Clarification please smart civ people

gonzaleslayer

Chieftain
Joined
Jan 14, 2008
Messages
13
A bunch of things i need some clarification on ,can you help me.....I know there is a bunch but i thought i'd plop all my questions here rather than ask in a bunch of other threads......

background...my roomate and i mostly play hot seat medium size worlds, late era starts (usually no earlier than industrial), and on the faster settings, sometimes advanced start with about 5-8 AI, yeah kinda missing out on a bunch but our games take forever as it is.....so basically late era expansion, large civ maintainance and lots of war is the name of our game...

but we both are not that smart so i have some questions for y'all??????


1) On the diplomacy screen... if you have 1-oil and you trade it uranium, do you still maintain use of oil or do you need two of a resource to trade away and still maintain use of the resource??

2)If you adopt someother civs religion how can you spread it if you don't have it in your cities?? will the other civ send a missionary to spread it??

3)Sometimes when you use a great general and attach him to a unit, you get no upgrades, although he attaches to the unit?? too many units on the spot casuing the exp to be spread out too much?

4) If you end up with a bunch of religions present in your cities, is it smart to spread all of them around or focus on one??

5)In a city with a national park, do your forest preserve squares have to be worked in order to get your free specialist, or do you get a free specialist automatically for each forest preserve around the city?

6)Do you actually have to be formally trading resources with another civ to get trade route gold bonus or does having open borders open give trade routes by themselves, oppositely with closed borders but a formal trade in place do you get a trade route gold bonus??

7)If you end your turn with a city in starvation, do you acutally lose a population or just unhappy people??

8)Say you crank your research meter to 100% but your in the red by 100 gold in your treasury, waht happens if you leave it like this ? do you just lose research or doe it affect inflation??

9)Any way to fight inflation??

10) Does turning down your espionage meter for a turn affect your chance of getting caught, or is fine to do so as long as you have enough EP vs your enemy?

11)Do you get retreat odds on the defense or only when initiating the attack?

12)If you build a chain of forts could you conceivably move a boat across land, from fort to fort??

13)For score and percent of land area, does % land area only mean land or does borders on the water count as squares that the civ controls (i.e. is a small island only worth the size of the island or does all the water count as well?) come to think of it does an island expand beyond two squares into the ocean all the way around?:blush:

any help much thanks>>>>>:)
 
1/ you need two; you trade one at a time, so if you have one and trade one, then you have zero in the end :)

2/ You cannot adopt a religion not present in at least one of your cities

3/ A unit gets promotions when it attains some XP threshold (2, 5, 10, 17, 26...). A great general attaches himself to a unit, ok, but gives 20 XP distributed equally among all the units in the square. So if you have a bunch of units, perhaps 20 of them will receive 1 xp and none will have enough XP to get a new promo.

4/ Usually, having lots of religions is nice: more possibilities to build temples/monasteries, more happiness and culture under free religion... There are some drawbacks, but negligible.

5/ automatically

6/ open borders, plus a link between your both civs: By road, by coast (if you have sailing), and/or by ocean (if you have astronomy)

7/ A starving city will first use the food it has stored. Then, when there is no more, it will lose citizens.

8/ If you have more than 100 gold in your treasury, you will just lose this amount of gold. If you do not have enough, the game will automatically lower the slider until you can afford it. If you still lose money at 100% gold, your units will go on strike: you will lose some of them randomly each turn until you're positive at 100% gold.

9/ Win early

10/ For a turn? Nothing spectacular

11/ only in attack

12/ No; you can move a boat in a fort only if the fort is adjacent to a water tile.

13/ don't remember
 
thanks very much....was pretty sure about most but wanted to make sure i was not making incorrect assumptions.....
 
Land area is land only, not any water tiles. Also in regards to your final score, I believe only land you have controlled for a certain number of turns counts (10 or 15 I think)
 
13, part 2 - Culture can never extend beyond 2 tile from the nearest land.

A comment on scores: it is virtually pointless to compare scores from one game to another unless the starting conditions are identical. You can get a much higher score from a quick win on a duel-size map than you can on a huge map, simply because the latter will take longer and scoring is very strongly affected by the turns taken but not affected by map size or victory condition. (I make no comment on any effect of game speed, since I always play at "normal").
 
Welcome to the Forums gonzaleslayer. :beer:
 
A few notes:

For GG, it says, "free upgrades" -> that refers to upgrading the unit. So, if you attach it to an axeman, when you can normally upgrade axemen to macemen for 110 (?) gold, you can upgrade an axeman with a GG attached to it for free. Plus, you keep your experience points (otherwise, you always drop down to 10 if you had more than 10). This is different from promotions, which depend only on XP.

For religions, my rules are: if I own the shrine for the religion, then I will spread it as far as I can (since I get lots of money for it). Otherwise, I won't usually spread it unless if I'm going for cultural victory and need the cathedrals, or need the happiness from a temple, or if it's my state religion and I need it for the benefits of OR/Theocracy/Pacifism, or if I need it for the monestary for my science cities.
 
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