civlateintothenights
Chieftain
- Joined
- Feb 14, 2025
- Messages
- 19
From Reddit - user: JordiTK
Ages (military)
- Siege and naval units are always lost at the end of the first age. You’ll receive one free cog at the start of the second age once you’ve spent your legacy points.
- Naval units can only be kept at the end of the second age if you have fleet commanders. You'll only keep as many naval units as can be assigned to your fleet commanders.
- You'll also keep a total of six (end of the antiquity age) or nine (end of the exploration age) of your land units, in addition to the number of units that can be assigned to your army commanders.
- If you have less than six or nine land units at the end of an age, you will receive up to six or nine free infantry units at the start of the new age so you'll reach that number of land units. Because you'll always have at least one army commander, you can keep at least ten or thirteen land units into the next age.
- Should you have more units than can be kept at the end of an age (you warmonger), the excess amount of units will be deleted. All units that remain are upgraded and either assigned to a commander or one of your most populous settlements. It’s unknown what determines which units are prioritised for deletion, or which units are assigned to commanders or settlements.
Ages (other)
- Independent people will always disappear at the end of an age (except for city states fully incorporated as a settlement), and you’ll lose any bonuses you gained from them. On the second turn of a new age, a completely new independent people will spawn on the location of each independent settlement that was lost this way.
- You’ll retain up to 3000 gold and 250 influence at the start of a new age, so anything more than that should be spent. You’ll also gain one free turn of gold and influence equal to the income you have at the start of the current turn.
- Buildings that aren’t ageless will now grant +2 (from the antiquity age) or +3 (from the exploration age) of its base yields, and lose their adjacency bonus. While this is generally a debuff and you are nudged to build over them, certain yields will actually be slightly increased this way - for instance, the guildhall will now provide +3 influence per turn instead of its usual +2. Since influence is the scarcest yield, it can be useful to keep all influence buildings from previous ages.
- Every city except for your capital will become a town. You are given the option to move your capital to one of two different settlements, effectively allowing you to start the age with two cities.
- Your settlement limit starts at four in the Antiquity and increases by four at the start of each new age. This is in addition to the increments from researched techs or studied civics, as well as from your leader attributes.
- I'm currently unsure whether or not the other effects of researched techs and studied civics remain between ages. Please let me know if you know.
- All civilian units, except for commanders, are lost upon heading into a new age. This includes civilization-unique civilians.
- Unique abilities of previous civilizations are also lost. However, all unique improvements and buildings remain intact, including improvements gained from city states.
- Legacy points not spent at the start of a new age are lost. It’s currently not possible to see which legacies you have chosen.
Policies
- Some civilizations gain bonuses for the use of traditions. These are the policy cards that remain available between ages and have a noticeable feather icon in the policy menu. Traditions are unique to each civilization and are unlocked in their own civic trees.
- Ideologies are chosen in the third age, also in their own unique civic trees. You may only unlock a single ideology of the three given options, and this cannot be changed later. Although each ideology has different benefits, it’s entirely possible to finish the age without ever choosing one, and this may in fact save you from neighbours who would’ve become angry at you for your ideological differences.
Combat
- Commanders can’t outright die - they will recover after several turns when killed. Commanders can have six units assigned to them once they've unlocked the Regiments skill in their Logistics tree.
- Units unpacked from a commander will have no movement points left unless the commander has the Initiative skill in their Assault tree. With that skill, land units can even be unpacked in water tiles without their usual movement cost for embarking.
- Outside of war, commanders can be placed on any city hall or palace to reduce unhappiness in that settlement by 10%, plus another 10% for each promotion.
- War support does not grant any benefits, but instead penalises the opponent. They lose -1 strength on all units per negative point, as well as -3/-5/-7 happiness, respectively, in settlements they own that they have founded themselves, those founded by someone else they're not at war with, and those founded by you.
- You can see how many units you have of each type by tapping the yield icons on the top of the screen and scrolling all the way down to unit expenses.
Movement
- Moving over flat terrain or any tile with a road will not affect a unit’s movement.
- Without a road, all rough terrain, non-navigable rivers, and terrain with trees (woodland, rainforest, taiga, or steppe) will deplete all of a unit’s movement, regardless of how many movement points it had left.
- Not all districts have a road, which is simply strange and inexplicable, and may cause you to unintentionally waste your unit’s movement. You'll have to hover over a district tile to see if it has a road. At least the district with a city hall will always have a road.
- Naval and embarked units can move over navigable rivers and coast tiles without their movement being affected, in addition to ocean tiles once Shipbuilding is researched. Embarking or disembarking will always deplete the unit’s movement.
- When a unit enters an ocean tile before Shipbuilding is researched, its movement is depleted and it takes any number of damage between 11 and 20. AI takes slightly less damage from this.
- Moving a unit onto a bridge built over a navigable river will remove its cost of embarking, although moving off the bridge will still deplete the unit’s movement. Bridges built in previous ages lose this strange benefit.
Buildings
- The palace building in the capital gains a +1 science and +1 culture adjacency bonus for each adjacent quarter, which is any district with two buildings.
- Generally, food and gold buildings receive an adjacency bonus from navigable rivers and water tiles, production and science buildings from resources, and culture and happiness buildings from mountains and natural wonders. Constructed wonders grant adjacency bonuses to all non-warehouse buildings.
- Without modifiers, each specialist costs -2 food and -2 happiness to maintain, and grants +2 science, +2 culture, and +50% to the adjacency bonus of the buildings in the assigned district.
- Buildings will usually cost -2/-3/-4 happiness and -2/-3/-4 gold to maintain. Happiness and gold cost increases by one for each age, based on when they were built. Happiness buildings do not have a happiness penalty, and gold buildings have no gold penalty. Warehouse buildings have no maintenance costs at all, but also have no adjacency bonuses.
- Buildings can be placed next to a finished wonder as if they were a district, as long as the wonder is adjacent to another district in the settlement.
Improvements
- Worked tiles not improved by districts are considered rural tiles. Each rural tile equals one rural population, and each building or specialist equals one urban population. There’s currently no way to know the share of rural or urban population of a settlement other than counting every tile it has.
- Unique improvements, such as the Great Wall or Terrace Farm, as well as those from city states, can only be built on rural tiles. These improvements will keep all yields of the worked rural tile, in addition to any other yields and bonuses the improvement itself provides. The tile will also retain its warehouse bonuses (such as the +1 food from a granary) and new warehouse buildings will still add bonuses to the tile. Improving a tile that already has another improvement will remove the former one.
- Population lost due to damage will return when an affected tile or building is repaired.
- There's currently no way to swap tiles between settlements, not even unworked tiles.
- It’s unknown how the natural yields of tiles are determined. For instance, some tiles may have happiness, some don’t. Sometimes that happiness remains when the tile is worked, and sometimes it doesn’t.
Religion
- Holy cities cannot be converted to another religion, not even after being conquered, and not even after the founding civilization is completely erased from history.
- Independent people cannot be converted to a religion until they become a city state.
- The second and third founder beliefs of a religion can only be unlocked via very rare random events. It’s completely up to chance whether you’ll ever see these.
- If a settlement's has at any point been fully converted to a different religion, the rural population icon will appear in red. It means nothing else than that. It's very confusing if you don't know this.
Trade
- You may only trade with foreign settlements that have at least one worked resource, unlike in Civilization VI.
- Effects of all resources stack additively. Having five silver, for instance, will grant you a +100% gold bonus to purchasing units, effectively cutting the cost in half.
- Resources can only be assigned to and from cities in range of your trading network. Building any naval building in a settlement will usually add the settlement to the trading network. Trading range may also be increased with a town specialised as “Trade outpost”, or by having a merchant manually connect two of your settlements. It's not clearly indicated at all why a settlement may not be connected, so you just have to try these things.
- Resources cannot be reallocated in-between turns until a new resource is obtained, or the amount of resource slots in any of your settlements increased for whatever reason, such as by building a market or by slotting a certain policy card.
- Towns turn all of their production into gold. Towns that are not set to “Growing town” will additionally provide all of its food to each city in its range, causing the town itself to stop growing. This range appears to be shorter than the trading network range, but it’s not known how short. As of yet, you can only use the town details (the list icon visible when you select a town) to see which of your cities the food is sent to. If there are no cities shown to be in range, the town continues to support itself.
Treasure fleets
- Once you’ve researched Shipbuilding, settlements in distant lands can produce treasure fleets. These settlements require a fishing quay and must be working on any resource that mentions treasure fleets in its tooltip, such as sugar or tea. You'll also need a fishing quay in your capital or any other settlement on the home continent connected to the capital.
- You can see how many turns it takes to produce the next treasure fleet in the resource menu or in the details of a settlement (the list icon).
- Treasure fleets can be emptied in any of your settlements on your home continent, providing points on the economic legacy path equal to the amount of treasure fleet resources that the original settlement is working on.
Factories
- Factory resources can only be worked in settlements with a factory. First, both the resources and the settlement must be connected to your capital via a port or railroad, and the capital itself must also have a port or railroad.
- Factory resources are empire-wide, and you'll receive one economic legacy point per turn for each factory resource slotted to a settlement. You can only slot one type of factory resource to each settlement, but multiple copies of it.
Artefacts
- Selecting an explorer will show an overlay of all known artefact spots (the shovel icons). Explorers can be sent to any museum or university (including foreign ones) to discover all yet undiscovered artefact spots on the same continent as that building. These buildings are highlighted with a vase icon. Note that the university can no longer be built in the Modern age.
- Initially, only artefact spots from the Exploration age are shown. You must study the Hegemony civic before explorers can also discover artefacts spots from the Antiquity age in a museum or university.
- As soon as any player has revealed the artefacts on a continent, they become visible to all players. Even players without the Hegemony civic can dig up Antiquity artefacts once someone has discovered them.
- Each civilization digging at an artefact spot will receive one artefact when the digging is done. There does not seem to be a use for sending more than one explorer to the same spot, even though the AI keeps doing so.
- Artefacts are also randomly found when overbuilding.
Force-ending turns (PC-only)
- Force-ending a turn is a PC-only mechanic that has also appeared in the previous games, and can be done with Shift + Enter. There currently is no way to do this on console, and there likely won’t be.
- It’s something that’s frowned upon in multiplayer due to its exploitable nature. It allows you to skip everything that’s left to do on your turn, while saving up all your unspent research, culture, and production. For instance, if the civic for a wonder takes three more turns to be studied, you could choose to not build anything in a certain city for three turns, thereby saving three turns on building the wonder there once it becomes available.
- Force-ending turns can also delay celebrations and several other choice events. However, this won’t avert crises, as a crisis policy slot will automatically be slotted in for you if you try to.
- I haven't yet tried if this works between ages (e.g. keeping science and culture), but I doubt it.
Other useful things to know
- Not settling near fresh water (on a cyan tile) will give the settlement a permanent -5 happiness penalty.
- Using a settlement to claim a tile that has a "goody hut" on it will not grant you a beneficial narrative event. You must walk onto the tile with any unit to trigger the event, unlike in Civilization VI. You can also trigger the event by raiding the tile with a naval unit.
- The number of turns remaining until your next celebration is shown in the overview tab of the social policies menu.
- You can select the "Show more" button in the pause menu to retire or to quickly exit the game.
- On PC, the cutscenes at the end of an age can be skipped with the Esc button. I’m unsure if there's a way to do this on consoles.
- While espionage actions have a strong impact on the game, they’ll also negatively affect your influence. If your espionage action is revealed, your influence per turn will drop for a while. If you are spying someone while they are counter-spying against you, your influence per turn will also greatly decrease, as the cost for finishing the espionage action against them will increase. Exact numbers are unknown.
Questionable things that are likely bugs
- Not being able to claim a tile that was previously owned by a (now-destroyed) city state. This has no fix as of yet, and may prevent you from expanding a settlement.
- Not being able to generate treasure fleets in a settlement that meets all the requirements. I was told this issue is related to the fractal or shuffle map, and has no known fix.
- The Dogo Onsen wonder should not grant every settlement in your empire +1 population on a celebration. It’s a fun broken thing, but it also breaks the late game growth.
- Rural tiles improved by a unique improvement will occasionally lose -1 food (farms) or -1 production (other), while all its yields should’ve been kept.
- Army commanders with the Merit commendation (+1 command radius) will still only receive experience from adjacent units.
- Naval units can attack land units and district tiles at range. However, they're forced to engage in melee combat once they attack another naval unit.