C2C - Tips and Tricks

Most of these rules are pretty clear, the only one you have to think about is the "no grouping" for merging.

Sorry- what does "No grouping" mean in this context ?? I have 3 groups of 3 Merged Atlatists in the same hex(all healed, none have moved) that cannot Merge up, is this the reason ??
 
Sorry- what does "No grouping" mean in this context ?? I have 3 groups of 3 Merged Atlatists in the same hex(all healed, none have moved) that cannot Merge up, is this the reason ??
The era you are in limits how much many times a unit can be merged, a new era means you can merge units one time more than in the previous era.
By grouping he means that you cannot merge units that have been multiselected such that if you click on one of the units multiple units gets selected.
You may only have one unit select that is grouped with others, to check this select a different unit and try to select the previous again, if you only get that one unit it is not grouped.
There is a designated button in the unit action list to ungroup a subsection of the group from the rest, so if you have three selected and click on only one of them it will still be grouped with the two others until you hit that button in the unit action list, or move the one unit away from the others to a different plot.
 
If you are in the first Era you can only group 3 Atlatist to a new Unit. 3*1 = 1
In the next Era you can merge 3 of the firstEra to One . ( 3*1)*3 =1 [9 Units to 1]
Then next Era 3 of Era 2 in One . ((3*1)*3)*3 = 1 [ 27 Units to One ]
and so on...
 
Sorry- what does "No grouping" mean in this context ?? I have 3 groups of 3 Merged Atlatists in the same hex(all healed, none have moved) that cannot Merge up, is this the reason ??
Yes. If you have units in a selection group, they cannot be told to merge - it created bugs I can't solve in the process if they are grouped. That's one potential reason at least, absolutely. You must make all units that will merge be a part of no group with other units or you won't get the option, even if 3 or more units are otherwise qualified and on the same plot.
 
Sometimes you can have just one unit selected, but the 'Group Units' button is still available, and the unit can't be merged. You have to get rid of the Group Units button by clicking it, before your merge can go ahead.
 
Sometimes you can have just one unit selected, but the 'Group Units' button is still available, and the unit can't be merged. You have to get rid of the Group Units button by clicking it, before your merge can go ahead.
You can have a unit that's part of a group but have it individually selected anyhow (the first click on that unit would usually select all of the units in the group, then the second selects just that unit but doesn't ungroup it). That doesn't make it 'not' part of the group it's a part of until you clear the group it's a part of.
 
Not true, but they must be of the same group size.

Fully healthy units show as many of them as their group volume when you don't have single unit graphics on. Other than that I get used to looking at their strength and just keeping in mind which amounts mean which group volume levels.

No, i mean upgrading the units, for example Axeman to Heavy Axeman or Rifleman to Infantry.
I haven't found yet, where to see, whether i have any unit type, that can be upgraded.
What i have done until now is, that from the military adviser screen i have selected the first unit, went to one city where this unit could be found, clicked on it and if i saw the icon of a more advanced unit, using ALT i have upgraded all of the same kind of units, then back to military adviser and check the next one.
Just wanted to ask, if there is any way to do this with a faster and more simple way.
 
The era you are in limits how much many times a unit can be merged, a new era means you can merge units one time more than in the previous era.
By grouping he means that you cannot merge units that have been multiselected such that if you click on one of the units multiple units gets selected.
You may only have one unit select that is grouped with others, to check this select a different unit and try to select the previous again, if you only get that one unit it is not grouped.
There is a designated button in the unit action list to ungroup a subsection of the group from the rest, so if you have three selected and click on only one of them it will still be grouped with the two others until you hit that button in the unit action list, or move the one unit away from the others to a different plot.

Oh right- thanks Toffer90 ! :)
 
If you are in the first Era you can only group 3 Atlatist to a new Unit. 3*1 = 1
In the next Era you can merge 3 of the firstEra to One . ( 3*1)*3 =1 [9 Units to 1]
Then next Era 3 of Era 2 in One . ((3*1)*3)*3 = 1 [ 27 Units to One ]
and so on...

Thanks TaylorItaly ! :)
 
Yes. If you have units in a selection group, they cannot be told to merge - it created bugs I can't solve in the process if they are grouped. That's one potential reason at least, absolutely. You must make all units that will merge be a part of no group with other units or you won't get the option, even if 3 or more units are otherwise qualified and on the same plot.

Arrr understood! Thanks Thunderbrd :)
 
If you build a dance hut story tellers can be used to add dances to a city including iirc two that increase food production.
 
If you build a dance hut story tellers can be used to add dances to a city including iirc two that increase food production.
Yes they can. One of them allows the building on a national wonder, iirc. The dance hut also lets some animals add some dances also, I think I had them add minor military promotions.

I was going to add some events to add some of the lesser dance buildings if you had both a dance and story teller building.
 
Not sure if this is the appropriate thread, but I need some advice. In my current game, I'm on a roughly oval-shaped continent, with a civ on either end, and myself in the middle. None of us have bronze working yet, but the only sources of copper are right next to their capitals, so I won't be able to get them before they do.

How much of a disadvantage does this put me at? I figure once they reach bronze working, I might struggle to defend myself. I do have horses, and if I pace my cities optimally, I can get gold with my 4th city. I'm playing as a Middle Eastern civ, so this means I could get Immortals. Would this help? How else might I defend myself?
 
Yes they can. One of them allows the building on a national wonder, iirc. The dance hut also lets some animals add some dances also, I think I had them add minor military promotions.

I was going to add some events to add some of the lesser dance buildings if you had both a dance and story teller building.
How does the Story Teller Unit earn experience?
 
How does the Story Teller Unit earn experience?

Through buildings, mostly, but also civics (I'm guessing ones that provide experience to just "units" apply to all units). If you have the option turned on, specialists can provide experience to various units (artists provide experience for entertainers, like the story teller).

Edit: to be clear, all of these sources provide experience when the unit is trained. I don't believe that entertainers can earn experience after being trained.
 
When Entertainers entertain a city they remove unhappy citizens due to conquest and adding your culture. There is a small chance that they "survive" the action and gain a promotion making them much better at "surviving" future attempts. I had one entertainer early on in a game (playing with the 1 plot start option) that went to a new city and gave it enough boosts in culture to grow. I then moved it on to the next new city. If I remember correctly they lasted long enough to get three cities up to the first ring of culture. It is very rare though.
 
When Entertainers entertain a city they remove unhappy citizens due to conquest and adding your culture. There is a small chance that they "survive" the action and gain a promotion making them much better at "surviving" future attempts. I had one entertainer early on in a game (playing with the 1 plot start option) that went to a new city and gave it enough boosts in culture to grow. I then moved it on to the next new city. If I remember correctly they lasted long enough to get three cities up to the first ring of culture. It is very rare though.
Far too rare, I think. Perhaps instead of 'death by failure forced retirement' we could come up with some other penalty...
 
Far too rare, I think. Perhaps instead of 'death by failure forced retirement' we could come up with some other penalty...
As I have said before most entertainers, 99% of them, never go beyond the local pub or festival. Especially musicians. These are the important ones. Dancers are worse since dancing is accessable for everyone and only the rarest want to perform for others.

I feel the frequency is about right at the moment. Although there should be other things they could do also.
 
As I have said before most entertainers, 99% of them, never go beyond the local pub or festival. Especially musicians. These are the important ones. Dancers are worse since dancing is accessable for everyone and only the rarest want to perform for others.

I feel the frequency is about right at the moment. Although there should be other things they could do also.
Most entertainers wouldn't register as actual units on the map but would just be part of the population, even specialists. The concept of developing a unit completely fails with these because they are GOING to fail once used and its a rare use that doesn't kill them. It's not the end of the world... just the feeling I get with them is that there's no point in making them even possible to survive when they are so likely to die.
 
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