Suggestions and Requests

Protestantism keeps disappearing from my capital of Paris after I get a Protest Cathedral built. Could tier 2 worship buildings prevent its religion from disappearing?
I second this suggestion. Building a cathedral means that religious group has serious roots in that location. If you build a cathedral for that religion, I don't think the religion should disappear unless you send a religious persecutor in there (i.e. state-backed persecutions, a la the removal of Jews and Muslims from Spain and Portugal, or Nasser's expulsion of the Alexandrian Greeks, and so on) or the city gets sacked (a la Muslim conquests wiping out Buddhism in Central Asia).
 
I could see this potentially being abused by rushing :hammers: for multiple Cathedrals for a :culture: goal, but if it's limited in some way that shouldn't be too bad.
 
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I meant spreading the religion to the city (multiple times if odds are bad), whipping a Cathedral, then doing it later with a different religion to stack up +50% :culture: modifiers.
 
Why isn't that a valid strategy? It's essentially required for France's legendary culture in Paris goal.
can you actually get protestant cathedral in it aswell in time to quicken the 1st uhv?
 
For the Maya, could the Greenland cheese be avoided if the goal was changed to requiring "Reveal 5% of the European coast before any European civilization discovers the Americas."? Similar to the current Phoenician goal of discovering 60% of the African coast.

For the Phoenician goal itself, I don't know if it's intended that you can accomplish it with land units. Maybe it could require "have a trade route with a city in Congo", city that you would ahistorically settle yourself since there's nobody else there yet.
 
You can only cheese the Red Sea with land units, since you have to reveal the tile behind the coast too, and the hills of Hedjaz make that easy. The rest has to be done by ship. I settle a city in Western Sahara and Accra to get by those capes, that'll let your galley get down to South Africa and meet the goal.
 
I meant spreading the religion to the city (multiple times if odds are bad), whipping a Cathedral, then doing it later with a different religion to stack up +50% :culture: modifiers.
Ah ok I realized what the missing piece was: eliminating the religion (or just waiting for it to dissapear) *after* building its cathedral. I couldn't figure out what was abusive about what I was reading but there it is. One of those cakie-eatey things.
 
Some more AI stuff I think warrants examination: worker escorts. England presents an example of an extreme on one end: in all my observations I don't think I've ever seen workers without an escorting unit working on the Isles, and this takes place even as nearby cities sorely need the happiness from military presence. This phenomenon doesn't seem to vary according to diplomatic situation, or really any *apparent* game state consideration. Depending on what logic is at work here, I wonder if its contributing to England's perennial problem with using their surplus of ASSAULT_SEA transports? I can proclaim confidently that fixing this could have really interesting game play outcomes, as I've under taken experiments where I've manually loaded said transports and witnessed them instantly leave harbor to go somewhere at least a little bit useful (garrison colonies, attack an indy/native city, reinforce current overseas wars).

If it helps, escorting units seem to mostly have ATTACK AI role. If I change to something like CITY_DEFENSE the unit will garrison a city and the workers will carry on. Cities don't *seem* to alter build queues in response.
 
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It seems odd that slaves only come from Africa and the New World. I suggest slaves generated 1/turn while a city is being razed, and a slave from pillaging a Town. Slaves can always be settled(with civics) and produce a changed +1 prod, +1 gold, +1 unhappy.
 
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