No. It is just an opportunity for a small positive modifier for denouncing the same AI and is independent of your warmonger score. But if another AI likes your victim, then denouncing is a small penalty on top of the large warmongering penalties.Do you get a smaller warmonger score if you denounce before declaring war?
You can denounce on the same turn you DOW. Sometimes I like to wait a turn just to gauge how much the AI will be missed. If I plan to let the civ live, I might skip denouncing because some of them hate that more than losing cities!How long do you have to wait?
- 1) they can't settle on new world (America), even if theyy have the tech and sent ships, but they send no ground units to explore there and no settlers. This stupidity is so extreme, that (i.e.) the English don't settle in Skandinavia, even there is free good room. The always fight against the French instead develop their empire.
- 2) the AI builds no lighthouses and harbours in costal cities, even if there is resource fish, so two food get lost for those cities.
You will automatically plunder the trade unit when it passes through your unit. If you spot a trade unit, and have extra movement, you can move onto and pillage (does not cost movement, so a free action). When I move and stop on the trade unit -- because I have run out of movement points -- then I have to wait for it to come through a second time.Also, if I'm already at war with someone and stand on their trade route, can the caravan pass by me so I miss it, or will I automatically plunder it as is "passes"?
I am sure it is faster than that! Also, roads and rails extend land routes, so making them move faster. And I think there is an era modifier as well. If I had to guess, it would be one leg of the trip every two turns, so a round trip every two turns.Caravans travel 2 hexes per turn.
Cargo Ships travel 4 hexes.
Good tip! There is an option to show your routes, same place as your turn on the hex grid and show resources, and it applies to opponent trade routes as well.You need to see the trade unit to view the full route.
I am sure it is faster than that! Also, roads and rails extend land routes, so making them move faster. And I think there is an era modifier as well. If I had to guess, it would be one leg of the trip every two turns, so a round trip every two turns.
Hope this hasn't been asked, didn't see the answer on a search.
= PROTECTIONISM... is it +2 happy per TYPE, or +2 happy per INSTANCE, of each luxury?
I am assuming type, as instance would be crazy, but one can hope.
Do you have a citation? Is that in civlopedia? I frequently have an entire route in sight, and the trade units are moving faster than that.While roads extend land route range, the caravans do not travel more than 2 hexes per turn regardless of route or era. Likewise, cargo ships always travel 4 hexes per turn.