[BTS] Help and advice with progress

Doesn't matter where the unit is built. As long as you have at some point had a unit promoted three times (requires 10 XP or 8 XP as charismatic) you can build HE anywhere.
ok got it, but is there a specific screen indicator to say that the unit is at what level?
 
So most players would have no improvements 2s and 2s1w.

2S = Plains
2S1W = Hill/Plains

Trying to wrap my head around this. @Fippy why ignore hill/plains - I built a mine there which gave me 4 hammers - that's gotta worth something, no?

When I have irrigation, can non-riverside plains not be farmed if I need more food?

Thanks.
 
When faced with jungle infested tiles around city, how do you normally approach the tile improvement?

Spoiler Tile improvement in jungle tiles :
civ4beyondsword_12nmqwcljr-jpg.567001


What do you do with 1NE, 1E, 1W, 2W, 2E, 2E1S, 2W1S (1 Food tiles with jungle) and 1S (jungle grassland with 1 Hammer)?
 

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I built a mine there which gave me 4 hammers - that's gotta worth something, no?
No. The tile is not really 4:hammers: - working it is -2:food:+4:hammers:. Food is so much more valuable than :hammers: that it's not worth it.

When faced with jungle infested tiles around city, how do you normally approach the tile improvement?
That city has no :food:, so I'd farm 3-4 of the grasslands to grow. Ignore the plains tile. Then cottage more riverside grass.
 
About the civ quick info screen at the right bottom corner, I'm just wondering why are there only selective display of army strength ratio (the bicep icon)?

Eg: I'm able to see Genghis Khan (1.7), Victoria (1.1) and Montezuma (1.1) army strength ratio but nothing about Willem.

civ4beyondsword_2s2gdt4fxq-png.567003
 

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About the civ quick info screen at the right bottom corner, I'm just wondering why are there only selective display of army strength ratio (the bicep icon)?
You have enough :espionage:-points on some of the rival civs to see their power. Seeing their power is not very useful, but seeing what tech they are going for is, thus it's usually recommended to put all :espionage:-points on one civ. You can do it in the :espionage:-screen.
 
About the civ quick info screen at the right bottom corner, I'm just wondering why are there only selective display of army strength ratio (the bicep icon)?

Eg: I'm able to see Genghis Khan (1.7), Victoria (1.1) and Montezuma (1.1) army strength ratio but nothing about Willem.

civ4beyondsword_2s2gdt4fxq-png.567003

You only get the strength ratio if you have enough :espionage: on that AI. Check your espionage screen, at the top right you should have "see statistics" with a number. That is the minimum :espionage: you need for that AI.

Also, the :espionage: required to see the strength ratio varies as the game goes on.

EDIT: Ninja'ed by sampsa :mischief:
 
No. The tile is not really 4:hammers: - working it is -2:food:+4:hammers:. Food is so much more valuable than :hammers: that it's not worth it.

I'm not sure this is correct; at least it requires more explanation.

The city is already at max happiness cap, so it supports only 1 whip every 10 turns.

With a 10-turn whip cycle:
Up to city size 7, a 3-pop whip converts 1 food to just a little bit more than 2 hammers, with granary, so it is just marginally better than working a plains mine (2F -> 4H).

Above size 7, a 3-pop whip converts at a ratio worse than 1:2, which makes working a plains mine superior to whipping.

At size 12, a 3-pop whip converts at 1:1.5, making it equivalent to working desert mines (2F->3H)

And working a mined grass hill converts at 1:3, making it superior to all.
 
Well, what are the alternatives to working the plains hill mine? Maybe a grass farm if available. 3:food: is clearly better than 4:hammers:, thus only under rather special circumstances plains hills mines are worthy. I don't think even a mined grass hill beats either whipping (assuming we have some leeway with happiness), because getting something sooner is valuable OR working a grass farm, because 2:food:>3:hammers:. Mines really are that bad, unless you are hindered by a low :)-cap.

edit: I also don't think you should often be limiting your whips to 10T cycles. If you need something, whip it asap. If you don't need anything, run specialists or give the :food:-resource to another city and work cottages at max size.
 
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No. The tile is not really 4:hammers: - working it is -2:food:+4:hammers:. Food is so much more valuable than :hammers: that it's not worth it.
That city has no :food:, so I'd farm 3-4 of the grasslands to grow. Ignore the plains tile. Then cottage more riverside grass.

Sorry I'm a bit slow. can you indicate on the picture which one you'd farm and which one you'd cottage and which one to ignore? I'm not really sure which is grassland vs riverside grass. thanks
 
I'm not sure this is correct; at least it requires more explanation.

The city is already at max happiness cap, so it supports only 1 whip every 10 turns.

With a 10-turn whip cycle:
Up to city size 7, a 3-pop whip converts 1 food to just a little bit more than 2 hammers, with granary, so it is just marginally better than working a plains mine (2F -> 4H).

Above size 7, a 3-pop whip converts at a ratio worse than 1:2, which makes working a plains mine superior to whipping.

At size 12, a 3-pop whip converts at 1:1.5, making it equivalent to working desert mines (2F->3H)

And working a mined grass hill converts at 1:3, making it superior to all.

Wow, that's causing me a bit of a headache there. can you explain it in simpler language? @AcaMetis I need your help with this...
 
Sorry I'm a bit slow. can you indicate on the picture which one you'd farm and which one you'd cottage and which one to ignore? I'm not really sure which is grassland vs riverside grass. thanks
Plains tiles are brownish and have 1 :food: 1 :hammers:. Generally ignore plains because they only provide 1 food. Grassland tiles are the green tiles and give 2 :food:. Tiles are "riverside" if they are directly adjacent to a river. Being a riverside tile gives 1 :commerce: in addition to the base yield. So, a riverside plains gives 1:food: 1:hammers: 1:commerce:, and a riverside grassland tile gives 2:food: 1:commerce:. The tiles with the bright green jungle are also grassland tiles. When a jungle is on a tile, it removes 1 :food:. Jungles also remove the 1 :commerce: if a tile is riverside. After chopping the jungles, the tile will yield 2 food and a commerce if the tile is riverside. sampsa is suggesting to farm 3-4 riverside grassland tiles and cottaging the rest of the grassland.

Wow, that's causing me a bit of a headache there. can you explain it in simpler language? @AcaMetis I need your help with this...

Donald Duck1 is basically just using math to show why working food is better than working production with slavery.
 
Plains tiles are brownish and have 1 :food: 1 :hammers:. Generally ignore plains because they only provide 1 food. Grassland tiles are the green tiles and give 2 :food:. Tiles are "riverside" if they are directly adjacent to a river. Being a riverside tile gives 1 :commerce: in addition to the base yield. So, a riverside plains gives 1:food: 1:hammers: 1:commerce:, and a riverside grassland tile gives 2:food: 1:commerce:. The tiles with the bright green jungle are also grassland tiles. When a jungle is on a tile, it removes 1 :food:. Jungles also remove the 1 :commerce: if a tile is riverside. After chopping the jungles, the tile will yield 2 food and a commerce if the tile is riverside. sampsa is suggesting to farm 3-4 riverside grassland tiles and cottaging the rest of the grassland.

Thank you. Clearer now.
 
civ4beyondsword_admv1jqnlq-png.567086


Trying to understand all the hover info.

What does XP: 9/5 mean?
The strength indicator: 4.3/5 - is this also the health level?
 

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The unit has 9XP, and would need 5XP for another promotion. Naturally that means you have the option of promoting that unit, for example with City Raider 2. Then it will say 9/10. You then need one more XP for a third promotion, which corresponds to a Level 4 unit (it starts as level 1). When you get a unit to level 4, the Heroic Epic is unlocked.

4.3/5 :strength: is indeed the health of the unit.
 
The unit has 9XP, and would need 5XP for another promotion. Naturally that means you have the option of promoting that unit, for example with City Raider 2. Then it will say 9/10. You then need one more XP for a third promotion, which corresponds to a Level 4 unit (it starts as level 1). When you get a unit to level 4, the Heroic Epic is unlocked.

4.3/5 :strength: is indeed the health of the unit.

I'm just so silly, it just struck me I have a GG sitting around - I could have just used him to promote a unit to Level 4 and very quickly obtain access to Heroic Epic. Wasted so many turns.

When it says XP 9/10 - does it not mean that you already have +1 surplus of XP? or am I understanding it wrong?
 
can you help me to make sense of this combat information

mspaint_yejmx4bwyq-png.567090


what is HP? what are those 100HP, 79HP, 58HP, 37HP, 16HP are their percentages? what are those math equation with the R value indicate?
 

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