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It seems feast or famine to me. SOme late starts just run wild, but some of them get stuck in a bad decision loop and just turtle up. The turtles seem to be AIs that come down too close to an already well-established faction, or next to too many nests. Its like they have enough start units to...
They stack, but only for that city. And you need to work, them, don't you?
All of these per-city defensive benefits seem so lame to me. Domes, especially. Domes are a waste. They totally need a buff.
I dunno... I am NEVER in a situation where all my cities are at max health. Getting over size 6 takes almost no time at all, so then what do you do? Do you always take Purity 2 for Gene Gardens? Even then, Gene Smelters are expensive, and that still only takes you up to size 9 or 12.
I get...
This is not something I really see. First, you settle some cities - three or four new cities by turn 100 - and grow them. Once you get the standard health buildings up, that's +6H. But those cities are each still in the pop 5-12 range, and none of your cities is much over 16. Add some...
(a) That's only true when health is below -10. Keeping your health in the -10 --> +15 range is not that hard, and getting it above 15 is quite difficult until the late game. That's the range that is easily acheived by getting most cities to less than -2 net unHealth and adding some Virtue...
Or you could use the "Development" options - food, culture, etc. I think that's the most obvious trade-off. Given the % bonuses from health, choosing to build trade units instead of "Science @ 25%" might be worth it.
It's also true that just because trade units are a worse deal than...
We've seen this with culture already. That -10% unhealth culture penalty pre-patch was actually much worse because than 10% it was effectively -1 culture per city, from cities that had only 3-5 culture.
Does this apply to the %Health building buffs? +20% health seems a LOT worse all of a...
Thanks for the work on yields.
I think there's gotta be two different systems, one for Food, one for Production. Food is based on relative surpluses - lets call it "Food, Base Excluding TR" (FBETR). It only goes one way. Net food from a TR can vary from 0-10, at least.
But why does total...
PAC and ARC I don't have nicknames for - the abbreviations are already so easy to say. Maybe I just call PAC Daoming, but ARC is always ARC. PAU... not so much.
Rej, Hootie, Kavitha, and Sami are all I need.
and the
Crab-Roast.
They wanted much more fine-grained control over Science and Food growth rates and multipliers. Getting 10% science still means something when you have only 3bpt.
If you want more control over culture (i.e., less rounding) you could (mod) multiply all the culture numbers in the game by 10...
1) base cost, +5% for number of cities. Number of techs is irrelevant.
2) yes
3) no, but don't dawdle,
4) "Connected" cities give +1 energy per citizen. But roads cost 1 energy per tile, while connections can go over water. So you may not need them and they can be expensive. Magrail...
Yup. You can build your way to health. Convoys are 60 each, don't cost Maint and don't count against the Unit Supply limits. So that's 120p per Health Point.
Compare, though:
Gene Gardens are 200p for 3H
Optical Surgery are 370p for 4H, +1H/Silica
Soma Distilleries are 400p for +4H, +10%...
Health neutrality is not essential. You just need to stay above, say -5 to avoid any serious food/outpost growth penalties. So how do you do that?
Re: (a) - One mod/patch solution is more health in Knowledge and Might. If there was a Health bonus equivalent to Magn/Eud in the other two...
The colonists need to reflect the in-game exchange rates and values.
Prod = Sci, okay.
+2 Food is okay - it may turn out to be worth more than 2P, or not.
But 1P = 2 or 3 Energy. Aristocrats +5E? +6?
And culture is worth twice as much as science. Artists should be +1C (maybe add +10%...
(1) Can Confirm. God this is frustrating. In my current game, AI tanks are T3 Purity, so they get the buff. Makes it SO much harder to fight against an AI that is even with me in Affinity.
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