C3C Frequently Asked Questions

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TruePurple said:
If your base commerce was 30 with no corruption and your science was set at 50% then your base science would be 15 and each wonder would provide you with another 15. It sounds like each library/university would provide you with another 7 as I bet they aren't cumulative with each other as well, (it rounds down right? If you have both, would you get that 15?)

Although these bonusses are not as great as in Civ2, you can still get a great research city. All the bonusses from +x% science add up (not multiply), but you can choose a high base commerce city for the great wonder (rivers, coast tiles, resources, etc). Also a wonder as the colossus increases base commerce and thus greatly effects the science and money output of a city. The commercial docks increase commerce in coast and sea tiles and thus also increase the base commerce in coastal cities.
The presence of a library/university/research lab doesn't increase the research output of the +x% science wonder, but they should of course also be build in a high base commerce city.
 
I was unaware of the bonus for defense. I have been going one on one because I usually sent my ships out by themselves..... No More. What you say makes sense. Shall see if my sea battles improve with learning. Thanks
 
When you start a new game, on the rules screen is a button called 'Game Limits'... this opens a window with the victory point values. The multiples for unit and advance are multiplied by the shield and/or beaker value of the unit or tech.
 
scloopy

I also noticed that the AI will bombard with one or more ships before attacking. With Frigates, it can only do one or the other, but if the AI has a stack, then it will use bombardment to give it an advantage.
 
Aardvark said:
scloopy

I also noticed that the AI will bombard with one or more ships before attacking. With Frigates, it can only do one or the other, but if the AI has a stack, then it will use bombardment to give it an advantage.

I noticed that and if felt like they were attacking twice, but I am a little slow on the uptake. I may actually learn how to handle myself at sea sooner or later. Last night I had a stack of 4 ships and the bad guys sailed right past me without firing a shot. I was all ready to be on defense. Oh well.
 
How difficult would it be to mod a officer unit that acts as two units for the purpose of suppressing resistors, preventing flip etc?

How difficult would it be to mod spearman/pikeman units being more effective against mounted units?

(outside the editor as you can't do so in it I think)
 
Neither of those can be done. 1 unit is always 1 unit and there is no provision to make a unit more useful against a given type of unit.

EDIT: Both of these would require a provision in the editor. Outside the editor is just how you add the files for the editor to use. Similar requests would be more appropriate in the C&C forum. That's where the mod real experts hang out.
 
The editor is written by the programmers and has no provision for changing how it works. It either does something or it doesn't.

The unit that was last doing the fighting gains the experience in an army.
 
The unit which killed the other unit gets the chance to be promoted. The first unit to fight is the one with the highest chance of success such as an elite. AFAIK, there is no way to differentiate equal units in an army. It doesn't matter anyway unless you have a mixed unit army which most players don't use. An all vet cavalry army is just a unit with 12 or 16 hp. The game may decide one gets promoted but who really cares which one? The extra hp gets added to the army as a whole anyway.
 
Well I thought (from what others have said) that certain units wouldn't get promoted if I placed them in the wrong spot in the army. Not the case then right? Every unit in a army can get promoted?

But the first unit is more likely to be promoted? Is the first unit in a army the first unit you add to the army or the last? This matters because even if they are all the same type, some might be able to be promoted (vets or lower) and some unable (elites) So I want to put the promotable units in a spot in the army most likely to receive that promotion.

BTW, mixed type units do have a use, being able to put 1 good defence type unit with your best offense units means the best of both worlds, defense and offense wise. Granted the AI usually doesn't attack you, but sometimes it does and other players certainly would.
 
TruePurple said:
BTW, mixed type units do have a use, being able to put 1 good defence type unit with your best offense units means the best of both worlds, defense and offense wise. Granted the AI usually doesn't attack you, but sometimes it does and other players certainly would.

If you put a good defensive unit with offensive units would that not decrease the overall strength of the army. The only 2 times I have mixed an army unit they got wiped out when attacking a city. Maybe I did not do it right.
 
The position in the army doesn't matter. If the third unit is the one that wins a battle, that is the one that recieves the promotion. If you look at a mixed army, i'm pretty sure the order the units are displayed will change from time to time. Thus there is no way to know which is first and which is last anyway. It's the same as units in a ship... the unit order changes as the ship is moved.

As i said, the unit most likely to win will attack/defend first. I have no idea how it determines which unit of equal chance will attack/defend but i'm pretty sure it has nothing to do with the order the units were placed in the army. Your information on units needing a specific place in the army is mistaken. I've had armys where all units got promoted to elite.
 
If you mine/road/Irrigate a tile and you are working that tile within you city. Do you get the extra Shield/Commerce/Food the same (inner)turn that it finishes?
Not counting corruption and/or Despo penalty. To make it a little more general.
Just starting from "scratch" 0 food, 0 shields, 0 commerce.

Example....
I have a town (2/1/1 fsc base) with a worker next to it on grass.
The town produces 2 food, 1 shield, 1 commerce.

If I Road that grass tile (taking 3 turns) Will I have 3 commerce total or 4 ?
Same for shields....
Mine that grass tile (taking 6 turns) Will I have 6 shields in the bin Or 7 ?
Some for food...
Irrigate that grass (taking 4 turns) Will I have 8 food in the granary or 9 ?

Greetz
 
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