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Old Feb 28, 2010, 04:35 AM   #21
LegioCorvus
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Quote:
Originally Posted by Cusanus View Post
It does.

Fortifying units has no advantage over having them skip their turns.

In short: little known tip no. 3 is not true. No. 4 is great.
I'm sure you're right, but I'm curious how this works. If I have my units skip their turn, then the next turn they're units the game will skip to in order for me to select an action for them. Now, if I have them skip turn again, will their fortify bonus increase from 5% for one turn of fortification to 10%, or will it remain at 5%? I'm assuming it will increase, but I figure I'll have to test this.

Either way, thanks for pointing this out.

Another tip I just discovered:

When you nation becomes your vassal, you can choose what tech for them to research.
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Old Feb 28, 2010, 05:06 AM   #22
bestsss
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spies use the same mechanics of being fortified for mission discounts. keeping a unit still is what brings the bonus.
Spoiler:

CvUnit::doTurn()
Code:
if (hasMoved())
{
	if (isAlwaysHeal())
	{
		doHeal();
	}
}
else
{
	if (isHurt())
	{
		doHeal();
	}

	if (!isCargo())
	{
		changeFortifyTurns(1);
	}
}

tip:
assigning (or not) espionage doesn't do anything for spy offense/defense and mission success.
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Old Feb 28, 2010, 07:06 AM   #23
Shurdus
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Ever ran into the situation where you wanted to attack someone, only to see your target sign a defensive pact a tun before declaring?

Warring with one but not with the other AI is still very possible - sometimes. Check diplomacy to see if one of the AIs is willing to declare war on another AI. Consider to bribe one of the two allies to war with another AI. Declaring war ends the defencive pact. You can then declare war without facing two opponents.
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Old Feb 28, 2010, 07:44 AM   #24
LegioCorvus
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Quote:
Originally Posted by LegioCorvus View Post
I'm sure you're right, but I'm curious how this works. If I have my units skip their turn, then the next turn they're units the game will skip to in order for me to select an action for them. Now, if I have them skip turn again, will their fortify bonus increase from 5% for one turn of fortification to 10%, or will it remain at 5%? I'm assuming it will increase, but I figure I'll have to test this.

Either way, thanks for pointing this out.
Well, I checked it. Units received fortification bonus for staying still. So that's... kind of a tip I didn't know before? (Reaching here).
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Old Feb 28, 2010, 07:58 AM   #25
beestar
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Some situations when another AI is WHEOOHRN and you don't know whether you're the target.

* If a dangerous rival stack (especially naval) is heading towards your territory, beg 5 gold for 10 turns of enforced peace. When that stack turns around and heads home, you know it was gunning for you - time to draft a bigger army.

* When a stack is heading through your Open Borders to attack a third country (and your territory is the only way to get to that third country), don't close borders - you could find yourself the new target.
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Old Feb 28, 2010, 09:48 AM   #26
dirtyparrot
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Quote:
Originally Posted by beestar View Post
* If a dangerous rival stack (especially naval) is heading towards your territory, beg 5 gold for 10 turns of enforced peace. When that stack turns around and heads home, you know it was gunning for you - time to draft a bigger army.
In the new patch, I've seen the AI change its target because of this and go after someone else. It's happened to me in my current game where Wang Kon was gunning for me, the turn before I used a spy to flip him into my religion, and beg for gold. His stack turns back and he decides to DOW Stalin.

An piece of advice on being slightly better with micro is when you are trying to hook up a resource, but will be coming back in the opposite direction is to pre-road the path to the resource. This is particularly true if it takes 2 movement pts to get to it (unless it is on a hill then ignore this advice).
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