Sid Meier's Civilization V

Sid Meier's Civilization V

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General Malaise (Banned) Aug 14, 2017 @ 12:03am
Anyone explain this - Bazaar(ha ha)?
I want to go to war with Darius. I probably don't need him to, but it would be nice if Pacal joined me. He will, but really wants my Citrus(and just a bit of Gold). This should be fine, as I should have 2 copies - having a Bazaar in Mecca. I haven't though, I have only one. I'm definitely not trading it.

The write up says: Must have an improved luxury 'near' your city. Does 4 tiles away not count as near? I wouldn't have thought so, the city expanded there on it's own. I'm getting two copies of other luxuries.

Only way I can do it, is let him have it, and buy Wine for 7 Gold. I probably won't do that. If I attack on my own, he'll probably join in anyway. Confusing.

http://steamcommunity.com/sharedfiles/filedetails/?id=1110179412
Last edited by General Malaise; Aug 14, 2017 @ 12:14am
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Showing 1-15 of 21 comments
cerberusiv Aug 14, 2017 @ 3:06am 
Do you have a bazaar in Damascus? The citrus tile is also four tiles from Damascus so the game may be taking it to be a Damascus tile rather than a Mecca tile (it does do weird stuff like that).
General Malaise (Banned) Aug 14, 2017 @ 3:15am 
Originally posted by cerberusiv:
Do you have a bazaar in Damascus? The citrus tile is also four tiles from Damascus so the game may be taking it to be a Damascus tile rather than a Mecca tile (it does do weird stuff like that).


No, not got one one in Damascus - that wasn't there till after NC, so only got a Lighthouse.

It belongs to Mecca though, and is 3.5 Tiles from Mecca, but 4 from Damascus.

I'm intrigued to understand why it's happened. I left the game there until later, but will decalre alone when I restart.
Last edited by General Malaise; Aug 14, 2017 @ 3:16am
cerberusiv Aug 14, 2017 @ 3:24am 
The citrus is on the four tile ring of both cities so may well be considered equidistant. You are right to say it should be a Mecca tile but....

Only way I can think of checking this is to build a bazaar in Damascus. If you then get 2 citrus, you have the answer.
General Malaise (Banned) Aug 14, 2017 @ 3:28am 
Originally posted by cerberusiv:
The citrus is on the four tile ring of both cities so may well be considered equidistant. You are right to say it should be a Mecca tile but....

Only way I can think of checking this is to build a bazaar in Damascus. If you then get 2 citrus, you have the answer.


I will be doing that - after Library probably, or after Uni. I'll report back, should it appear then. May be the answer, but I'm thinking more likely not.

I can't work the tile. Maybe Bazaar only works for tiles you can work, but not what I'd expect the rule to be.


Edit

Actually, here it specifies 'Worked by the City' so maybe that is it.

The Arabians are one of the best trading nations in the game - not only because of trade routes that produce additional Gold (in vanilla and Gods & Kings) or their extended Caravan range (in Brave New World) - but also because they gain access relatively early on to the Bazaar, a terrific unique replacement for the ordinary Market. The Bazaar gives an additional copy of each luxury resource worked by the city, giving the Arabians much greater bargaining power, even in the early game. Combine this with the Commerce Social Policy tree to maximize land trade power.

http://civilization.wikia.com/wiki/Arabian_(Civ5)
Last edited by General Malaise; Aug 14, 2017 @ 3:31am
GenericArchangel Aug 14, 2017 @ 5:00am 
A tile is only "close" to a city if it's within the three tile ring (the radius of artillery fire). Cities expand to the five ring, but cannot work tiles past the three ring. Luxuries outside the three ring count for happiness and towards trading, but not towards gold or other bonuses.
General Malaise (Banned) Aug 14, 2017 @ 5:17am 
Originally posted by Gabriel:
A tile is only "close" to a city if it's within the three tile ring (the radius of artillery fire). Cities expand to the five ring, but cannot work tiles past the three ring. Luxuries outside the three ring count for happiness and towards trading, but not towards gold or other bonuses.


That seems to be the case.

If you diddn't know though, you would expect it to replicare all the cities luxuries. I guess it could be abused with Great Generals if that were the case.
Damsteri Aug 14, 2017 @ 9:15am 
All resource based bonuses count only resources inside the three tile radius.

For example you won't get trade route resource diversity bonus from citrus for trade routes sent from Mecca, because Mecca doesn't have those those citrus.

It's same for all buildings that have requirements. To be able to build stable horses must be within 3 tiles and to build forge iron must be within 3 tiles. Also marble gives wonder bonus only if it's within 3 tiles radius.
GenericArchangel Aug 14, 2017 @ 11:07am 
It is worth noting that resources inside the five radius do count towards your totals, and Great Person improvements built on them (Citadels) still work. If you can, when founding cities, always get whatever you want within three tiles. More than just being workable, you can only buy tiles inside the three radius. Useful for claiming boat loads of resources all at once.
One last thing:
city states CAN work tiles beyond the three tile radius... until a civ captures them. This is why you see city-state workers building farms and stuff outside the three radius. Use this knwoledge wisely.
General Malaise (Banned) Aug 14, 2017 @ 11:20am 
Thanks Damsteri, and Gabriel.

I've played this game a lot, but I guess I'll still be learning stuff, when I've played it 10 x as much, especially when I play Civs that are relatively unknown to me - like Arabia.

Now about moves, and still being able to take 2 moves down a road, when you are showing Zero moves. I know this is a completely different topic, but often you get to have one move left, and don't know if you take it, can you still move out of bombard range. I just took a chance with a Camel Archer showing 1 action left. Took a shot, then showed zero left, but still was able to move 2 moves on a road(if I wanted - I wanted one). This applies mostly to fast units, like Keshiks and Camel Archers. I often waste shots, cos it says one - then when I move back, I still can move.
Damsteri Aug 14, 2017 @ 12:06pm 
Originally posted by TheFaithOfLeftismSucks:
Now about moves, and still being able to take 2 moves down a road, when you are showing Zero moves.
Moves are actually counted as decimal numbers, not as whole numbers. That leads to situations where you can move with less than a whole move. Roads eat less than one movement point, just a half initially and one third after you have researched the Machinery.

Camel Archer has 4 movement points. Let's assume you have researched Machinery, so the cost of movement from a road tile to a road tile is 0.333 movement points. Your Camel Archer starts from a tile next to a road.
  • You move one tile from another tile to a road tile on plains. movement has cost of 1 (plains tile). You have 3 movement points left
  • You move one tile on a road (and start from a road), it has cost of 0.333, so you have 2.666 left
  • You shoot twice with logistics (costs two movement points) and you have 0.666 movement points left after that.
  • Standard UI shows 0 (if I remember right) while the actual number used in calculations is 0.666 and you can still move 2 tiles on road

I haven't played with standard UI for years, so I can't remember... It doesn't show fragments of movement points? I have been using Enhanced User Interface (EUI) mod[forums.civfanatics.com] for years. It shows movement points as decimal numbers, so you always know how much you have left.
Last edited by Damsteri; Aug 14, 2017 @ 12:07pm
GenericArchangel Aug 14, 2017 @ 12:25pm 
The standard UI does not display fractions of MP. That being said, if there is a forest or hills on a road tile, moving onto it costs two MP, not one. If you have one move left and you want to be out of Dodge, don't risk it. Move first.
General Malaise (Banned) Aug 14, 2017 @ 2:15pm 
Thanks again Damsteri and Gabriel.

I can see the UI mod has merit. Only played one game with a mod, then found I didn't get achievements, so didn't use again. That was info addict. Bit sad to care about Achievements I suppose.

:)
Vallence Aug 14, 2017 @ 2:43pm 
The EUI mod is installed in the DLC folder, so doesn't disable achievements.
General Malaise (Banned) Aug 14, 2017 @ 2:45pm 
Originally posted by Vallence:
The EUI mod is installed in the DLC folder, so doesn't disable achievements.


Oh, OK - I'll give it a go then.

Thanks.
General Malaise (Banned) Aug 14, 2017 @ 11:59pm 
Dowloaded it(EUI), and giving it a go. So far, I think it's great. Just the blue line, showing you where you can move without pressing 'M', is great on it's own; the times they go the opposite way to what I want. Only thing not liking so far is, 2 pictures of resources showing.

Cheers guys:


http://steamcommunity.com/sharedfiles/filedetails/?id=1111145576


Mostly I'm liking it. A couple of gripes. I can't move things up and down production queue - only delete then add again.

Also hovering over a tile doesn't show what's there, so you can't tell if you finished a Farm or pasture so easy for example, or what kind of terrain it is.
Last edited by General Malaise; Aug 15, 2017 @ 2:23am
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Date Posted: Aug 14, 2017 @ 12:03am
Posts: 21