Arioch's Analyst Thread

If a road already in culture becomes neutral it should be auto-razed (as should all tile improvements).

That would be strange, though. I could understand a road degrading over time -- nobody there to fix it, right? -- but suddenly having all roads going poof! doesn't seem to fit. Might have nice graphics, of course ...

I'm really curious how this works, because one of my usual strategies was always to send a worker with a body guard to build a long road very early to parts of the continent I wanted to conquer. Sounds like that is something I'm going to have to unlearn.
 
Interesting stuff from a French review (found by Snipperrabbit, of course, in another thread). It says there is a 50 percent penalty for amphibious attacks, did we know that already? Doesn't seem to be on Analyst pages (Les attaques amphibies sont possibles aussi, très tôt d’ailleurs, et donnent un malus de -50%). Sounds like we need a marine after all.

Oh, and I hadn't thought of this, but the 1upt now means you can use excess workers as human shields. Google translation:

In the worst cases of excess workers, nothing prevents us from building forts in the boxes untapped, even using them as human shields (it blocks the passage on a hex) or as bait to lure an enemy unit in cases.

"Boxes untapped" means what now in human English (les cases inexploitées) ? Sounds callous, doesn't it, but would use up a turn. Drive the peasants into the machine gun nests!
 
I really hope the devs have as many ideas for weird exploits as we have, and fix them! ;)

Or better, have the AI use them against us.

EDIT: I'm sorry I mentioned Vesuvius. Also, I think it's cool that Krakatoa shows up in an ocean/coast tile.
 
That would be strange, though. I could understand a road degrading over time -- nobody there to fix it, right? -- but suddenly having all roads going poof! doesn't seem to fit. Might have nice graphics, of course ...

I'm really curious how this works, because one of my usual strategies was always to send a worker with a body guard to build a long road very early to parts of the continent I wanted to conquer. Sounds like that is something I'm going to have to unlearn.

"OK Boys; Have your way with them...but don't damage the roads!" seems to be an unusual order to give; as opposed to "Burn everything!"
 
"OK Boys; Have your way with them...but don't damage the roads!" seems to be an unusual order to give; as opposed to "Burn everything!"

Not really. You need to be able to maintain your supply lines, troop movements, etc. That's very different from pillaging the land and sending your spoils back to the capital (presumably along roads).
 
Do Terrain bonuses stack?
Defensive bonuses can stack in general. [Eg: terrain + fortification]

But there are no longer separate bonuses for hills and forests; there are bonuses for "rough terrain" (forest, hills) and penalties for "open terrain" (everything else).

So a forested hill has the same bonus as a non-forested hill, as far as we know.
 
Arioch, TheMystic which made VE3D preview of Civ5 confirmed the following number of turns for game speed:

Quick= 350 turns
Normal= 500 turns
Epic= 750 turns
Marathon= 1500 turns
 
Let's see... Krakatoa created an island

Vesuvio destroyed two cities!!!

My vote is for Vesuvio!
Krakatoa caused the global climate to shift for years, and killed between 40 and 120 thousand people in the eruption. It also destroyed an entire island, as in broke it in pieces destroyed. And it then caused a major famine killing uncountable numbers worldwide.

Also, Themystic confirmed the Landsknecht, the longbow, and the immortal-

Landsknecht- identical stats to pikeman (including 100% bonus vs mounted), except it costs 1/2 as much (33 hammers).

Longbowmen- +1 range crossbowmen. Identical stats otherwise (80 hammers)

Immortals: +1 strength, 100% versus mounted, double healing speed, cost 40 hammers.
 
Is it just me, or are the German traits/UA pretty weak? Especially if try to play them as anything other than militaristically aggressive...
 
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