Impressive turns.
Going with Istanbul/Constantinople/Byzantium was funny too.
Going with Istanbul/Constantinople/Byzantium was funny too.
t75 - Alex's 2 hoplites attack at Osaka. Horses clean them up. Rather upsettingly, a full health horse with flanking bonus + great general against a half health hoplite on flat ground still takes 4 damage killing the hoplite... ouch.
It looks like we're OK for happiness at the moment, but that'll go negative quickly as we add cities. We should keep building coliseums wherever possible.Do we worry at all about happiness right now? I'm tempted to keep throwing down more cities. Or should we get at least the minimum infrastructure in our core? Libraries/colloseums would be nice if we don't already have them. I guess my question for uberfish would be, do you think we need more units, or are we good to add some of the few buildings that actually do anything in this game.
I've been wondering if this is really working the way it's supposed to. It seems like even a unit with 1HP will do almost as much damage as a unit with full HP. I thought only Japan was supposed to play like that? Seems like it's either buggy, or very strangely balanced. If you had the "populism" social policy (which I've never gotten) you could probably fight best by keeping all your units at 9HP.
We are not the Ottoman civilization, whose unique units are the Janissary and Sipahi, with the unique power of Barbary Corsairs. We're actually playing as the Human Civilization, whose UUs are the Horseman and the Knight (replacing the Swordsman and Longswordsman respectively, with greater combat strength, additional movement points, lower tech and resource requirements, and the "can move after attacking" ability), and whose unique ability is that they can sell resources to the other players for absurd quantities of money.
OK I think I see the problem then. It probably applies the wounded unit penalty in the same way that it applies any other bonus. Bonuses are all added together, then applied. So if a unit already has a lot of bonuses, adding one more doesn't really change much. If the penalty from being wounded is -40%, that will be completely canceled out by a +40% bonus. In Civ 4 the wounded penalty was applied directly to base strength, so it was a lot more severe.With regard to wounded units fighting, how it works is you take (10+unit HP) / 20 * the unit's combat strength. E.g. a dead unit would fight at half strength, if it could. At least that is how it's supposed to work, I have no way of checking.
Here's my thinking with the GE- it'll take about 5-10 turns to research rifling ourselves, and 30-40 turns to build the FP ourselves. So by making our first great person a GE instead of a GS, we dealy artillery by 5-10 turns but get the FP 30-40 turns sooner. And during that time, we can make more cannons.