1 - I'm in a city that has done some population rushing, and is getting larger now, and one or more of the citizens becomes unhappy. I click on one of the unhappy ones, and it gives me a little pop-up box. 83% cannot forget how cruel I've been in the past, and 16% think it's just way too crowded. Exactly where do these numbers come from? I can't seem to find any correlation yet.
2 - When I use population rushing, some of my citizens become unhappy. The manual or civ-pedia says for each citizen I use for pop rushing or conscripting one other citizen will be unhappy for 20 turns. I can use garrisoned troops, happiness improvements, luxuries, and entertainers to keep the city happy, but how do these unhappy people stack up? As long as the city is small size, it doesn't seem to be a problem. If I continue to pop rush units every 2 or three turns, but the city is only size one or two, does it keep unhappiness queued up 40, 60, 80 turns in the future? Or does all the unhappiness end 20 turns after the last pop rush?
3 - Has anyone ever gotten a great leader from winning a sea battle with an elite ship unit?
4 - In the year 600 A.D., I plopped a city down next to a barbarian encampment, and assimilated it. In the year 610 A.D., three other barbarian encampments produced 24 horsemen each, and attacked me. Were the barbarians retaliating because I took out the encampment, or does this always happen in 610 A.D.? Or is there something else that triggers massive barbarian invasions?
5 - What's the deal with getting great leaders from barbarians? The FAQ says it doesn't happen. Tetely says he got 4 in one game, and he devotes quite some time and resources into "mining" the barb camps for great leaders. Of those 72 horsemen that attacked me, 22 made it to a city, 9 were killed by regular or veteran troops, and 41 were killed by elite units. Not to mention the other tens of barbarians my elite units have killed. No great leaders. Is this something that only happens at Deity level? Has anyone else ever had barbarians spawn great leaders?
6 - I could see that I wan't going to be able to stop one stack of horsemen from getting to my city. I had 405 gold at the time. To minimize my losses, I tried to trade gold to my opponents in return for gold/turn payments. I've done this before, and sometimes I can get about 105% back over the next 20 turns. Well, this time, they wouldn't give me squat! They wouldn't even trade me 5 gold per turn for 200 gold! (What leader in their right mind wouldn't take a loan for -50% interest?!?) They were all polite and everything. What makes the difference? Culture color? Do the Zulus and Babylonians just not like the English that badly?
As a side note, it looks like each barbarian horseman that made it to my city ransacked 3.5% of my treasury. Rounded up. Those 22 horsemen took 55% of my gold. Grrr.
7 - If you run out of money, one of your city improvements gets sold to cover costs. Which one? How does it decide? Is it the oldest one? The one with the most culture? Random? Does it ever sell wonders? Are some improvements immune to being sold off?
8 - When I bombard a city, I can get one of several results. It's pretty easy to understand when it hits the defender, destroys an improvement, or kills off population. But sometimes, I get a "bombardment failed" message, and sometimes I don't get any message at all. What's up with that? Does no message mean I targeted the defender and missed? Does the failed message mean I targeted citizens but it's already down to population one? Or that I targeted improvements but there are none left?
9 - When an attack is made on a stack of units, how does it decide which unit will be the defender? Certainly all other things being equal, the unit with the highest defense rating. But how does current health and ability to retreat work into the equation? Is an elite full health fortified archer considered a better defender than a one health regular spearman that isn't fortified? How about expense? Will the veteran warrior defend before the veteran longbowman?
2 - When I use population rushing, some of my citizens become unhappy. The manual or civ-pedia says for each citizen I use for pop rushing or conscripting one other citizen will be unhappy for 20 turns. I can use garrisoned troops, happiness improvements, luxuries, and entertainers to keep the city happy, but how do these unhappy people stack up? As long as the city is small size, it doesn't seem to be a problem. If I continue to pop rush units every 2 or three turns, but the city is only size one or two, does it keep unhappiness queued up 40, 60, 80 turns in the future? Or does all the unhappiness end 20 turns after the last pop rush?
3 - Has anyone ever gotten a great leader from winning a sea battle with an elite ship unit?
4 - In the year 600 A.D., I plopped a city down next to a barbarian encampment, and assimilated it. In the year 610 A.D., three other barbarian encampments produced 24 horsemen each, and attacked me. Were the barbarians retaliating because I took out the encampment, or does this always happen in 610 A.D.? Or is there something else that triggers massive barbarian invasions?
5 - What's the deal with getting great leaders from barbarians? The FAQ says it doesn't happen. Tetely says he got 4 in one game, and he devotes quite some time and resources into "mining" the barb camps for great leaders. Of those 72 horsemen that attacked me, 22 made it to a city, 9 were killed by regular or veteran troops, and 41 were killed by elite units. Not to mention the other tens of barbarians my elite units have killed. No great leaders. Is this something that only happens at Deity level? Has anyone else ever had barbarians spawn great leaders?
6 - I could see that I wan't going to be able to stop one stack of horsemen from getting to my city. I had 405 gold at the time. To minimize my losses, I tried to trade gold to my opponents in return for gold/turn payments. I've done this before, and sometimes I can get about 105% back over the next 20 turns. Well, this time, they wouldn't give me squat! They wouldn't even trade me 5 gold per turn for 200 gold! (What leader in their right mind wouldn't take a loan for -50% interest?!?) They were all polite and everything. What makes the difference? Culture color? Do the Zulus and Babylonians just not like the English that badly?
As a side note, it looks like each barbarian horseman that made it to my city ransacked 3.5% of my treasury. Rounded up. Those 22 horsemen took 55% of my gold. Grrr.
7 - If you run out of money, one of your city improvements gets sold to cover costs. Which one? How does it decide? Is it the oldest one? The one with the most culture? Random? Does it ever sell wonders? Are some improvements immune to being sold off?
8 - When I bombard a city, I can get one of several results. It's pretty easy to understand when it hits the defender, destroys an improvement, or kills off population. But sometimes, I get a "bombardment failed" message, and sometimes I don't get any message at all. What's up with that? Does no message mean I targeted the defender and missed? Does the failed message mean I targeted citizens but it's already down to population one? Or that I targeted improvements but there are none left?
9 - When an attack is made on a stack of units, how does it decide which unit will be the defender? Certainly all other things being equal, the unit with the highest defense rating. But how does current health and ability to retreat work into the equation? Is an elite full health fortified archer considered a better defender than a one health regular spearman that isn't fortified? How about expense? Will the veteran warrior defend before the veteran longbowman?