C2C - Tips and Tricks

v16 latest svn. Maybe the alphabet gripe is from v15, however. I will look into it when I research alphabet sometime tonight.

Also, forgot to add, beeline to Cultural Identity goes in between the tracking and tribalism beelines.
 
Here's a new tip:

Pay attention to what your religion does. There's a few things I have found to be quite exploitable:
* Zoroastrianism is required to build the Ishtar Gate. This gives you contact with EVERY other player. On a big map, this is a huge advantage.
* The Temple of Solomon from Judaism provides +15% to the city's gold production. Stack it with another Shrine. Shrines don't count as Wonders in C2C.
* Asatru can provide a lot of XP to melee units: +1-2 from the Monastery and Temple, +5 from the Odin's Shrine.
* The Kong Miao from Confucianism provides a free Morale promotion to that city's units.
With Divine Prophets, you can control which religions you found and where you found them. On my current game, I skipped founding Shamanism, Naghualism, Buddhism, and Hinduism. I still have one of the Great Prophets, but I used one on a Shrine and two in a light-bulb chain.
 
Does everyone know about this little tipster:

If you press on ALT-SHIFT-Z, you can play as any OTHER civ you want, as long as its in the game, and be that player if you want? I personally didnt know that:eek::confused:
 
Isn't “chipotle” needed for that?

More than likely, i always forget i even have that enabled, so i would guess Yes.

What is your recommendation for custom settings to experience the most out of this mod?


Thats one of the best things about this mod, there really isnt any "good" recommendations, because actually each game is different EVEN if you have the same setting each time.

So i guess the answer would be, make it the best for YOUR type of playing style.:)
 
I keep seeing these in Quill18's videos. I must be a total n00b because I can't figure out how he did it.

1. How do you select all of the same type of unit in your entire empire? Ex. Choose all Workers.

2. How do you add/remove terrain labels?

1. alt click on a worker or whatever. It only selects workers in the same "state" ie not yet moved or have finished moving. Great for canceling auto workers.

Works for cities also so you can change the build queue eg add to the beginning of all queues or to the end.

2. signs cntl-S or alt-S I think.
 
I keep seeing these in Quill18's videos. I must be a total n00b because I can't figure out how he did it.

1. How do you select all of the same type of unit in your entire empire? Ex. Choose all Workers.

2. How do you add/remove terrain labels?

1. You can't. What you CAN do is give all units of one type the same orders by activating one and then holding down ALT while clicking on the order you want to give. Very nifty when wanting to upgrade all Archers to Longbowmen, or on the next turn have them all fortify again. Also good for wiping all workers current orders like DH says. Currently though that only works with all of the SAME kind, ie all Gatherers OR all Workers OR all Mule Workers, and so on. Of course you can do it once with every type though.

It works differently with cities. There you use CRTL (for all on continent) or ALT (all in world) to actively activate all cities at once for purpose of adding to queues.

Cheers
 
Tips from v18: (played at eternity on nobel to monarch, 50 Civs to start)

1. Once you have time in game and can make settlers and such in like 4-5 turn make some you don't need. Send them out to useless squares outside your workable range and build a city... the imediately go into the 'examine city' screne and abandon it. You now have city ruins and treasure and :science: boosts shall come from it. Spam this tactic for faster results. Doesn't work on some tiles.

2. Don't burn cities... 'Examine city' then abandon it with Cntrl+A, though sell everything possible first... the city is now gone and you may get workers/settlers. For added fun this doesn't add that negative diplomacy hit. Also, for some reason, even though you apparently don't kill them all those people stop existing at that point... and the ever helpful city ruin remains intact.

3. When you get to the point you can build caravels, build on an ocean access tile and spam them (they get better once they can enter oceans). Then send them to kill stuff (like giant squid) and/or they explore, kill stuff, and get you hoards of xp for great generals. I find navagation then the promotion for bonuses vs.wooden ships and -1 terrain movement costs, then hunter promotions helps to speed things along.

4. When playing with 'raging barbarians' and 'surround and destroy' never attack anything, but birds and such, with your theives. Instead put them in spots adjacent to your city and it will cancel out much of the Surround and destroy bonus. This will let you surrvive the Neanderthall rushes with much greater reliability. Just remember to check under the theives for Neanderthalls while doing clean up.

5. When playing raging barbarians, never bother with gathers until you can build/train units that trivialize neanderthals. Your simply making things for them to trash for xp. Feel free to use free gathers though... they cost :gold: to have sitting around.

6. Take over nearby cities early on. Tribes are mostly not worth the time to build them when alternate options exist. They prevent you from using your :hammers: to build other things and stop all :food: growth. They also lose :hammers: if you build other stuff at the same time over time.

7. When actually taking over said other people's cities, take the time to build roads towards them while doing so and not after the fact. If you can't spare the time/resources/units to build the road... your not going take it easy. Your economy probably with have issues absorbing the hit anyway.

8. Because of influence driven war... the time building the roads should be used for fights inside the target's borders. This will allow you to impress their people and makes the take over much smoother. Also, the Ai will gleefully cripple its economy with massive hoards of units and this will massively slow down their :science: rate. By chipping away at their hoard you can get xp heavy units and crush the city itself.

9. While fighting in the city seems like a great idea to get more influence, try to lure the most units you can outside. The lack of defenses buffing them and the spill over influence will speed things up with less loses for you.

10. Start as minor Civs opion makes it so you don't have to listen to begging and threats from other Civs. Your turn speed with be insanely fast at that point from the lack of 'diplomacy' options. Also, with the writing needed for diplomacy most of the other Civs will either stall out from massively over building armies and having to tax their population into oblivian to cover it or have someone to spam units at and actually be worth your while to trade with. As a bonus most of the grunt Civs will not be advanced enough to do diplomacy... meaning far far less 'join my war that utterly fails to benifit you' demands.

11. When playing raging barbs, make a B-line to club men then slingers... the only thing production bonues at higher difficultly levels do for AI do at this point is help them unit build into oblivian faster they will stall out with rock throwers and maybe clubmen... then the Neanderthalls will eat them. Any research bonus from oral tradition is worthless as the Neanderthals will kill you before you can defend yourself. Turtling first (3 clubmen and 3 slingers) will make you actually survive.

12. Always save before any combat in which you have 95% win chance or more... the AI seems to increase the unit instantly dies uselessly chance the higher your unit level. This may be paranioa... but it saves rage quiting later on.
 
Tips from v18: (played at eternity on nobel to monarch, 50 Civs to start)

1. Once you have time in game and can make settlers and such in like 4-5 turn make some you don't need. Send them out to useless squares outside your workable range and build a city... the imediately go into the 'examine city' screne and abandon it. You now have city ruins and treasure and :science: boosts shall come from it. Spam this tactic for faster results. Doesn't work on some tiles.

2. Don't burn cities... 'Examine city' then abandon it with Cntrl+A, though sell everything possible first... the city is now gone and you may get workers/settlers. For added fun this doesn't add that negative diplomacy hit. Also, for some reason, even though you apparently don't kill them all those people stop existing at that point... and the ever helpful city ruin remains intact.

3. When you get to the point you can build caravels, build on an ocean access tile and spam them (they get better once they can enter oceans). Then send them to kill stuff (like giant squid) and/or they explore, kill stuff, and get you hoards of xp for great generals. I find navagation then the promotion for bonuses vs.wooden ships and -1 terrain movement costs, then hunter promotions helps to speed things along.

4. When playing with 'raging barbarians' and 'surround and destroy' never attack anything, but birds and such, with your theives. Instead put them in spots adjacent to your city and it will cancel out much of the Surround and destroy bonus. This will let you surrvive the Neanderthall rushes with much greater reliability. Just remember to check under the theives for Neanderthalls while doing clean up.

5. When playing raging barbarians, never bother with gathers until you can build/train units that trivialize neanderthals. Your simply making things for them to trash for xp. Feel free to use free gathers though... they cost :gold: to have sitting around.

6. Take over nearby cities early on. Tribes are mostly not worth the time to build them when alternate options exist. They prevent you from using your :hammers: to build other things and stop all :food: growth. They also lose :hammers: if you build other stuff at the same time over time.

7. When actually taking over said other people's cities, take the time to build roads towards them while doing so and not after the fact. If you can't spare the time/resources/units to build the road... your not going take it easy. Your economy probably with have issues absorbing the hit anyway.

8. Because of influence driven war... the time building the roads should be used for fights inside the target's borders. This will allow you to impress their people and makes the take over much smoother. Also, the Ai will gleefully cripple its economy with massive hoards of units and this will massively slow down their :science: rate. By chipping away at their hoard you can get xp heavy units and crush the city itself.

9. While fighting in the city seems like a great idea to get more influence, try to lure the most units you can outside. The lack of defenses buffing them and the spill over influence will speed things up with less loses for you.

10. Start as minor Civs opion makes it so you don't have to listen to begging and threats from other Civs. Your turn speed with be insanely fast at that point from the lack of 'diplomacy' options. Also, with the writing needed for diplomacy most of the other Civs will either stall out from massively over building armies and having to tax their population into oblivian to cover it or have someone to spam units at and actually be worth your while to trade with. As a bonus most of the grunt Civs will not be advanced enough to do diplomacy... meaning far far less 'join my war that utterly fails to benifit you' demands.

11. When playing raging barbs, make a B-line to club men then slingers... the only thing production bonues at higher difficultly levels do for AI do at this point is help them unit build into oblivian faster they will stall out with rock throwers and maybe clubmen... then the Neanderthalls will eat them. Any research bonus from oral tradition is worthless as the Neanderthals will kill you before you can defend yourself. Turtling first (3 clubmen and 3 slingers) will make you actually survive.

12. Always save before any combat in which you have 95% win chance or more... the AI seems to increase the unit instantly dies uselessly chance the higher your unit level. This may be paranioa... but it saves rage quiting later on.

ctrl-A abandonning sounds ike it needs some fixes applied! Suggestions welcome, but an easy one would be simply to disable the option in any city you have not owned for some threshold number of turns...
 
ctrl-A abandonning sounds ike it needs some fixes applied! Suggestions welcome, but an easy one would be simply to disable the option in any city you have not owned for some threshold number of turns...

Way back when Zappara and I made it work with RoM we discussed this and decided that you should not be able to abandon a city in the same turn as you sell buildings. Neither of us got around to doing it however. This was when obsolete buildings still cost maintenance.
 
ctrl-A abandonning sounds ike it needs some fixes applied! Suggestions welcome, but an easy one would be simply to disable the option in any city you have not owned for some threshold number of turns...

What about disabling the ability to abandon a city that's in revolt? Unless you bring a Story Teller for each city, that would stop you from abandoning a just-captured city for a while.
 
How about taking away the ruins that come up after abandoning? If that's the way the city falls, it should be disassembled rather than destroyed. That'd balance out that strategy, though it does seem a bit clever if not a little gimpy.
 
13. When quoting a single point of twelve... only quote the part you are actually refering to... reading off an entire dictionary to reference one entry is a waste of everyone's time and bandwith. :rolleyes:

13a) When posting in a 'Tips and Tricks' thread is nice when you post at least one (1) tip or trick. Its also nice to get even a minor obscure trick from the people actually making the mod. :mischief:

14. The offical religion of worker units is fort building. This won't change and unless you want to micromanage all of them. Sacking a fort on your own land (at least with dynamic xp on) is worth some xp. If your not currently upgrading tiles and have enough done it not to cripple your CIv. Take high value, low xp units on a tour of forts and the like and sack them.

15. Warlords drop lesser versions of great generals on occassion... funnel these to your main unit production city or cities running a deficit. Over time enough, of them they can negate the maintainence costs of cities. Plus the bonus new unit xp bonuses are nice as well.

16. If your actually using bonus xp super specialists (or have built xp granting buildings) unless you need the most xp heavy units for combat now... first replace all your lower than new unit xp units in cities. Remembering to factor in dynamic xp bonus promotions should be factored in. Xp levels don't effect upkeep costs and having cities full of 1 xp defenders makes you a victium. 1 xp defenders are handy for cannon fodder in city attacks.

17. When picking early targets for conquest... concider their native culture. Once one native culture is built in a Civ it pops up in all of your cities. Getting as many as possible means not only maximumizes free, bonus culture in all cities (including new ones), but lets you get an increased number of chances at being able to build derivative cultures.

18. Building a grass hut before building any higher level huts means getting (most) of the production bonus that can be used to build the higher level ones. If you can build the highest level hut in 1 turn or less this is skipable. With early or newly concured cities that single :hammers: bonus can have massive production speed effects.

19. When sending in spies, actually take the time to look at that Civs city list in the :espionge: screne. They may have a city that is insany cheaper to spy on than any of the others. Spy defense is only as good as the weakest link in the chain.

20. When attacking units or cities with surround and destroy on, concider having high move, low combat rating units in war stacks. They can dart one space or so away for the 'surround and detroy' bonus and dart back into your stacks for protection on not your turns.
 
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