Discussion in 'Old World' started by ezzlar, May 7, 2020.
But you always can wake them up earlier?!
Well, my old brain is liable to forget them but this brings up another point. I cannot find a way to cycle through the units which I have currently put to sleep or fortified.
I think (old brain here as well ), I've seen an option in the game options menu that extends unit cycling to all units. I can't remember the exact option wording though without opening the game.
Edit: Also, if you make them "heal until full health", they will be well way earlier than while slowly healing when fortified. Hence they will report sooner during unit cycling and unburden old brains ...
I actually like this feature alot. It makes how you move your scout always an important descision. As it cost an order you always have to weigh your options. This becomes more apparent on higher difficulties. If you feel you regularly have more orders then you can use, and do not have to consider how to use them you should move up a few I would love if there was an easy way to tell which resources are within harvest reach. They could sparkle just so slightly or light up when you activate your scout. It's a little annoying moving to a resource just to find out it's too far away from a city to be harvested!
- Improvements cause the tile to send its yields to the city. The type of tile it is affects how much the different improvements will be worth on it, but the improvement itself is the yield. You do not need to employ population on tiles or anything like what civ does
- The different yields are Growth (local), Food, Wood, Stone, Gold, Iron, Culture (local), Science, Civics, Training, and Orders. If accumulated in a city, whatever the city does not use on its own production will be added to the Global Bucket of that type
- Food, Wood, Stone, Iron, and Orders can be bought and sold using Gold. Orders can also be bought with Training, and Orders cannot be stockpiled (normally), thus automatically converting to Gold if leftover after a turn is complete.
Food - Food is used for upkeep of some units, like Workers, Settlers, Militia/Conscripts, and Mounted units. It is also needed to build some units, like Settlers. Food and Growth often come together, though Food can also be gained from Harvesting (which can be done by Scouts or Workers in unowned territory. If you want to know ahead-of-time if you can harvest something, scroll over it and the tooltip will tell you the Harvest action is possible. If it does not appear on the tooltip of the resource, you don't have close enough cities @Roald Amundsen ). You will gain a lot of Food from Farms (which are worth more next to Fresh Water, next to Farms, and on Lush terrain) and Pastures (which must go on Pasture resources)
Wood - Wood is used to build Rural Improvements, which are like civ improvements, out on the map in city territory. It is also used for building Ranged units, Naval units, Siege units, and as upkeep for Archers/Longbowmen (types of Ranged unit) and Battering Rams/Siege Towers (types of Siege unit). You gain Wood either by chopping Trees (costs an Order), chopping Brush which is worth half as much (doesn't cost an Order), clearing Trees so they no longer grow back (costs 2 Orders), clearing Brush (costs 1 order), or by building Lumbermills on Trees to gain Wood per turn (worth more if riverside or adjacent to Lumbermills).
Stone - Stone is used to build Urban Improvements, which are kinda like Civ6 Districts, the go on the map but are within the Urban area, which is the area your physical city has spread to. Urban area overrides the original type of vegetation (Lush/Temperate/Arid) of the tile. Stone is also used for Wonders (though different Wonders may also ask for the other resources, they seem to all require a lot of Stone) and Catapults/Ballistae (and upkeep). You gain Stone through Quarries, which are worth more if on Arid terrain or adjacent to Mountains/Quarries.
Iron - Iron is used to build Quarries and most Military units, and is also upkeep for all the Melee Infantry (except the Militia/Conscript which uses Food as I mentioned before). Iron is mainly gained by Mines which can be on flat terrain like old civ games, but produce more Iron if next to additional Mines or on Hills.
Gold - Lots of events ask for Gold. You can buy most other things with it
Science - unlocks Techs. You get a few options each time you finish a tech, drawn from a deck filled with the techs you have available to research. If your leader is a Science-y person, you can pay to draw a new set of options. When you have seen all the options the deck is shuffled.
Culture - this is mainly border growth, though certain buildings and improvements will require Culture Levels, and your Wonder unlocks are based on your highest Culture Level
Growth - this is kinda like production for Civilian units in the city. Settlers, Workers, Scouts, and Militia are among the things built with Growth. Unused Growth goes toward creating extra Citizens, who give you Orders per turn and can be converted to Specialists using Civics (see below)
Civics - this is kinda like production for Civilian buildings in the city. Projects like "Forum 1" use (local) Civics to build, and each level gets more expensive. Specialists also require (local) Civics to build, and they increase the yields from a specific Improvement by 50%. This is converting a normal Citizen into a permanent Specialist. Global Civics can be used to establish a State Religion or to introduce/change Laws (though many of these will have events fire to do it on your behalf).
Training - this is like production for Military units in the city. Most Military units also use it as Upkeep. Global Training can be used to level up your units (instead of waiting for them to get combat XP), and to Force March them, which lets you move them beyond their normal movement (called Fatigue Limit), but at the cost of double Orders for the extra moves.
Orders - Every unit move requires an Order, but they are also spent on things like Workers making Improvements or on Harvesting
- Not all things that cost Orders count as an "Action" (idk what the game calls it). A unit that takes an Action is stuck doing that for the turn, and one that hasn't taken an Action is still marked Idle. Idle units in your own territory Heal 1HP every turn.
- The different Important People in your nation can act as Governors, Generals, Councilors (Ambassador, Chancellor, and Spymaster), or if not a family member they can be Tutors for your Heirs. Aside from Tutoring, all of these options are locked behind something. You can only be a General of a Level 2 or above unit, you can only be Governor of a city that has a Garrison Improvement (which itself is locked behind a tech), the different Councilors require techs/laws or for your Ruler to be a specific type of person.
- Each city has a controlling Family that you choose when you found it. You may only pick 3 of the 4 Families that are associated with your nation. There are 8 archetypes, and each Family falls under one of those, which determine the bonuses you get. Every city controlled by them gets a bonus, the first one you found under them (called the Family Seat) gets an additional bonus, and of course they like different things and will cause different penalties/bonuses for disliking/liking you.
I know there are things I didn't cover here but I hope this is enough to get people to understand what they're looking at, and to stop looking at it like it's Civ. I hope I didn't say anything incorrect, but I tried very hard to only say exactly what I know yet enough to actually be useful. Please correct me if something is wrong and I'll edit the post!
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Occasionally, I have seen a circumstance where both Wood and Iron are scarce at a given start location, and the player needs to train a lot of Slinger units (trained with Food), then make use of them to secure some Iron and Wood sources.
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