Quick Answers / 'Newbie' Questions

I'm curious about something in the screenshot I've posted below:

Spoiler :


I'm highlighting iron in the screenshot, and it shows +1:hammers:. What does that mean? It doesn't appear to contribute to the city's production.
 
So it just shows that if iron is present on a tile, it will add 1:hammers: to that tile?
 
Have one more questions too, perhaps more relevant middle to late game. Do you prefer windmills or mines, and why? How about watermills?

Windmills are clearly superior after replaceable parts and electricity has been researched in almost all of your cities except heavily focused production cities like your Iron Works City perhaps.

river hills with windmills with a financial leader are attractive for financial leaders even before replaceable parts and electricity.

likewise, for a financial leader windmills anywhere are attractive after electricity has been researched even if you don't have replaceable parts.

If you have a ton of excess worker capacity, temporary windmills are nice during a golden age before replaceable parts and electricity.

If a city needs the food from the windmill before replaceable parts and electricity it probably isn't a great city (it has a serious lack of excess food).

So basically early mines in my opinion are clearly better than early windmills with a few exceptions for financial leaders, but the balance shifts over to windmills in most cities even after railroads has been researched.
 
So it just shows that if iron is present on a tile, it will add 1:hammers: to that tile?

Yes, it adds to the base hammers of the tile.
 
Anyone know why sometimes after restarting the game, my settings got reset to default (such as window mode etc)?
 
That's something I would like to know as well. Creating a new profile seemed to help a bit. But yesterday my laptop overheated and shut itself off, so all got mucked up again.
 
I know this doesn't directly pertain to the game, but does anyone know Hatsheput's theme after the Industrial area, ie when you get Scientific Method. It's a real nice tune IMO.
 
It says on machinegunners that they can only defend. Does this mean in a stack in the open field too, or just inside cities?

Have two super medics now, so figured it would be fitting to create a super defender instead, that moves with the stack through enemy lands. So will such a machine gun be the main defender if the stack were to get countered in the open?
 
It says on machinegunners that they can only defend. Does this mean in a stack in the open field too, or just inside cities?

Have two super medics now, so figured it would be fitting to create a super defender instead, that moves with the stack through enemy lands. So will such a machine gun be the main defender if the stack were to get countered in the open?

They will defend in the open. They are likely to only be the main defender against infantry, if you have marines or others around anyway. I would not waste a GG on a machine gunner (I could easily be wrong).
 
They will defend in the open. They are likely to only be the main defender against infantry, if you have marines or others around anyway. I would not waste a GG on a machine gunner (I could easily be wrong).

Conventional wisdom is that, when attaching a GG to a unit to get Medic III, you should pick the weakest possible unit and don't upgrade it, so that there's little or no chance it will be chosen to defend. But you also want a fast-moving unit so they can quickly get to your wounded.

I usually use Scouts, Chariots, or, later on, Explorers as medic units. In fact, this is about the only case in which I build an Explorer. On rare occasions I'll upgrade a Medic III Chariot to a Gunship late game if fast movement overrides any concerns about the unit's safety.
 
Attached him to a machine gunner so will see how it works out. Don't have marines yet and struggle with teching, so hopefully it isn't too much a mistake. Maybe get another GG soon enough anyway :evil:

The AI is just mental though. One city had 4 (!) settled GGs (plus 2 GS and 1 GPriest) :o
 
Conventional wisdom is that, when attaching a GG to a unit to get Medic III, you should pick the weakest possible unit and don't upgrade it, so that there's little or no chance it will be chosen to defend. But you also want a fast-moving unit so they can quickly get to your wounded.

I usually use Scouts, Chariots, or, later on, Explorers as medic units. In fact, this is about the only case in which I build an Explorer. On rare occasions I'll upgrade a Medic III Chariot to a Gunship late game if fast movement overrides any concerns about the unit's safety.
I prefer to use Chariots because they can attack and therefore obtain XPs more easily; that way my GG medic unit can easily reach level 6 and thus ensure I can build West Point when it becomes available.
 
I like the offensive unit option also. When you're mopping up after a stack of cannons it really doesn't matter what you're attacking with. And by late game when you upgrade them to mech inf, they are pretty damn tough. Yeah you risk them getting killed but that's the life of a soldier.
 
I've found that putting a GG on an early unit for Medic III, a warrior/axeman/swordsman for instance, and then simply not upgrading them works fairly well. No speed though.
F

I've done that in some games where a random event gives an exploring Warrior the Leadership promotion, then give him Woodsman promotions since Woodsy III has an additional health benefit. I promote him to an Axe as soon as I can and attach a GG to him, and that he remains for the rest of the game.

But that's pretty rare, obviously; most games I use a Chariot.
 
The AI is just mental though. One city had 4 (!) settled GGs (plus 2 GS and 1 GPriest) :o

This is what I tend to do with my GG's. Before you can, or after you have, built the military academy I put all my GG's in my heroic epic city to produce as highly promoted units as possible. Seems sensible to me but I am no expert. (edit, and after I have made a great medic).
 
That's reasonable in some cases (far from all but certainly some). However, putting two GSs and a GP in the same city :crazyeye:
 
I remembered a little wrong. It was 4 GG, 1 GS and 1 GE in an old capital. If it had been a production city that makes pretty good sense, though I'd never settle four GG in one place. Well, maybe from the current position when 2 Supermedics and 1 Superdefender are already online. On that note, do the AI ever build units like that, or even spread XP around? To me it seems like the AI prefers to settle specialists all the time, though it does at least build Academies.

On Supermedics, I prefer to have a weak unit, but a unit that can also get XP from shattered defences. Would therefore prefer a Chariot over an Explorer, and then upgrade it as needed so it can get 'free' XP without being in noticeable danger, but also without becoming the strongest defender in the stack.
 
I have played games where a single AI stack had three named GG promoted units in it.
 
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