10 FAQs before Declaring a War

Actually, finishing off a strong unit will give you very few XP, as the XP given is based on combat odds, not on base strengths.
 
Zombie69 said:
Actually, finishing off a strong unit will give you very few XP, as the XP given is based on combat odds, not on base strengths.

That makes some sense. Having the odds closer to, or even below, fifty percent does seem to give me more experience points per combat... So there's no bonus for defeating a higher era unit with a lower era unit? Darn, I was hoping for a quick way to gain experience. Those promotions are killer!
 
Zombie69 said:
Actually, finishing off a strong unit will give you very few XP, as the XP given is based on combat odds, not on base strengths.

Edit: Zombie69 is right, see formula below.
 
Maybe you're using an older version of the game. With 1.61, it's definitely based on combat odds.
 
Arathorn and Roland Johanson say you're right, the xps gained are based on *modified strength* (thus combat odds). And you get double for attacking.

==Originally Posted by Arathorn
Experience Points
The winner of combat gains experience points. Like most of combat, experience points are determined by the ratio of strengths. The value is floor(iXPValue*opponent_strength/your_strength), where iXPValue comes from the XML file. For all standard units, iXPValue is 4 for an attacking unit and 2 for a defending unit. The minimum number of experience points for a successful fight is 1, however. The strengths are the displayed modified strengths (from bonuses and hps).
Exceptions: A unit which attacks and retreats gains a single experience point in all cases. The defending unit receives no experience points in this case.
Example: A sword (str:6) attacks a spearman (str:4) on flatlands. If the sword won, he would receive 2 (floor(4*4/6)) xps. The spear would gain 3 (floor(2*6/4)) xps if it won.
Example: A modern armor (str:40) attacks a spear (str:4). If the modern armor wins (odds: 99.999999+%), it gains 1 xp, not 0 (floor(4*4/40)). If the spear wins (odds: 6e^-13), it would gain 20 xp (floor(2*40/4)).==
 
Well that's no news to me, since i consider the combat explained thread to be the best article written for Civ 4 to date. I've pretty much known it all by heart for what seems like forever!

Note however that the article is outdated, and under version 1.61, it's not the actual strength that's used for combat, odds and XP anymore, but the average between base strength and actual strength.
 
Zombie69 said:
Well that's no news to me, since i consider the combat explained thread to be the best article written for Civ 4 to date. I've pretty much known it all by heart for what seems like forever!

Note however that the article is outdated, and under version 1.61, it's not the actual strength that's used for combat, odds and XP anymore, but the average between base strength and actual strength.


Congratulations. It's certainly news to me, and makes it slightly less worthwhile thank I'd thought to keep old units around.
 
you should add info:
before war check if your target doesn't have any defence pacts
this thing is quite important :D
 
you should add info:
before war check if your target doesn't have any defence pacts
this thing is quite important :D

Right! If the Japanese had realized Hawaii had a defensive pact with the US . . . ;)
 
Brilliant! I just want to give Maltz two-thumbs up and a honorary salute. You exerted scores of military strategy that would make even Sun-tzu smile down on. Your information will not only be helpful in my civilization4 gaming experience but also to true military strategists everywhere.

“ALL WARFARE is based on deception.” - Sun tzu

?????

I though all wars should be conducted like:

We shoot first, ask questions later. :lol: :lol:
 
Another tip: When a captured city stops rebelling, order it to produce Wealth. That should ease the financial burden of wartime.
 
And if you win, you don't have to ask questions ever.

That's how I roll. I only ask one question before I attack my opponents:

Why haven't I attacked them already?
:)
 
Q1: What do I gain from this war?

Although not every human action carries a purpose, theoretically they should. Contemporary artists paint craps because they want to paint craps to disturb you.

Every war should serve a purpose, too. For example:

- Secure a large interior of my territory
- Gain a few precious resources that I don't own
- Kill off a great threat in the future
- Put down a warmonger that may backstab me, before it gets a chance
- Simply expanding my empire

- Keeping the AI busy and slow their teching, building infrastructure
- Just so you can make allies = better trades and less chance getting backstabbed or even dogpiled
- Forming a bloc
 
What's a bloc?
 
when attacked: let enemy crushes on your defences; find ally
when attacking: prepare roads, position enough units to attack many cities at once, soften defences, bring defending units to survive and heal when counterattacked, eliminate strategic resource if possible.
i let defansive war lasts to exhaust enemy while attacking one is blitz krieg.
i usually have 1 unit lost on every 20 i take down
 
Unless you hugely overpower your victim it's pretty hard to attack many cities at once with minimal casualties. As you listed, the key is to let your wounded units recover, and for me that usually happens when I attack with one massive SOD army. When I try to be clever and split my force, one prong of the attack is often overrun by an overwhelming wave of siege and inferior but limitless units. Once your defensive units are all hurt and your attacking units are doing the defending, the stack is unlikely to be offensively useful, and you're just losing precious units.
 
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