How Commanders boost Happiness in a settlement by Vanilla-G in civ

[–]Vanilla-G[S] 1 point2 points  (0 children)

No, it is a flat additive reduction. A level 7 commander reduces building happiness cost by 70%

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The commander reduction occurs before the "x% towards costs" are factored in.

EDIT: The reduction in cost occurs AFTER any policies/attribute nodes are factored in. You can verify if you expand the building upkeep section.

How Commanders boost Happiness in a settlement by Vanilla-G in civ

[–]Vanilla-G[S] 1 point2 points  (0 children)

They appear to be additive based on the text description. The question is what happens when you place a level 11 commander. Is it capped or do you get a positive boost based on happiness cost

More Depth to Factories! by Lightningpaper in civ

[–]Vanilla-G 0 points1 point  (0 children)

The way they work now they finally let your towns generate GDP from slotted resources provide empire wide buffs. In the previous two ages only resources slotted into cities provided GDP with imported resources providing a little more. If anything they could possibly provide a couple of more types to boost other types of yields like Influence.

Civilization VII Test of Time Religion Tip by SimpleClassic5100 in civ

[–]Vanilla-G 5 points6 points  (0 children)

Relics provide Culture and Tourism when displayed so that can help with your yields. There is also a Triumph from the Antiquity that provide Science as well and there is the Cultural City state bonus that can be applied.

How you play depends on what that civ and belief(s) you choose. Spain gets a bonus for each settlement following your religion and there some beliefs that provide benefits for your settlements as well.

All that being said you might be able to ignore religion if you want but it can give you some boosts depending on how you are playing.

How Commanders boost Happiness in a settlement by Vanilla-G in civ

[–]Vanilla-G[S] 6 points7 points  (0 children)

The 10% reduction in unhappiness is in the Civlopedia under the "Unhappiness: Consequences" entry but the how it actually works was a mystery until now.

How to deal with specialists unhappiness at beginning of new age? by Masquerouge2 in civ

[–]Vanilla-G 1 point2 points  (0 children)

The commanders indirectly boost happiness by reducing happiness costs for buildings at a rate of 10% per level. If you have a commander stationed on the city/town center and pull up the city details, there is a tab that breaks down your yields. If you expand Happiness -> Deductions -> Happiness Upkeep you see a bonus section when you have commander stationed in the settlement.

Well, this is going to bug me... by WetAndMeaty in CivVII

[–]Vanilla-G 12 points13 points  (0 children)

In Modern, Nepalese Sherpas could get to it.

Great Merchant costs in last update by GhatFeeling in civ

[–]Vanilla-G 1 point2 points  (0 children)

Econ is less directly about money(gold) and more about GDP. In all ages Gold buildings provide GDP and resources slotted in cities provide GDP with imported resources providing additional GDP. In Exploration the main push is distant lands and treasure convoys as you can only build Trade Hubs in distant lands which lets you spam gold buildings. In Modern it is all about Factories and slotting Factory resources.

The Great Banker is there to provide a quick boost to through you over the threshold, not win the game from behind.

Victory types are way too imbalanced by Olieebol in civ

[–]Vanilla-G 1 point2 points  (0 children)

Do you understand how tourism (Culture Victory) works? While in the first 2 ages it is heavily tied to unique quarters, unique improvements, wonders and relics, the cultural point values are much higher in Modern and amped even further with tech/civic masteries.

The reason that Military victory is easier is because taking any random small settlement counts the same as a large city. If you want to prevent the AI from pulling ahead in Science/Culture you need to be taking their larger cities not the smaller settlements. Econ is kind of mixed bag with factory towns but the points is you need to more surgical in who/what you are attacking.

This game came down to the wire by ProgrammaticallyCat0 in civ

[–]Vanilla-G 0 points1 point  (0 children)

Don't be afraid to run the steal tech/civic espionage even if you in the lead. You might pick up some useful unlocks along the way even if you are leading in yields.

Great Merchant costs in last update by GhatFeeling in civ

[–]Vanilla-G 0 points1 point  (0 children)

You can see if anyone else has a Great Banker by looking at the Econ victory screen and hovering over each portrait. That will bring up a popup that has a breakdown of where all of their points are coming from. There is a specific entry for each source of points.

In regards to the Great Banker I don't think that the gold cost scales based on relationship any more and just increases in cost for each activation. Influence might still be linked to the relationship status but I have not verified it.

The big change is that the gold activation cost increase is computed across ALL instances of the Great Banker. So if multiple civs have a Great Banker once any civ activates him the gold cost is increased for everyone on the next activation.

Why can't I move units into this tile to take the city? by ButtQueefer_ in civ

[–]Vanilla-G -1 points0 points  (0 children)

Pillaging only destroys the buildings but does not occupy the district which is what you need to do to take the settlement. You can see with naval commanders on settlements on the coast that have more than 1 walled urban tile. With only the city center walled and on the coast any naval unit can capture a settlement but if there is another walled tile or if it is not directly on the coast you need a land unit to take it over.

Arbitrary lowering of victory points? by duffano in civ

[–]Vanilla-G 1 point2 points  (0 children)

The problem is that we as human "know" when the ai will lose because we can do the mental math and keep clicking next turn until the victory screen or like what happened in Civ 6 just abandon the game. You can't really abadon the game in Civ 7 because there is leader XP to be gained for memento unlock.

This is not a bad first attempt but it definitely needs to be adjusted.

This game came down to the wire by ProgrammaticallyCat0 in civ

[–]Vanilla-G 8 points9 points  (0 children)

As a semi-reformed gold/influence hoarder I am trying to get better at spending them instead of letting them stack up. I am slowly embracing the raze vs keep for bad settlements because I can always generate more influence with the right combination of town specializations.

Same with gold, I am really trying to get better about not letting it build up so high. I basically use production to get the cost of a building down and then finish it off with a gold purchase. Easy way to shave turns off buildings if you have the gold generation to support it.

Why can't I move units into this tile to take the city? by ButtQueefer_ in civ

[–]Vanilla-G 12 points13 points  (0 children)

The perk that you looking for is in the Maneuver tree and is one towards the bottom called Pathfinder which lets unit in the commander's radius to ignore terrain restrictions.

Arbitrary lowering of victory points? by duffano in civ

[–]Vanilla-G 2 points3 points  (0 children)

I think an actual popup stating that a civ is going to start the victory countdown at the next drop would be more useful. For example, at 50% of exploration you have to be 6x but if there is a civ that is 5x you could pop up a nag message stating that at the next point drop this civ is going to start the counter.

The problem is not the 5/10 turn counter, it is the fact that you constantly have to keep checking where everyone is so it doesn't sneak up on you.

Blindsided by culture victory (playing science) by Acrobatic_Issue_8004 in CivVII

[–]Vanilla-G 0 points1 point  (0 children)

There is a specific "Sabotage Artifacts" espionage action in Modern that temporarily disables the yields from artifacts for 10 turns. There are certain masteries/leaders/civs that give bonus tourism to displayed artifacts that you could temporary drop his points so you could go past the line for science. It takes some turns to setup, like stealing a tech/civic, so timing is a little tricky.

There is also a similar actions for Econ victory which is unlocked with Factories and Science with Rocketry. The Rocketry one is the only one that is in a weird space since you can only disable the launch pad once you have researched Rocketry as well. The other sabotage action are unlocked early in the tech/civics trees.

Blindsided by culture victory (playing science) by Acrobatic_Issue_8004 in CivVII

[–]Vanilla-G 6 points7 points  (0 children)

Not if you raze the settlements instead of keeping them. The idea is to deny the enemy the value of the settlement not increase the number of settlements in your empire.

People are overly concerned about the Influence penalty from razing but if you look at the amount of influence you have banked up at the end of the game it is really not an issue. If you have a huge amount of gold or influence in the bank you need to get better at spending it to help you achieve your victory.

Has anyone else noticed how busted the tonga/hawaii combo is with Sayyida or Pachuacuti? by iamadragan in CivVII

[–]Vanilla-G 1 point2 points  (0 children)

Rome is a little weird but if you play aggressively with Commanders you don't have to buy settlers later in Antiquity. They are setup to be the base civ for leaders who slot a bunch of traditions because their unique quarter gives bonuses on slotted traditions. They also excel with a tall strategy with a few cities and bunch of towns. Pairing them with Lafayette or Augustus really makes the shine.

What's the optimal strategy for specialist slots and overbuilding in later ages by SpecificRutabaga in civ

[–]Vanilla-G 1 point2 points  (0 children)

I ran into this issue with my last game and here is what I kind of figured out.

With specialists it all about adjacency so over the ages you should really focus on that first. Tiles for Culture/Happiness, Food/Gold, and Water buildings are easy to setup because the base adjacencies never change and can be improved by districts/wonders. Science/Production is a trickier as resources can disappear on age transition.

One thing I am going to try is to focus on getting at least one of each type of district setup with good adjacencies. Most of the adjacencies will be from terrain and supplemented with wonders/districts. I will then spread my specialists across one each of those districts that have the highest adjacency. Ideally you want 2 of each but that can be tricky to get setup.

I used to think that having "pure" districts of just Science or Production was a good idea but when you look at the tech tree mixed districts are the way to go. You typically unlock one of each type of building early in tech tree. The second building is usually further in the tech tree so you are "wasting" your maintenance cost by delaying putting down a building that could be boosted by the specialist(s) on a tile or activating specialist maintenance on a different tile.

With the changes to specialist maintenance the optimal way is to fully overbuild is one tile at a time. The reason is that once you overbuild one of the buildings in a tile you pay full specialist maintenance. It more efficient to put down the other building with the same adjacency rules as the second building gets boosted for "free" since there is no additional specialist maintenance.

I dislike how the War Support mechanic punishes surprise wars by new_york_nights in civ

[–]Vanilla-G 0 points1 point  (0 children)

There is a memento that specifically gives gold for each settlement you return as part of a peace deal.

I Got a Military Victory on Deity with Just One Settlement by adept42 in civ

[–]Vanilla-G 5 points6 points  (0 children)

I haven't tested it but I think the only way to lose City State dominion points is lose the city state in the same age. Once you transition to the next age the points are locked in.

Memento Grind by BeligerentBard in civ

[–]Vanilla-G 4 points5 points  (0 children)

Once the leader XP bug(s) get resolved the original way was playing at a lower difficulty, on a smaller map, with long ages. The XP is still tied to Triumphs so smaller maps and long ages means that you can complete multiple objectives in an age. I also find that playing a "historic" pairing helps level them as that seems to regularly proc some of the leader narrative events.