C2C - Tips and Tricks

14. The offical religion of worker units is fort building. This won't change and unless you want to micromanage all of them. Sacking a fort on your own land (at least with dynamic xp on) is worth some xp. If your not currently upgrading tiles and have enough done it not to cripple your CIv. Take high value, low xp units on a tour of forts and the like and sack them.

As far as I can tell fixing the "fort spam" is a trivial bit of XML. The only difficulty is that it has been there for ever, ie RoM 1.03 and may be sacred.
 
Tips gathered while playing mainly for war.

Espionage can save your kingdom.

Hidden nationality units, like bandit footpad, warlord chief and assassins are your first line of defense, the proper way to use them is a preemptive strike.

Upgrade your soldiers at the last second, like right before the attack.

Don't get fooled by the score, 200 points isn't much of an advantage.
 
CivicInfos.XML

You mean the improvement yield changes that a couple of civics give to forts? Presumably that would cause fort spam only while in one of those civics though? If that IS what's doing it perhaps we should just devalue (in the improvement evaluation routine) yield chnages from ciovics (becasue they are likely to be temporary)
 
(Wow... so your saying all I had to do get someone to actively seek to kill the unoffical fort building religion is to have found a real use for it? :crazy eye: )

Prehistoric era tips (v18):

21. If your getting too many subdued animals, send small clusters of redundant predatory ones out on near city patrols. If they die they stop costing :gold: in upkeep. If they win you get xp toward great generals. Just remember that units outside your borders cost extra upkeep in :gold: per turn. So if your running a small deficit you remember to get them inside your :culture: borders.

22. Goody huts that drop :gold: tend to give enough to upgrade a few stone throwers into slingers. This is one of the best uses for early :gold: boosts. On eternity it takes 48 :gold: to upgrade from stone thrower to slinger.

23. Even if you lack any of the resources that grant bonuses to master hunter... its still worth building to get access to better recon units.

24. If you have subdued animals in the field its worth only healing the unit escorting them... sometimes an even will heal them and grant them an xp as a bonus.
 
(Wow... so your saying all I had to do get someone to actively seek to kill the unoffical fort building religion is to have found a real use for it? :crazy eye: )

I have had my suspiscions for ages but had no time to look into it.

23. Even if you lack any of the resources that grant bonuses to master hunter... its still worth building to get access to better recon units.

Hunter units are not better recon units. They get lesser and bad results from goodie huts. Can't enter other nations without Open Borders - recon only need Right of Passage. Can't board caravels. An explorer is much better at defending against a rogue than a ranger is.
 
Hunter units are not better recon units. They get lesser and bad results from goodie huts. Can't enter other nations without Open Borders - recon only need Right of Passage. Can't board caravels. An explorer is much better at defending against a rogue than a ranger is.
I think he meant the XP bonus that the Master Hunter gives - so units you build there are slightly better than those from a non-MH city :D

Any chance of these tips & tricks (atleast the shorter ones) making into the in-game load screens?
 
Any chance of these tips & tricks (at least the shorter ones) making into the in-game load screens?

All it takes is someones time. The file is RoM_GameText_Hints.xml in the Assets/XML/Text folder. If some one wants to add them at the end and post it here I am sure one of us could check it and load it to the SVN.
 
choose his/her fav civic, religion, give in to all demands/requests, sell him/her any/all your excess resources, maybe gift some workers :)
Trade techs aggressively if you have tech trading on.
Steal techs if u can.
Maybe go pacifist civic and bulb some techs to trade.
go 100% science and just continually use freight carts that give u $ or if u got friendly pillage on, improve/pillage repeat. Also with multiple production and with heroic epic etc build heaps of units each turn and just delete them for $... all so you can have 100% science.
 
Also with multiple production and with heroic epic etc build heaps of units each turn and just delete them for $... all so you can have 100% science.

Ugh! Does that really work? (i.e. - its hammer->gold conversion rate is greater then the gold process?). If so it's kinda silly (what does it model real-world wise??).

However, this got me thinking - why not have buildings (or other modifer-providers) that modify the conversion efficiency of the various processes (hammer->gold, hammers->science, hammers->espionage, hammers->culture)? That way you could build specialist cities desigend to run a hammer conversion process most of the time, rather than this back-door approach.

This DOES model real-world specialisation somewhat (specialisation clusters like silicon valley, City of London, etc.)...
 
A review was done but there are buildings that give you extra hammers only when you are building military units so those hammers are not available when you convert hammers to gold.
 
A review was done but there are buildings that give you extra hammers only when you are building military units so those hammers are not available when you convert hammers to gold.

Right, understood. I'm suggesting that maybe the gold for scrapping is a bit too high still, adn that ther should ALSO be buildings that increase the process efficiency (just a new line of modifiers that might be interesting - could apply on buildings [so maybe banks increase the hammer->gold process efficinecy by 5% say, but mostly on national/world wonders I would think)], civics [free market gives a boost to hammers->gold perhaps, and so on], events [an annual cionfernce of scientists has decided to make Mohawk their venue every year, +5% to science process], ...
 
After I wrote this i thought about it too a bit, and I don't know if building units/deleting is very good advice :)
You really don't get much $$, the only time this is really handy I would say is early days when you might be trying to land grab or are in a war and have lots of units. 3 caravans at once just isn't enough sometimes even when the AI cities are close.
You run 0% science and your still $-30 a turn, in this situation building units to delete them is great. My fav is if a city is happy capped - build settlers and sell them once they're built.

I only did it in the game i was playing at the time so it was in on my mind.

Those carrack merchant ships are pretty good. Shipyard & some mines and you can pump em. Then also get some caravans going.

I always search for exploits or like try and just abuse little things when im playing vs AI. I don't know why just years of gaming - it kinda becomes like breathing lol

The WAY biggest exploit in this game at the moment in my opinion is, if you have tech trading on; I have just brokering off. I like how tech trading speeds up the game.
The biggest exploit is- Great Farmer- Horse, Horse, Horse, Horse, every 10 turns trade for TONNES of stuff - gold tech resources etc, then 10 turns later rinse and repeat.

Obviously you don't need to do the great farmer part. If you just have spare resources, cancelling trade and redoing it every 10 turns is a huge exploit I feel.

This really needs to be patch - coz I just can't help myself LOL, emperor is tough and I kinda rationalize it like, AI gets there advantages.. I get mine :)

Is there a way that I can implement this change myself??

As in> trades are relative to game speed. 10 turns = normal, 20 epic, 25 marathon, 30 snail or something.
 
After I wrote this i thought about it too a bit, and I don't know if building units/deleting is very good advice :)
You really don't get much $$, the only time this is really handy I would say is early days when you might be trying to land grab or are in a war and have lots of units. 3 caravans at once just isn't enough sometimes even when the AI cities are close.
You run 0% science and your still $-30 a turn, in this situation building units to delete them is great. My fav is if a city is happy capped - build settlers and sell them once they're built.

I only did it in the game i was playing at the time so it was in on my mind.

Those carrack merchant ships are pretty good. Shipyard & some mines and you can pump em. Then also get some caravans going.

I always search for exploits or like try and just abuse little things when im playing vs AI. I don't know why just years of gaming - it kinda becomes like breathing lol

The AI knows how to use the merchant ships so it is not an exploit. They should also be good with caravans.

The biggest exploit is- Great Farmer- Horse, Horse, Horse, Horse, every 10 turns trade for TONNES of stuff - gold tech resources etc, then 10 turns later rinse and repeat.

On snail that is 44 turns.


Obviously you don't need to do the great farmer part. If you just have spare resources, cancelling trade and redoing it every 10 turns is a huge exploit I feel.

This really needs to be patch - coz I just can't help myself LOL, emperor is tough and I kinda rationalize it like, AI gets there advantages.. I get mine :)

Is there a way that I can implement this change myself??

As in> trades are relative to game speed. 10 turns = normal, 20 epic, 25 marathon, 30 snail or something.

Yea, I agree. It is the way Civ III and V do it. I much preferred the Civ IV ways. Although a combination may be nice. ;)
 
After I wrote this i thought about it too a bit, and I don't know if building units/deleting is very good advice :)
You really don't get much $$, the only time this is really handy I would say is early days when you might be trying to land grab or are in a war and have lots of units. 3 caravans at once just isn't enough sometimes even when the AI cities are close.
You run 0% science and your still $-30 a turn, in this situation building units to delete them is great. My fav is if a city is happy capped - build settlers and sell them once they're built.

I only did it in the game i was playing at the time so it was in on my mind.

Those carrack merchant ships are pretty good. Shipyard & some mines and you can pump em. Then also get some caravans going.

I always search for exploits or like try and just abuse little things when im playing vs AI. I don't know why just years of gaming - it kinda becomes like breathing lol

The WAY biggest exploit in this game at the moment in my opinion is, if you have tech trading on; I have just brokering off. I like how tech trading speeds up the game.
The biggest exploit is- Great Farmer- Horse, Horse, Horse, Horse, every 10 turns trade for TONNES of stuff - gold tech resources etc, then 10 turns later rinse and repeat.

Obviously you don't need to do the great farmer part. If you just have spare resources, cancelling trade and redoing it every 10 turns is a huge exploit I feel.

This really needs to be patch - coz I just can't help myself LOL, emperor is tough and I kinda rationalize it like, AI gets there advantages.. I get mine :)

Is there a way that I can implement this change myself??

As in> trades are relative to game speed. 10 turns = normal, 20 epic, 25 marathon, 30 snail or something.

What is the actual mechanic you'd want to prevent this?

It's already been pointed out that minimum trade or treaty lengths should scale with game speed, which will obviously help. To prevent it, the only suggestions I have right now would be:
  • A small relationship penal (like 0.25 or so) whenever you cancel a deal
  • A change to the ai so that each time someone cancels a deal with it, it makes a mental note and increases it's demands slightly for future trades with that player
 
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