Couldn't find any information on this anywhere but are the void lord specific materials affected by the runes? The runes mention gems, materials and minerals but the void lord drops are labeled as reagents. I'm on console so I can't really go look at the file to see if they get called for them or not or if one does and the other doesn't. Any insights are appreciated, thanks in advance!
Ariakis
u/Ariakis
And those center around traits, mainly that there seems to be a lot of missing skill modifiers for traits and the traits that are granted by court grandeur don't actually exist?
I feel like there are a few traits that should give bonuses or only give to certain positions but not other related positions. why not bodyguard bonus from giant or the hale traits, or artificers/antiquarians don't get anything from diligent? Like I can kind of understand if they don't want to inflate aptitude but that can be fixed by either smaller bonuses and/or penalties. Also please correct me if I'm wrong but I don't think I've seen the lifestyle tree traits give bonuses either which kinda feels wrong.
In rega
When making a custom ruler, what happens if say I pick an Indian culture but start them in Scandinavia and then become the cultural head and because I am not in the specified region does that disable my ability to use the innovation? Or is that a small way of cheesing innovations? Would that let me put elephants on longships to raid England with or would that force me to trade elephants for longships?
This is my first CK game and I love it but god damn is there a lot of behind the scenes interactions I'm still figuring out. Also if anyone knows of a guide/compilation of unique/interesting interactions between traits/cultures/religion that would be awesome
is there some way to toggle tooltips to give detailed info on parts like sensors or targeting computers? I am having a weird issue where sometimes I get full details like +1 accuracy to x weapon type or +5% sensor range but sometimes all I really get is the text description with no actual details. Idk if this is something I am accidentally toggling or not and would like to be able to know if something is beneficial/an upgrade
India Summer but which scene? website in corner is obviously fake
xvideos.com/video9141331/horny_india_summer_b...In my current game I just liberated Carthage from Nubia and am playing with a mod that grants a builder on founding/capturing a city. when I moved that builder I had the option of improving a tile in their territory and next turn moved over to a pillaged tile and could repair it. so if you take a builder with you when liberating city states you can help them become effective again even sooner so they can start getting units to defend themselves better/help in a war. didn't know if this was public knowledge or not but after a year of playing I just learned it
for about the last week or so I have been experiencing random crashes while playing. regardless of who I play or how long I play. loading a saved game sometimes lets me play longer but then eventually another crash comes along, sometimes I can't even load a game back up as I get the "start game" flash and dumped back to the main menu as if I had mod conflicts.
I've tried looking around in the games folders for some kind of crash log to see if I can't figure out what is causing the crash and the only log I can find is the database log but afaik that only shows incompatibilities between mods
So I was excited to play the new changes and whatnot and after starting a new game I really can't. Three major things pop up: first is the fact that I am generating 0 research per month baseline, which if I missed that being a thing now is on me but I don't find any mention of that anywhere. Second is that from 01-01-2200, despite having +0 unity, I can buy every single tradition right away as if my 0+0 actually meant that I have infinite unity to buy them with. Third is pretty much the same as my first point but in regards to influence, I still start with 100 but I don't generate any and I don't remember seeing anywhere that we now start the game generating no influence.
Has anyone else e
the seemingly endless game of whack-a-mole as you try to figure out just which mod(s) are preventing you from actually starting a game
has Firaxis said anything about why we aren't able to customize the names of the pre-existing religions? this restriction wasn't in 5 yet names are locked in 6. I like some of the symbols used, especially in Tomatekh's historical religion mod but I want them to be MY religion not a real world one
What happens when a population has a large amount of negative ethics divergence and some of the population gains another one from an event? For example: my pops right now have ~-75% ethics divergence and I just got an event that would give some of them Xenophile. Would they eventually lose that additional ethic since I didn't start with it or would my other pops slowly gain the Xenophile ethic?
Correct me if I am wrong but I have noticed that during combat ships don't really seem to multitask as far as multiple weapons are concerned, with ships focusing all their own individual weapons on 1 target at a time. I've noticed this with all weapons types but is less punishing towards kinetics and lasers with their faster fire:hit time ratio as well as there really won't be projectiles in limbo when the target gets destroyed like with missiles. what if on ships with multiple sections (so basically anything that's not a corvette) each section was capable of having separate targets from each other? a destroyer with 4 lasers on the first section could pick a separate target from say the 2 ki
The ability to change an AI empire, or at least the ability for them to change themselves based on certain variables. Kind of like an "they see the error of their ways" type deal where a Fanatical Purifier empire picks a couple fights that go terribly for them and they either get humiliated over and over or they lose a good chunk of territory and that makes them shift and become Xenophobic Isolationists. From there they could either remain as a XI empire or if they are able to reclaim some territory and/or take some from someone else and start increasing their power again they re-emerge as Fanatical Purifiers once again. Or maybe a Utopia Builder sees the peace and prosperity brought about b
A short timer when "auto end turn" is enabled that allows you a chance to wake up a unit or change a city's production. Sword of the Stars had a very handy 3 second countdown when ending turns so that if you realized you did need to change something partway through a multi-turn auto end cycle you actually had a window so you could make those changes. I cannot count the number of turns that I've "lost" because the one unit that wasn't set on fortify/alert had 3+ turns worth of movement queued up and auto end is too fast to be able to change things and with a broken Alert function this makes surprise wars even more deadly since you can't manually wake them up when your turn ends the microsecon
Playing a game right now and I have Gilgadouchebro and Pericles on my landmass and they are neighbors. Gilgamesh has been my steadfast friend ever since he failed miserably to take me out in the ancient era with his OP as fuck war carts but has gone out of his way to capture 5 of the 8 city states around me (one of which I was suzerain of and another I was 2 turns from completing a quest that would give me suzerain). Pericles is just on the other side of Gilgamesh and has pitched me shit for passively completing CS quests for "his" CS's but doesn't give a flying fuck that Gilgamesh is actively going Genghis Khan on any city state that hasn't put up any walls yet. You'd think that an agenda r