A good number of game questions from simple to complex

Asphinx

Chieftain
Joined
Jul 13, 2006
Messages
7
Before I begin, I did look over some of the strategy articles on the site before making this list. I also noticed that a fair amount of the articles were written pre-patch, so are of limited use.

1. What determines the crazy turn to turn fluctuations in price needed to teach professions to colonists through the schoolhouse/college/university? Sometimes the prices are nuts. Why would I teach a colonist rancher if it costs the same amount as to buy one from europe lol.

2. ANother thing about colony education. I have no clue how the turns to teach works. I remember once mousing over 3 free colonists on a university once. The tooltip displayed 1 turn, 2 turns, and 5 turns respectively. but 1 turn later when one student graduated, the other two colonists reverted to 5 turns and 10 turns respectively?!?!?!?


3. Does the King only ever attack from the East coast?

4. Civilopedia covers nothing about scoring. How does Normalized score work?

5. Are liberty bells produced in colonies at 100% rebel wasted if you no longer need political points? Or do they still count towards the invisible percentage of sentiment of your troops? And how about after revolution begins?

6. Is it just me or is it rare to find an indian village that trains in sugar planting?

7. I found that later in one of my games, I no longer had the option of creating missions with indians. Is there a reason for this? or is it a bug?

8. With the 2nd rank of healing promotion, do the diagonals count as adjacent tiles? Add does the healing include units on transports if your ranked unit is on land beside the transport?

9. Is there a way to dump cargo overboard?
 
Well, I think I can only answer to 6 & 7:

6. it's not just you, but I don't know if adding me to the list is enough to make a rule...

7. I had the same problem, then I read somewhere that sometimes you should re-create the missionary in one of your settlements in order to avoid what i suppose is an actual bug or a perverse gameplay mechanism. For me it worked but mind that I'm playing the game since a couple of weeks, so.. well...

Sorry if I can't give you more help.
 
1. Yes, They really screw up education, I have no undestanding of reasons.

Price depends on base price + how long proffecional was in city compare to student stady time.

For example, if Elder statesmen was working all the time any free colonist was in school price will be basic, still pretty high 500 1000? I do not remember, but if you put in statesment just befor student finish learning then price would be very high.

and price doe snot depends on how many turn this particular student was in , but all student were in compare to statesmen was in. As I sad, they made it way too complicated and expencive. Learning time now grow little bit slower, but still way to fast, cost of teaching? Should not be any.
 
Yeah I just started a game as the french and I cant seem to start even a second mission which really sucks, so I will try that out.

But yeah... SUgar planters are hard to find in New world, and tobacco planters are hard to find in carribean map.

And Mutineer, I guess that makes sense, but the rest is still screwed up.
 
Before I begin, I did look over some of the strategy articles on the site before making this list. I also noticed that a fair amount of the articles were written pre-patch, so are of limited use.

1. What determines the crazy turn to turn fluctuations in price needed to teach professions to colonists through the schoolhouse/college/university? Sometimes the prices are nuts. Why would I teach a colonist rancher if it costs the same amount as to buy one from europe lol.

As Mutineer said, this may because of the length of time the teacher has been employed in the colony. In order to pay the minimum price the teacher needs to have been in the colony at least as long as the student has been studying, and sometimes longer.

2. ANother thing about colony education. I have no clue how the turns to teach works. I remember once mousing over 3 free colonists on a university once. The tooltip displayed 1 turn, 2 turns, and 5 turns respectively. but 1 turn later when one student graduated, the other two colonists reverted to 5 turns and 10 turns respectively?!?!?!?

I can't help on this, sorry.

3. Does the King only ever attack from the East coast?

I believe so. In my only game with colonies exclusively on the West Coast the REF landed an the East Coast and walked across the continent :)

4. Civilopedia covers nothing about scoring. How does Normalized score work?

Unfortunately the scoring system is one of the weakest points of the game and I have no idea how the normalised score is calculated. This is in spite of the fact that the original game had a highly relevant and open scoring system

5. Are liberty bells produced in colonies at 100% rebel wasted if you no longer need political points? Or do they still count towards the invisible percentage of sentiment of your troops? And how about after revolution begins?

No they are not wasted, they count towards your global rebel sentiment that determines when you can declare independence, and also adds to your combat bonus when the REF lands.

6. Is it just me or is it rare to find an indian village that trains in sugar planting?

They are rare, especially on smaller maps, however you can still do well with converted natives and the FF Cyrus McCormick (+ 50% sugar production).

7. I found that later in one of my games, I no longer had the option of creating missions with indians. Is there a reason for this? or is it a bug?

As stated, this may be because your missionary has lost his missionary status (blame the game for this confusing situation).

8. With the 2nd rank of healing promotion, do the diagonals count as adjacent tiles? Add does the healing include units on transports if your ranked unit is on land beside the transport?

Yes diagonals do count, and I believe you can heal units aboard ship. Your surgeon can also be on a ship.

9. Is there a way to dump cargo overboard?

Select the cargo and choose the delete option (works for ships and wagons).
 
Ahhhh thanks all for your responses. this will make my transition to the next difficulty level much smoother I'm sure. Especially that west coast colonies strategy. that sounds very intriguing. Especially since if the king's ships aren't over there then keeping trade with europe open would be much more viable.
 
The key to education is Waves of students.

I wrote a picee about this in my post on Advanced Gameplay: Secondary Phase.

Each time a "graduation" takes place, the school/college/university loses some of its umph, i.e. it takes longer to graduate new class... and yes, no student is ever "locked in" to a training time, it can get pushed back if another student graduates (or pushed forward if he started in a school, and then you completed a college while he was training.

The key is to train in waves: Maximize each graduating class. For a schoolhouse, you must train two at a time, otherwise you're sacrificing turns. For Colleges and Universities, train at least two at a time, and if you can maximize three at a time, then do it. 3 colonists trained at the exact same time, all graduate at one. 3 Colonists that train in a staggered sequence, will take much, much longer.

Example:

Say you have a brand new college, no training yet (even when it was a schoolhouse; this will slow down the college's graduatation right). You can train 3 colonists all at once, and they will all graduate in 5 turns. Save some gold, and you can train 3 elder statesman all at once (provided you can pay for it when the time is up).

Your next wave of colonists will now take 8 or 9 turns, but if you wave them, you can train 3 more at that time.

Hence, you save several turns in each step, by maximizing with only two "graduations" for 6 students.
 
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