Few mechanics-related questions

necxelos

Chieftain
Joined
Aug 30, 2010
Messages
19
1) How exactly city "tile" works? I'm in a situation where enemy city I try to attack is big enough to visually cover 4 tiles around it. It's nothing new BUT looks like I can't attack units in this 4 tiles without destroying defenses as well - they are treated like city tiles. So my questions is - WTH?

2a) Is there anyway to force order in conquered city? I have that one city taken from my enemy which was initially 25 pop (not it's 10). And still rioting over and over again. It'd be nice if there where something like this courthouse building in Civ 5 which prevents city from rioting.

2b) Is there anyway to destroy your own buildings in a city? In conquered one I have there are plenty of buildings that increase unhappiness and unhealthyness which I don't want at all.

3) Can hero units be rebuilt after death?

4) How exactly unit matching in battle works? In pure Civ IV it was matching best defender in stack against unit that is currently attacking. But here I allways have enemy units kill my wounded hero in stack while there are lots of full-health full-power units in the stack.

5) How exactly healer units work? I don't see much of a difference in healing speed between stacks that have healer and stacks that don't.
 
1) Citytile is just the one tile the city is on. Maybe he have a Moat which expand the city Zone of Control to adjecting tiles.

2a) Rioting like rebellion? Use storytellers. Otherwise, Cityguards with policing promotions or a General which a anti-rioting-promotion. And some buildings also add stability.

2b) Ctrl+A in City-Screen

3) Nope

4) It SHOULD be the same as in vanilla BtS, but it's a bit buged I think. At least it was some time ago. Maybe your hero is still the strongest defender? Also, some unit targets specific units in combat outside a city first but I don't know if there is one that targets heros first.

5) Your healer need healing promotions. Than it speed up healing of units on the same (and later adjected) tile. Units need to have all of there movement points in order to heal. The Healer itself must just be there, thats enough.
 
Great thanks - You helped a lot.

Here's few new...

I. Which difficulty level don't cheat at all (ergo AI have same resources, costs, happiness etc. as player)?

II. Does raging barbarians setup affect animals too?

III. What types of units prioritize other units? So far I found that Wardens target heroes (maybe it's bug maybe it is not but it's annoying as hell).

IV. Where can I see full roads chain and walls chain? Cause Civopedia only feature techs for these too...

V. Is there a way to focus on Wonders building? In pure Civ IV I was allways going for the Industrial Romans or Egyptians and fast marble/stone to win Wonder race for most of Wonders... I can't find any way to do this here...
 
1) as per all Civ IV noble is designed the level playing field. Though for a challenge it is recommended that you play at least two levels higher than you normally do. I play at noble when I am doing testing so that I get whatever it is I am testing first.

2) Yes.

3) subs -> transports. snippers -> healers and other support there ae many others.

4) In the pedia there is a Buildings Upgrade which will show you the upgrade chain for walls etc.

We do not have a routes page it is on my to do list.

5) In C2C it all depends on the wonder. Have you though of using the caravan units al la Civ III. They don't add much and are currently naional units (limited in number) but they can move production from one city to another.
 
2a) & 2b)
You should destroy those buildings that affect instability first, this includes e.g. Assassins Den, Mercenary Camp, Highwaymans Hideout, Pirate Cove, etc, etc.
In fact, I always destroy these buildings as soon as I conquer a city, but I find it annoying as hell that selling those is so uncomfortable and you cannot automize it at all. You have to look at the stability bar, search for the buildings, look at the stability bar, search for the buildings, look at the stability bar... Very annoying, especially since you cannot quickly search for a building, but only for a starting letter.
Also, the courthouse is still somewhat useful, as it will allow you to build several stability increasing buildings. Those normally are the second thing I do in a conquered city, after demolishing the unwanted ones.

III)
Aren't Wardens pure defensive units? Which means they cannot prioritize anything, they can only be chosen as the best defender against a certain attacker.
 
III)
Aren't Wardens pure defensive units? Which means they cannot prioritize anything, they can only be chosen as the best defender against a certain attacker.

Wardens are hunter-chain units with 10 strength, and Yes they can attack. Your reply also makes me wander if their prioritetization is a bug cause right now I had like 7-8 situation of enemy attacking my kick-ass stack with them and allways targeting weak hero instead of anything else. And hero wasn't best because I use a tactic: attack with hero, attack with another hero, then move rest of the army on top of them to protect them (they are heavily wounded after fights).
 
Okay, mixed that up then with one of the police units.

Regarding best defender, they still might be considered that even if wounded, depending on their promotions.
I did have a fair share of some weird behavior with defending units on my own though.

If anyone is still seeing weird defender choices in the latest SVN please post save games. Generally the strongest unit (taking account current damage, all promotions, tile defense, and the specific attacking unit) should always defend unless:
1) It's in a city that has catacombs (the mechanic for which is currently a bit over-powered, but will often mean that the WORST defender defends); or
2) The attacker is an assassin-line unit, which targets certain unit types first (as documented on those units in the pedia)
 
If anyone is still seeing weird defender choices in the latest SVN please post save games. Generally the strongest unit (taking account current damage, all promotions, tile defense, and the specific attacking unit) should always defend unless:
1) It's in a city that has catacombs (the mechanic for which is currently a bit over-powered, but will often mean that the WORST defender defends); or
2) The attacker is an assassin-line unit, which targets certain unit types first (as documented on those units in the pedia)

1. That really should be fixed before V29 (or at least made so it doesn't target Naval units).
 
1. That really should be fixed before V29 (or at least made so it doesn't target Naval units).

Actually I looked into it again today, and I think it's ok. The probability each turn is only (with catacombs) 5% and it only lasts 2 turns when it happens. That seems balanced with how good the income from catacombs is and the relatively low probability of it happening.

Those assessments are just based on my reading of the code though, so if anyone has save games that seem to be exhibiting much higher chances, or longer-lived 'invaded' states I'll take a look.
 
Actually I looked into it again today, and I think it's ok. The probability each turn is only (with catacombs) 5% and it only lasts 2 turns when it happens. That seems balanced with how good the income from catacombs is and the relatively low probability of it happening.

Those assessments are just based on my reading of the code though, so if anyone has save games that seem to be exhibiting much higher chances, or longer-lived 'invaded' states I'll take a look.

I still don't think that it should be having Naval units on the defense list for that. It probably is a simple domain check, I could do it if you don't want to.
 
I still don't think that it should be having Naval units on the defense list for that. It probably is a simple domain check, I could do it if you don't want to.

I think it absolutely should! It's modeling a party of the enemy having got in through tunnels inside your city - they could easily burn boats as anything else.
 
I think it absolutely should! It's modeling a party of the enemy having got in through tunnels inside your city - they could easily burn boats as anything else.

But that sounds like horribly bad raiding tactics for the attackers involved, given that once you have destroyed the outside land garrison you can wreck any ships in harbor with impunity.
 
But that sounds like horribly bad raiding tactics for the attackers involved, given that once you have destroyed the outside land garrison you can wreck any ships in harbor with impunity.

That would somewhat depend on:
  1. Whether you are actually GOING to be able to take the city even after killing (weaker) land units; and
  2. What the ships are - potentially taking out aircraft carriers like this would be rather beneficial!
 
Question if i would start a game with Revolutions (Never Ever played with that) should i just start with it in C2C or do you recommend something else?
 
Question if i would start a game with Revolutions (Never Ever played with that) should i just start with it in C2C or do you recommend something else?

I don't understand. You make it sound like you've never played C2C before, but you have haven't you?

Do you mean are there other options that "go with" Revolutions so that it's not too overwhelming?

(In case it helps), in v27 I haven't been able to select Open Borders as a Civic yet (c. AD 800), due to its effect on National Stability. Mine has been "Unstable" and either "Flat" or (less often) "Worsening" all game, although all my cities have always stayed "Safe". The reason is given as "Financial Trouble", although people have reported getting that reason when they have 50000 gold... Apart from that and a few other civic question marks, Rev hasn't affected me. I still was in Slavery for ages even though it's destabilizing...

Two one-city AI civs have come about through revolutions (far away from me), one recently. The original one is constantly at war with all their neighbours, never grows to two cities (well they're backward and surrounded), but never gets wiped either.

I don't know of any options to tone Revolutions down. If you want to ramp them up, maybe you go "Barb Civs" and "Start in Old World" :crazyeye: Others would know more...
 
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