Common Misconceptions.

Good point cromagnon

RRs increase shield output of mines (but not forests)by 50%. A mined tundra square with no RR produces 2 shields so presumably when RRed it would produce three.
 
Someone please correct me if im wrong but recycling centers decrease pollution due to city improvements (factories, coal plants, manufacturing plants) and mass transit decreases your pollution due to population. The reason I ask is that this seems like the appropriate thread, and I have read contradictory posts in these forums.
 
AFAIK that is true. (AFAIK is 'As Far As I Know'--incase u haven't seen it before.)
 
Originally posted by cromagnon
Is there a difference between forest/road on tundra and RR/mine on tundra? Besides the investment in worker turns, that is?

Tundra with forest gives one more shield than tundra with mine w/o railroad. If you railroad it, it should give the same amount, because RR increases the mine but not the forest. So just leave the forest or plant one instead of mining the tile if don't have railroad yet.

Or to answer the original question: You don't lose movement points on RR/mine (or RR/forest). Only important in case of polar invasion or polar polution. ;)
 
Here's a Common Misconception: Railroads increase production by 50%.

This is not true.

A railroad adds to mines or irragation. If there is a mine (from a mined coal on a hill, or a mine on grassland), it will add ONE shield. If a square has irration and it is railroaded, it will add ONE food tile.

Railroads add to mines and farms, but have nothing to do the the orriganal shields or food.
 
After destroying the Arctic Aztec Empire a few days ago, I can definitely say that Forests make a difference militarily. The fact that fully half of the Aztecs' continent was covered with forested Tundra slowed my advance more than did the so-called Aztec Army.

Now, the Aztecs were very poor with no strategic resources (no SRs on their continent, and the only units they had were Spearmen, Longbowmen and Riflemen, at any rate), so that says more about their weakness than about the horibleness of Forests, but having to fight thru those frozen woodlands in the face of counterattacks from high-movement AI units would've been costly.
 
I read an article many months ago about the value of foresting your borders. It slows your enemy down, and if you have roads/railroads, doesn't slow you down.
 
That "militaristic" civs are more likely to win at combat. They do not, but they do have a higher chance of promotions.
 
Originally posted by Hygro
Pikemen do not get a bonus when defending against Horseback attackers. This was only in civ2 and no longer exists. No other units have this nonexistent ability either. (Figures huh)

I beg to differ. I put that to the (unplaned) test long ago. I lost
Three cavalry to a regular pikeman (Turning it to an elite). I then
reloaded & killed it with One Longbowman and I had PRS on. (don't
know if that works for differnt units or not, but I don't really care...I won
 
The idea that pikemen have an advantage over mounted units:

Originally posted by Knowze Gungk


I beg to differ. I put that to the (unplaned) test long ago. I lost
Three cavalry to a regular pikeman (Turning it to an elite). I then
reloaded & killed it with One Longbowman and I had PRS on. (don't
know if that works for differnt units or not, but I don't really care...I won

I would like to see a save of that game. Are you sure that the first cavalry unit didn't retreat? Also you didn't say how many hit points the archer and cavalry had. If the archer had more hit points or the 1st cavalry retreated that is possible, but it doesn't mean that a pikeman defends better aginst mounted units than a knight, cavalry, hoplite, or elephant, in a test of 200 combats.
 
Originally posted by Knowze Gungk


I beg to differ. I put that to the (unplaned) test long ago. I lost
Three cavalry to a regular pikeman (Turning it to an elite). I then
reloaded & killed it with One Longbowman and I had PRS on. (don't
know if that works for differnt units or not, but I don't really care...I won

Pikemen do not have a bonus against mounted units. Hygro is correct.
 
Thanks, Mike. Welcome to this thread.

I agree with you of course.

This reminds me of a guy who posted a save of a veteran knight who survived an attack by retreating while the elite knight died attempting the same attack.

He claimed that this proves that veteran units are stronger than elite units, but this phenomenon was caused by the fact that the veteran was reduced to 1 hit point sooner and was able to retreat on the same random number that caused the elite to continue combat.
 
Originally posted by Hookah
we have posts on AI cheating dude

<sigh> yes, I've noticed. Look back at my post and you'll see the smiley-face is winking - I was trying to make a joke! I, for one (of many, I believe) am tired of all the whining about AI cheating. If I want a game that lets me win most of the time, I'll play Solitaire or one of the variants.
 
Sumthinelse,

Sorry, I don't have the saved game, it was a while ago & the save is long gone. You only have my word.

For the additional info, all my units there (5 cavalry & 3 longbowmen) were vets and one of the first things I did in the mod was remove the ability to retreat, also, I was attacking a hill city (population ? less than 6, I think) from a mountain.

No mistaking what I saw, 3 dead cavalry, short burst of swearing,
Hit ctrl-L, decided to soften pikey up with my 3 longbowmen first and then let out a little chuckle when the first longbowman killed the pikeman while losing only 1 hp himself.
 
I must inform you that a programmer from Firaxes said a few posts up that pikemen had no bonus vs mounted. However, I do wholey belive this happened, as the number generator is VERY strange, too often.
 
Originally posted by Knowze Gungk


I beg to differ. I put that to the (unplaned) test long ago. I lost
Three cavalry to a regular pikeman (Turning it to an elite). I then
reloaded & killed it with One Longbowman and I had PRS on. (don't
know if that works for differnt units or not, but I don't really care...I won
I can't verify what I suppose (but Firaxians can of course) but this may be explained assuming that stats of the attacking unit (attack? HP?) are in some way used to "feed" the RNG before the fight. So the result of the next fight would be dependant of attacker and previous number generated by RNG as well.
Sure, it's only an assumption...
 
Originally posted by TheNiceOne
Phantom Lord, there's still good reason to clear forest squares earlier.

A forest square produces one food and two shields (1f + 2s). If it is on plains and you mine it (in addition to the railroad) it will produce 1f + 2s.

If it is on grassland and you mine it, it will produce 2f + 2s if normal, and 2f + 3s if shielded.

So, in addition if the instant 10 shield bonus for clearing the forest, you get a better square for the city. If you have large spaces between you cities, you may already have 12 good squares to work on, but you never know if you'll find a shielded grassland beneath the forest.

It seems you think it's best to clear forest. But remember you can mine forest too.
So, If you mine a forest, you get 1f + 3s. If you clear it, then mine it, you get 2f + 1s (2f + 2s if bonus) So forest is still good production wise. Hills is better than forest, but if you don't have enough hills, you should keep some forest for shields.
 
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