Small Observations General Thread (things not worth separate threads)

After you play a few more games, you may feel differently. In some games the AI is CONSTANTLY converting your cities. This is normally a minor annoyance, but in some situations (most notably the religion crisis in which having your religion change causes significant penalties) it's a serious pain in the butt. Since there is no way to deter or even attack missionaries, you have no choice but to dedicate production to your own missionaries and play whack-a-mole. What fun.
I may have been very lucky, but I had this particular crisis in less than 1/10 of my games.
 
but in some situations (most notably the plague or religion crises in which having your religion change causes significant penalties) it's a serious pain in the butt. Since there is no way to deter or even attack missionaries, you have no choice but to dedicate production to your own missionaries and play whack-a-mole. What fun.
It seems the effects of those crises are influenced by your choice of answer during its first narrative event. I don’t find the plague crisis to have impact either way, but for the religious crisis if you choose the answer that’s something like “all religions must be tolerated”, then the punishment is the opposite - you’re penalized in settlements that do follow your religion. I always choose this option given the AI’s missionary spam (yes, they still spam them - we just don’t care or notice as much anymore because of how inconsequential religion is), and this crisis has been an absolute breeze every time.
 
It seems the effects of those crises are influenced by your choice of answer during its first narrative event. I don’t find the plague crisis to have impact either way, but for the religious crisis if you choose the answer that’s something like “all religions must be tolerated”, then the punishment is the opposite - you’re penalized in settlements that do follow your religion. I always choose this option given the AI’s missionary spam (yes, they still spam them - we just don’t care or notice as much anymore because of how inconsequential religion is), and this crisis has been an absolute breeze every time.
For the narrative event in the plague crisis: isn't the only difference which social policy you get? Either it's "less harm from minor outbreaks" or "happiness and a migrant in infected cities," both applying only to cities of your religion.
 
For the narrative event in the plague crisis: isn't the only difference which social policy you get? Either it's "less harm from minor outbreaks" or "happiness and a migrant in infected cities," both applying only to cities of your religion.
I think that’s true for plague. Again, never felt impactful enough either way, so I never paid attention. I just let the outbreak run its course while pumping out production in other cities.

For religion, I believe the crisis policy is reduction in yields on settlements of either your religion or of foreign religions, depending on your answer.
 
If you're not building Company Posts, you should. They look to be adding +2 gold per Company Post (stackable).
I had a similar situation with monasteries once where I was building loads and getting happiness per monastery. Ended up at like 24 happiness per monastery, definitely feel like there's some bugged behaviour going on with city-state unique improvements
 
So to be clear - you have 5 Company Posts, each of them is getting +10 gold??
Well, I get 8-10 gold on my Caravanserais (each), so in Civ7 economics it's not that big. 17-18 in cleverly placed tiles are surely fantastic, but city-state bonuses in Civ7 are supposed to be powerful. So, I'm not sure if it's a bug or not, but probably will get some attention once Firaxis will go deeper into game balancing.
 
It seems the effects of those crises are influenced by your choice of answer during its first narrative event. I don’t find the plague crisis to have impact either way, but for the religious crisis if you choose the answer that’s something like “all religions must be tolerated”, then the punishment is the opposite - you’re penalized in settlements that do follow your religion. I always choose this option given the AI’s missionary spam (yes, they still spam them - we just don’t care or notice as much anymore because of how inconsequential religion is), and this crisis has been an absolute breeze every time.
If you choose the option that gives you a happiness penalty for having your own religion (which seems logically bizarre, but whatever), then you're kind of screwing yourself. Your holy city will always have your religion, and your other cities will be at the mercy of the AI players, since you can only spread your own religion. This is only an option if you totally ignored religion AND the AI effectively spread their religions in your settlements.
 
If you choose the option that gives you a happiness penalty for having your own religion (which seems logically bizarre, but whatever), then you're kind of screwing yourself. Your holy city will always have your religion, and your other cities will be at the mercy of the AI players, since you can only spread your own religion. This is only an option if you totally ignored religion AND the AI effectively spread their religions in your settlements.
Holy cities can be converted and it's very easy to not convert your own cities...i just ignore mine and convert the others unless I am using policies that want it.
 
TIL Rail Stations are connected across bodies of water if you have Ports in each city. Transported a unit all the way across the ocean using Move by Rail (range still follows normal Move by Rail rules). Turns out those island Rail Stations are not as dumb as I thought...

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TIL Rail Stations are connected across bodies of water if you have Ports in each city. Transported a unit all the way across the ocean using Move by Rail (range still follows normal Move by Rail rules). Turns out those island Rail Stations are not as dumb as I thought...

View attachment 726255

View attachment 726256

Rail Station + Port = Teleporter Platform. Got it! :thumbsup:
 
FYI, there's a perception that the current meta is to hold off on granaries, but building a granary will complete prior to your growth event to 4 population, and it also adds an urban population, which counts toward the 5 pop needed for a settler. So you can start building a settler one growth event early. Don't know if people have realized that.
 
building a granary will complete prior to your growth event to 4 population, and it also adds an urban population, which counts toward the 5 pop needed for a settler
Isn't that basically the only reason to build a granary in your capital?
 
Isn't that basically the only reason to build a granary in your capital?
I guess so. I sometimes might when there's nothing else to build, but really we know that by that point the marginal benefit is non-existant.

By the way, I completed a first-pass adjustment for my mod idea that increases growth rates substantially. With the higher growth rates, outcomes are actually pretty sensitive to food, and making a granary or not is a meaningful trade-off.
 
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