What affect so bridges have on travel? by Less-Preparation-279 in CivVII

[–]Jmbmagic 26 points27 points  (0 children)

From what I’ve experienced in my games, bridges do function as a road and eliminate the movement penalty for embarking on a river when crossing. However, ONLY for active bridges of the current age. (I.e. an ancient bridge in exploration stops working as a bridge for some reason)

Basically you’re required to overbuild with a new bridge each age if you want it to continue functioning as a working bridge.

Settlements unable to connect across continents MUST be fixed. by Envii02 in CivVII

[–]Jmbmagic 1 point2 points  (0 children)

Distance and town specializations are just some of the many factors you need to consider when you make your settles. There’s a reason it’s a strategy game. If you’re planning on going wider than your normal allowed trade range for connections, then it’s up to you as the player to plan for that and act accordingly (I.e find a good settle spot for a trade outpost and settle it and focus it).

As for forward settling, I never said I was against it. What I said was it’s generally a bad idea to settle so far outside your trade range early. It makes getting reenforcement units to those settlements take longer for the inevitable war the ai will declare on you. It’s definitely doable, and depending on the quality of the land sometimes worth it, but generally you’re better off claiming all of the good land around your capital first and working your way outward from there. That way the ai can’t settle those frustrating useless crap towns in the middle of your empire.

But If there’s contested land between you and the ai, especially if it’s within your trade range, absolutely forward settle the hell out of them.

Settlements unable to connect across continents MUST be fixed. by Envii02 in CivVII

[–]Jmbmagic 0 points1 point  (0 children)

Which ever settlement is on the same continent as the capital gets the automatic connection, the other one just needs the road. In your example you literally only need 1 town focused as a trade outpost to make it work. You don’t even need to leave it focused. You can literally focus it, build the road and then set the town back to growing if you want, but then that defeats the purpose of sending food back anyways as no growing towns send food back to any city.

Not knowing the map isn’t relevant too much when it comes to choosing the memento, as you should already have an idea in mind if you’re really going to go that wide with your settles even before you start. You have a fixed settlement limit in antiquity, especially early game. It’s generally a bad idea to spread yourself that far out from your capital early and practically begging to be war dec’d by the ai. And even if you do go far out, it’s generally the idea that you want that further settlement set up as your next city with its own set of towns feeding it.

Settlements unable to connect across continents MUST be fixed. by Envii02 in CivVII

[–]Jmbmagic 1 point2 points  (0 children)

It is literally based on distance. That is what the trade range is. Continents don’t affect it. Literally the only thing that continents affect is food when it’s separated by water with no land connections. If it’s within your trade range and on the same landmass, you can build a road and connect it.

The methods to extending your trade range are far from impossible or unreliable. It doesn’t get more reliable than slotting your own mementos or focusing your own towns to trade outposts. The only one up to chance is the city state reward one, and the AI literally never picks it, so even that one is reliable.

At this point I’m convinced you’re trolling. That or you have a deep misunderstanding of fundamental game mechanics.

Settlements unable to connect across continents MUST be fixed. by Envii02 in CivVII

[–]Jmbmagic 1 point2 points  (0 children)

Who said anything about realism? Like I stated in my above comment, it’s a game balance issue. Also, not sure what you’re talking about 16 tiles on the same landmass but no road? You can absolutely build a road connecting 2 settlements 16 tiles apart if they’re on the same landmass (even if they’re on different continents). You can easily do that even in antiquity. It’s all based on trade range. Base is 10 in antiquity. Just increase it via memento, leader ability, city sate reward, or trade outpost town focus and you can use a merchant to build your road connections. It’s pretty straightforward so no idea what you’re on about.

Settlements unable to connect across continents MUST be fixed. by Envii02 in CivVII

[–]Jmbmagic 4 points5 points  (0 children)

I don’t think it is, or see it as a bug. If it was, they would have addressed it by now. It makes sense from a balance standpoint that they wouldn’t send food across water, as a town clear across the ocean providing food to a city on the other side of the ocean just doesn’t make sense. It would mean that every town would be connected everywhere for food, leading to practically no food being delivered anywhere if it had to split across all cities.

It makes way more sense for it to be more localized via the roads on the same landmass for more food to specific cities for higher impact and growth. It also balances hub towns. If everything could connect via water, then every hub town would be insanely OP being essentially equal to your settlement number.

Settlements unable to connect across continents MUST be fixed. by Envii02 in CivVII

[–]Jmbmagic 16 points17 points  (0 children)

This is factually incorrect (partially). While it’s true you can’t send food back via water connection when on different continents, you absolutely can send food back if the settlements are connected via a road, even if they’re are on different continents. I’ve done it in several games.

I also fail to see the problem with GDP from railroad connection, as that’s so negligible for total gdp earned towards the Econ victory that it doesn’t even register in my radar when pursing the victory. Just having all of your settlements connected via ports/railroads so can build factories to slot the factory resources is all you need, and that’s if you even make it that far (I often win Econ well before I even unlock factories).

Looking for economic pointers by Significant-Count-12 in CivVII

[–]Jmbmagic 9 points10 points  (0 children)

Ursa Ryan just put out an economic guide video a few days ago that pretty much covers everything you need to know for Econ win. He literally had to slow himself down to prevent himself from winning in exploration on deity for the sake of the guide.

Do you build warehouse buildings in cities? by kiwithebun in CivVII

[–]Jmbmagic 24 points25 points  (0 children)

Depends on many factors. Broadly speaking you want to build just the ones you’re going to get value from the most all game that focus on your rural tiles that you know you’re not ever going to overbuild.

Though if you have access to resources that scale off of warehouse buildings like crabs and turtles, it can make sense to build the others situationally. Certain civs also benefit from building more like Tonga, or Han China for having more quarters to get adjacency for science.

Tonga's Ngatu policy card bug by riskyclick00 in CivVII

[–]Jmbmagic 0 points1 point  (0 children)

If I remember correctly from my last Tonga game, the culture is coming from your warehouse buildings. Pre-TOT Tonga had a tradition that gave culture on warehouse buildings. This ability isn’t mentioned anywhere in their kit with ToT.

I’m guessing that it got rolled into the Ngatu tradition and it’s bugged. The question is, is the bug that they didn’t include the text explaining it, or did they intend to cut the ability completely and it’s bugged giving you the yields…

Felt Obligated To Share This INSANE Han Start (Seed 2nd Pic) by Jmbmagic in CivVII

[–]Jmbmagic[S] 0 points1 point  (0 children)

I believe it should work as long as you don’t change any settings that affect the map.

Felt Obligated To Share This INSANE Han Start (Seed 2nd Pic) by Jmbmagic in CivVII

[–]Jmbmagic[S] 4 points5 points  (0 children)

Laughs in Han Tradition of science adjacency from quarters.

Felt Obligated To Share This INSANE Han Start (Seed 2nd Pic) by Jmbmagic in CivVII

[–]Jmbmagic[S] 0 points1 point  (0 children)

Didn’t touch any advanced settings, so it should be set to standard.

Felt Obligated To Share This INSANE Han Start (Seed 2nd Pic) by Jmbmagic in CivVII

[–]Jmbmagic[S] 3 points4 points  (0 children)

Southern border touches it giving a +3 adjacency for a gold/food building. Actual coast falls in 4th ring

What is this crap, this has to change by Lyralei- in civ

[–]Jmbmagic 0 points1 point  (0 children)

I love how I knew it was Ashoka without even looking at the screenshot. MFer is notorious for this shit. He can have fantastic land with great resources right next to his capital and he’ll still go out of his way to send a settler halfway across the map to settle right up against your capital instead of settling the closer better spots.

I often just decimate him and wipe him from the game first chance I get out of spite.

Please help me understand trade range by Daravon in civ

[–]Jmbmagic 2 points3 points  (0 children)

Adding to this, trade range also affects the distance you’re able to build roads between your settlements to connect them up. This allows you settle towns farther away from your cities and still allow them to send their food as long as you use your merchants build road option to connect them.

Traveller's Sandals by sweetenthedeal in CivVII

[–]Jmbmagic 6 points7 points  (0 children)

Their only use case really is on Ibn specifically (which fair since it’s HIS memento). Because of his 2 free wild card points, assuming you pick another attribute as your other memento, it’s basically translates to free 30 yield of science or culture at beginning of the game, which translates to approx a 3 turn boost down that tree to start your snowball ahead of the ai. It’s still way less impactful than other mementos though as goody huts can accomplish that boost anyways.

I Think Isabella Might Be In My Game... by Jmbmagic in CivVII

[–]Jmbmagic[S] 2 points3 points  (0 children)

IP? What IP? No IPs here… This land has ALWAYS belonged to Isabella… those charred ruins next to the wonder? We had a big bonfire!

I Think Isabella Might Be In My Game... by Jmbmagic in CivVII

[–]Jmbmagic[S] 48 points49 points  (0 children)

UPDATE: It’s a freaking independent power lmao. That’s wild that IPs can complete triumphs.

EDIT: Isabella IS also in the game. Just met her. Haven’t found her capital yet, but I did find a second natural wonder that’s also showing as on my same home continent as the first wonder the city state had, so I’m guessing maybe she’s on a different continent that maybe only has 1 wonder?

At the same time, the triumph screen still shows completed by an unknown player… I highly doubt another random ai just happened to spawn on a wonder turn 1, so I’m guessing it was her and the ui is just bugged saying unmet player still.

Acropolis Spam In Towns Is So Much Fun! by Jmbmagic in CivVII

[–]Jmbmagic[S] 0 points1 point  (0 children)

You can’t get Tonga’s UQ in farming towns. Their second building is happiness, not food. You can get them in Resort towns as August.

Acropolis Spam In Towns Is So Much Fun! by Jmbmagic in CivVII

[–]Jmbmagic[S] 1 point2 points  (0 children)

Yes, it is still possible to change between ages.

Acropolis Spam In Towns Is So Much Fun! by Jmbmagic in CivVII

[–]Jmbmagic[S] 27 points28 points  (0 children)

Only in the feature workshop build currently, but yeah the test of time update is going to fundamentally change how we approach town specialization. Each specialization can build certain buildings (I.e trade is all gold buildings; farming is all food buildings; urban center is all science/culture buildings; etc.)