Civilization 5

Msybe I'm just being snarky, but some of the promotion choices are ridiculous. I had my warrior beat off an attack while on a barren mountain surrounded by other mountains and desert and my choices for promotion were:

1) Unit strength; or

2) Woodland.

If your unit is eligible for promotion based on combat (not leaders), the promotions available should bear resemblance to that combat. If you fought in mountains, the mountaineer promotion should be available, along with the more general ones, i.e., medic or unit strength. City defense or woodland, in such a case, should not be available.

Similarly, if you beat an Axeman and got a promotion as a result, you should not be able to choose a promotion which gives your unit increased effectiveness against archery, gunpowder, mounted, or siege units.

In a city with barracks though, should all promotion choices be open depending on whether an example has been won? Ie. if you had a unit that won the mountaineer promotion, it would be available from a barracks to reflect members of the unit that won the promotion passing on their experience...

:agree:
 
You want to read Martin Cahill's How the Irish Saved Civilisation, then; basically by storing old books in monasteries after the fall of Rome that were instrumental in getting things going again afterwards.

Geez-o-Pete, I think I'll regret this but I would like to make a couple of points.

First, since what is now Ireland was never conquered or invaded by the Romans, one must ask where the old books came from. In Civ terms, the Irish must have had open borders with the Roman Empire and experienced at least a partial conversion to
Christianity. Otherwise, where did the old books and the monasteries come from?

Second, as was related in a previous post, other civilizations did much the same as the Irish in preserving knowledge.

Finally, one should read "Guns, Germs, and Steel." The apparent superiority of one civilization over another is more a matter of luck in geographic factors (local climate and access to resources and other civilizations) than any inherent ethnic characteristics. Racial characteristics? Superficial (skin color, hair type, shape of one's eyes) and of no consequence whatsoever.
 
Point taken, but the combat would have to take place in a city of the unit's own civilization with a barracks present or the unit would have to travel to such a city before being promoted. Also, I think perhaps the existence of a military academy (the West Point wonder or one established by a Great General) might be more realistic than a simple barracks.

If one doesn't have a military school then one must fall back on the School of Hard Knocks.
 
I don't know if anyone has suggested this yet (since I didn't want to read through 83 pages of posts!) But how about this? In the early game, the first civilized unit to occupy or cross a tile, "claims" that tile for his nation. If another nation later encroaches upon that tile by either building a city on it, or culturally captures it, the first civ gains a "casus belli" against the 2nd civ. Giving up a claim to a certain stretch of land could also be something a victor gains in a peace settlement. This sort of thing actually happened in real life history of North America.
 
I look at promotions and experience as two distinct things. You gain experience by early training and combat. With that experience comes the wisdom and skill to be trained in other forms of combat. So you gain experience doing whatever (fighting in the hills) and then go learn from someone else who has the knowledge how to better fight against archery units.
 
RE: Promotions. There are some good ideas on promotions and their relationship to the type of experience gained in this thread.

I don't know if anyone has suggested this yet (since I didn't want to read through 83 pages of posts!) But how about this? In the early game, the first civilized unit to occupy or cross a tile, "claims" that tile for his nation. If another nation later encroaches upon that tile by either building a city on it, or culturally captures it, the first civ gains a "casus belli" against the 2nd civ. Giving up a claim to a certain stretch of land could also be something a victor gains in a peace settlement. This sort of thing actually happened in real life history of North America.

Don't worry, you're certainly not alone in holding this opinion (Naokaukodem, for example, is fond of it (IIRC)). However, I don't like it. All it encourages is explorer spamming. And what is to stop you from randomly claiming all the tiles around an far off rival city before the other side can get a worker out? That would be an unrealistic way of determining borders. Culture is much more realistic.
 
I don't know if anyone has suggested this yet (since I didn't want to read through 83 pages of posts!) But how about this? In the early game, the first civilized unit to occupy or cross a tile, "claims" that tile for his nation.

The problem with this is that it makes a military lead even stronger, and military is too strong a component of the game already.
 
Msybe I'm just being snarky, but some of the promotion choices are ridiculous. I had my warrior beat off an attack while on a barren mountain surrounded by other mountains and desert and my choices for promotion were:

1) Unit strength; or

2) Woodland.

If your unit is eligible for promotion based on combat (not leaders), the promotions available should bear resemblance to that combat. If you fought in mountains, the mountaineer promotion should be available, along with the more general ones, i.e., medic or unit strength. City defense or woodland, in such a case, should not be available.

Similarly, if you beat an Axeman and got a promotion as a result, you should not be able to choose a promotion which gives your unit increased effectiveness against archery, gunpowder, mounted, or siege units.
I hear you, I've been pushing for this for a while...
 
New improvement: Settlement, created by a worker, the worker is sacraficed. Each sacraficed worker is 1 pop to work, up to 9,
Allowed at Tier Two Worker Techs. (Mansonary, BW ect)
Counts as a city like a fort, forts can be built later.
9 tiles culture defence.
Worked tiles get production sent to nearest city, get food sent in return if needed. Can force select farther cities for a loss of production. You can go to the settlement of a city by clicking the extend button.
LOW MAINTAINCE!
No more useless desert iron cites!
Has a 'Guard' unit auto generated. Can't move. 1 STR + 125% city defence in ancient age.
2 (2 STR) + 200% defence in Classical
2 (4 STR) + 150% def in Med
3 (5 STR) +150% def in ren... ect
 

Please introduce us to your oppinion, Kochman, because I got a point for spamming for doing that once before. And because I tested it out and it worked fine.

Settlements that are built by Workers, get a small culture radius, and provide small production boast and that connect far-flung resources and valuable tiles.
 
Settlements that are built by Workers, get a small culture radius, and provide small production boast and that connect far-flung resources and valuable tiles.

If they serve pretty much exactly the purpose of a city, why not just build a city there ?

I think the solution to the underlying problem here is to un-cripple the Civ IV city-founding mechanics, fwiw.
 
BUT, would you build a city that secures the only other oil resource on the map other than that of enemies who already have oil-empowered armies and navies?

And with the oil surrounded by desert and desert hills, with sparse plains?

I would take the settlement anyday. B-sides, OIL is all important.

Same goes for Classical-Medieval Iron, Reneissance Horses, Industral coal and Modern Aluminum.
 
Compared to a 1 population city, how many people would your "settlements" have?

The reason I said "uh", is because there is already something much like what you are referring too, the fort. It doesn't expand your cultural borders, but it does serve the purpose you seem to want.
 
So, you would build a city in the middle of a desert, with about 500 coin in maintainance, no growth prospect, for oil?

That is what cities are for, but in real life, there are semi-cities commitments of territories like Romans into Dacia, small Island 'Cities' and colonies into the uncertain wilderness. As well as Northwestern 'Townships' who send their food originally to New Orleans to sell for many years until a city was settled later on.
 
Why not just build a fort on it? Put a spy and units in the fort...
You still get access to the oil.
 
No, because city maintenance is one of the many things that any sane Civ V will be rid of.
No, not get rid of, but refine; it's been jacked up to 'counteract' the removal of the "unneeded" corruption.
 
No, not get rid of, but refine; it's been jacked up to 'counteract' the removal of the "unneeded" corruption.

And this mistake needs to be simply reversed. Building-based-maintenance plus corruption equals a vastly more flexible underlying system.
 
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