Quick Answers / 'Newbie' Questions

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Is there a grid option (in vanilla)? I miss it from both Civ II and Civ IV and I find it easier to place cities when I know where their immediate territory will fall.
 
Cntrl-G give grid in III.

The happier they are the less they are likely to revolt back.
 
That's great, cheers. Much clearer. Can't believe I didn't just try it myself.
 
The happier they are the less they are likely to revolt back.

I was taking all citizens not in revolt and making them scientists to starve down the natives. I thought revolting peeps aren't happy or unhappy. Am I missing something?
 
I think at higher levels, clowns work best because they make the non resistors happy. At Monarch or lower, scientists work fine in the starve-down. Also, the flip rate is lower by level, at those same lower levels you might have higher culture than the AI opponents.
 
The specialist themselves are not unhappy, but as Overseer said, the jokers make the non specialist happy. If all are specialist, then it does not matter, unless a resistors stop resisting and you fail to see it.
 
The specialist themselves are not unhappy, but as Overseer said, the jokers make the non specialist happy. If all are specialist, then it does not matter, unless a resistors stop resisting and you fail to see it.

This is a factor in a current game. I have an Aztec city with a lot of resistors, but it is sandwiched between two other cities that I have pacified so I do not think that it will flip back, as I have a big lead in culture. If I make all the resistors into entertainers, and then start feeding in a couple of my own workers to grow new ones, can I assume that eventually, the resistors will cease to be a problem? I had not thought that you could change resistors into entertainers.
 
You don't change them in the sense you change from tax to joker, they just become pacified. If you have that or a change in pop size, the citizens are reassign and often become unhappy.
 
How do spies get smarter? I only have Regular experience but there is nothing to say how to do better. :crazyeye:
 
You have to be in communism to have vets spies.

Well there goes that plan then. I thought I just needed to know the tech. :(
 
This is a factor in a current game. I have an Aztec city with a lot of resistors, but it is sandwiched between two other cities that I have pacified so I do not think that it will flip back, as I have a big lead in culture. If I make all the resistors into entertainers, and then start feeding in a couple of my own workers to grow new ones, can I assume that eventually, the resistors will cease to be a problem? I had not thought that you could change resistors into entertainers.

You can't touch resistors. But sometimes there are citizens that aren't resisting when you take a town. If all are unhappy (meaning if I make all clowns except one and the the one is still unhappy) then I make all workable citizens scientists (the non-resisting ones). This helps starve the city down. The other guys were recommending making them clowns if you can make some of the non-resistors happy as that reduces chances of flipping.

Best way to get rid of resistors is to park a worthless unit in there for a while. It works best if you have a large stack of obsoleted units like warriors that used to be on MP duty but you haven't bothered to upgrade. If you don't place units, the resistors never go away. I've had resistors go on for ages even though I eliminated the original owning civ and left it undefended for many years. (I do that if the city will be fully corrupt and I currently don't have any military to spare as they are all pushing on to the next cities in my warpath. I only keep the city as an eventual specialist farm.)
 
If a city has resistors, I may turn enough citizens into entertainers so the city will not riot if all the resistors stop, which is often close to one entertainer per resistor. The rest of the non-resistors would be scientists/taxmen (BTW civil engineers are useless in this situation). I'll usually raze instead, but sometimes keeping the city is useful.

My guess would be that a three-unit army counts as 4 units. I'll see if there's some way to prove it one way or the other.
 
I tried to directly test the effect on flip chance, but a city that had a 100% flip chance according to the formula didn't flip for several turns, so there must be some maximum. I'm pretty sure a three-unit army counts as three units in regard to quelling resistance (multiple empty armies had no effect, a three-unit army always quelled 2 or 3 resistors with a favorable culture ratio), so I assume the same is true in regard to flipping.
 
Quicky basic game mechanics question
How does unit healing work? (in city/friendly territory, in city with rax, army, moved/sitting/fortified etc)
 
Quicky basic game mechanics question
How does unit healing work? (in city/friendly territory, in city with rax, army, moved/sitting/fortified etc)

Open Ground in friendly territory: 1 hp/turn
Town w/o Barracks: 2 hp/turn
Town with Barracks: full health/turn

To heal at all, the unit must have full movement points for that turn. The healing will be added to the unit's hp total at the beginning of the next turn.

When you have rails, you can move a unit and heal in the same turn. Just make sure to stay on the rails the whole time. This fact can be useful to transport units from out in the field back into a town with a barracks. The next turn that unit will be fully healed.

Fortifying vs using the space-bar makes no difference for healing.

Building Battlefield Medicine allows using enemy territory for healing at the 1 hp/turn rate.

Armies "collectively" heal, meaning each unit heals at the applicable rate and then the hitpoints are added up.
 
P.s. Armies will actually "partial-heal per turn" in enemy territory! ;)
 
Units will also heal if on board ship while the ship is moving. Since they are loaded, they are not considered moving evidently. Good way to take care of them if you do not have Battlefield Medicine.
 
Town with Barracks: full health/turn

To heal at all, the unit must have full movement points for that turn. The healing will be added to the unit's hp total at the beginning of the next turn.

It has been my experience that this makes use of 3 turns in that:

Turn 1. move into Rax town.
Turn 2. do nothing
Turn 3. unit now available

I had a bad habit of thinking the unit would be healed next turn, especially on long turns when you moved the unit at the beginning of the turn; deconstructed the whole universe for every single worker etc., etc., etc.:lol:
 
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