct distance between cities(like a fighter)? Or the length of its shortest possible trade route?

2) This has something to do with previous question. Does a trade route pass through foreign territory, which means other civ's territory without open border agreement or neutral CS? If it doesn't, is the length of a trade route affected by political situation?
 
Is it possible to manually upgrade Scouts now (as opposed to being lucky and having them upgrade to Archers from ruins)? If so, what do they upgrade to?
 
1) If a caravan has 10 tiles of range, how is it calculated? Just direct distance between cities(like a fighter)? Or the length of its shortest possible trade route?

2) This has something to do with previous question. Does a trade route pass through foreign territory, which means other civ's territory without open border agreement or neutral CS? If it doesn't, is the length of a trade route affected by political situation?

Trade routes are not drawn as the crow flies. If there's a mountain or coast in the way, you'll be shut down, and you need to build roads or find another way through. Trade routes do not require open borders to go through, and open borders don't appear to have any effect on the route's yield. However, if the recipient civilizations don't like the look of your camel, they can pillage it just like anyone else, and a declaration of war will destroy all trade routes between the belligerents.

Is it possible to manually upgrade Scouts now (as opposed to being lucky and having them upgrade to Archers from ruins)? If so, what do they upgrade to?

Scouts do not upgrade manually. It's ruins or bust.
 
Back
Top Bottom