I think you need 15 pop in the city.Can someone briefly explain what the requirements are for placing a specialist in Antiquity? Not sure if I’m experiencing bugs.
I think you need 15 pop in the city.Can someone briefly explain what the requirements are for placing a specialist in Antiquity? Not sure if I’m experiencing bugs.
Ok thanks, I'm going to try this outI think you need 15 pop in the city.
It's at currency irrc, so third tier. I think in most games, you won't be interested in specialists before that anyway, as the food and happiness cost harms early development. But yes, in a slow science - fast growth game, this might become a bottleneck, and not the 15 pops.Antiquity specialists don't unlock until relatively late in the tech tree.
You'll still get itIf you don't research Military Training in Antiquity to unlock Flanking does that mean you don't get Flanking in Exp and Mod?
Each age has basic number of turns to last, but it's quickened by some events - reaching legacy milestones or research future tech/civic. The progress is tracked on the top left corner of the screen. It's not fully precise as 100% could mean finishing on this or next turn, but generally it's good indicator.Im sorry, this I know is a stupid question, but ive obviously missed it. what is it that causes the end of the age, and what warning or measure do you have of how far away is it?
Specialized towns send their food to cities, so to have strong specialist-oriented cities, you need towns supporting them. There are a lot of discussions currently about which strategy is the best and whether this system is balanced.I am not really getting the purpose of a town. In the sense that it seems to me that it is allways better to turn a town into a city. Am i missing something?
Each age has basic number of turns to last, but it's quickened by some events - reaching legacy milestones or research future tech/civic. The progress is tracked on the top left corner of the screen. It's not fully precise as 100% could mean finishing on this or next tuen, but generally it's good indicator.
P.S. Also, om antiquity and exploration, crisis starts when this tracker reaches 70%
That’s the bonus for being the first one to pick an ideology.I noticed I'm getting +2 policy slots when I choose an ideology (after the first turn researching the appropriate civic). I have a feeling it was added in the last patch but I can't see that mentioned anywhere. Does anyone know something more about this?
That isn't my question. The cost is definitely based kn relation, at least the tool tip. No my observation is this.I just completed that victory path last night. I ended up with a squeeze on influence, having to wait a few turns in each capital to let my influence build back up. I wonder if the costs are linked to your relationship with the leader/civ? Coincidentally, the last few civs I needed to visit were super-hostile (-90). Perhaps the influence cost goes up if you have a bad relationship? Yes, I did notice differing gold costs, for different capitals.
Another thing, what are the numbers about?
Some abilities and effects give you extra promotions in some circumstances.When a commander ranks up, why do I sometimes get 2 promotions? Is it a certain rank?
I see, thank you. Is that written somewhere in game? That's a pretty big bonus to get without knowing why. Was it in the tutorial? I can't find anything about it in the civilopedia.That’s the bonus for being the first one to pick an ideology.
In addition to other response above, a main limiting factor is the gold to convert to a city, which encourages focusing on 1) towns with greatest production to actually build things in them, 2) towns that are in range of other towns so that all towns have somewhere to send their food.I am not really getting the purpose of a town. In the sense that it seems to me that it is allways better to turn a town into a city. Am i missing something?