Lord AJ
The Quartermaster
Hey Lanzelot, I know this isn't the right place to ask this but what are Lord Emmsworth deals? I know it's the name of a player. I tried a search but didn't find anything related to a strategy for culture wins.

What counts as "Military"? My guess is that it's anything with a non-zero Atttack/Defend (or Bombard) number. So that would mean that transport ships (Galleons, Transports etc) would also count as "military", since they do have a modest A/D number. So that would leave only Workers and Settlers (and possibly Scouts or Explorers, if you have them) as "non-chargeable" units?Republic
Notes: Military over the cap cost 2 gpt.
Actually 2 to 9 turns.Anarchy [...]It lasts from 2 to 8 turns,
Thank you!Yes, this article seems to be a bit "imprecise". (Perhaps based on Vanilla Civ3 or an earlier patch level?!)
There is no distinction between "military" and "non-military" units. But there is a distinction between native and foreign units (slaves obtained from another nation, settlers/workers built in a captured town of 100% foreign nationality, which then also have foreign nationality, and artillery units captured from a foreign nation).
Unit support has to be paid for every unit except for foreign units. So the algorithm is actually pretty simple:
- Count all your units, except for foreign units
- Calculate the total free units provided by your towns, cities and metropolis according to your government
- Calculate the difference, and if it is positive, multiply by the cost per unit according to your government (i.e. 0 for Anarchy, 2 for Republic and Feudalism, 1 for pretty much any other government).
. No worries, I'll make him into part of a Settler unit, destined to found that horrible, cold town on the one remaining unclaimed Furs square in the Antarctic...That was always wrong. The duration of anarchy may very well have been changed. Also the variables of unit support changed. In vanilla and also the Napoleon scenario republic has no free unit support, but only 1 gtp per unit.and the Republic millitary/non-military distinction must be wrong (or outdated, only true in vanilla, perhaps).
true, it's all units - except the ones that don't require upkeepGreat guide! A few bits I'm confused about, though:
1. "Military"
What counts as "Military"? My guess is that it's anything with a non-zero Atttack/Defend (or Bombard) number. So that would mean that transport ships (Galleons, Transports etc) would also count as "military", since they do have a modest A/D number. So that would leave only Workers and Settlers (and possibly Scouts or Explorers, if you have them) as "non-chargeable" units?
In Republic, are non-military units (whatever they are) counted first towards your 1/3/4 per town/city/metro limit, leaving any excess as military (charging unit support)? Or is the counter "kind" enough to do it the other way?
Example: let's say I have total "free" support of 50 from my settlements. I have 40 military units and 20 workers. That's 10 "too many" in all. These 10 slots could be "occupied" by military units, so I pay 20 GPT. Or they could be "occupied" by Workers, so I pay nothing.
2. Democracy
There's no mention of GPT per unit over the cap, as there is for Republic: so does that mean that the unit support (over the limit, which is 0/0/0 in Demo) in Democracy goes back down (relative to Republic) to 1 GPT?
3. Workers
I think that these always (except, possibly, under Republic, see above) count as units, both towards the support limits (x/y/z), and to be charged at 1-3GPT if they're over the limit: am I right?
And do foreign (slave) workers count as units needing support?
thanks!
