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Cycle units

andre.human@gma

Chieftain
Joined
Apr 8, 2007
Messages
44
Hi

Another noob question:

Is it better to play with "Cycle units" On or Off in Options? When I find myself in a war situation it is very disruptive to cycle back and forth over the map between the war front and cities on the other side of the map.

On the other hand, I tried putting the cycling option off but cannot make sense of what's going on then.

What do you use - Cycle on or Off? And how is one supposed to use Cycle Off properly?

A
 
good question, I too have wondered this. for myself, I have always used cycle units on, I have not even tried it any other way because I figure, how would I keep track of all my units and remember where they are and what I want them to do next? I can see the point about switching it off if you are in a war, but personally I like to be able to go through each active unit one at a time in a regular pattern
 
Yeah, I wish the interface was a little smarter about realizing what order you were using the troops though.

This makes me remember, isn't there a way to program a quick select of unit groups. Like assign a stack to Ctrl-f1 and stack to Ctrl-f2 and so on. I have never used it but I too am annoyed by jumping all over the map. This thread has inspired me to use that feature. It'll be just like the old C&C days.
 
yes you can do that, ctrl + the number I think it is. also keep in mind that if you hold down the shift key you can assign workers to do more than one thing, like first build a road, then cut the forest, then move to the next tile and road, etc. I've found this to be a huge help in cutting down the micromanaging every turn. also just grouping units, military or workers, cuts down on the time it takes to cycle through. I always forget to do this.
 
In MP, "getting yanked" by unit cycle can be devestating. I try to make sure that all cities have build ques, research is decided beyond the next tech, any unautomated workers are building war roads (this is the only inturruption to combat manuevers I can allow), and I have completed all combat maneuvers 11 seconds prior to end of turn timer (thus preventing the "you moved within the last 10 seconds of the timer" penality to next turn movement: 2-5 seconds delay). I also try to end turn and have highlighted via cursor the unit(s) that I want to move/attack/get promoted first at the beginning of the next turn.

All of this is a real pain, but every MP game I've ever played was "simultaneous turns". Thanks for the "/" tip, Welnic - this might alleviate some "war roads" inturruptions when units are not stacked. Perhaps I will see how turning off unit cycling works in MP, but since each input = 1 second, I do not think I can take the 1 second per unit(s) end_turn commands.
 
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