Newbie Questions 2 - post them in THIS thread please!

Originally posted by Civddict
why i can't see any goody hut anymore? is it only for expansionist civs ? or they took it away faster than others? I play France
It could be that nearby Civs popped them all before you found them. Expansionist civs will rapidly pop all the goody huts they can find.

Another explanation is the level of barbarian activity you have set. If it is "None" (or "Random" which may select "None"), then you have no Barbs, but no goody huts, either.
 
Originally posted by Padma
The other option is to rush culture buildings in your own neighboring city, and hope you attain enough culture to "push" the borders back.
Is there a formula to know this? I know I can view the AI city and see it's culture. Would my borders overtake his as soon as my city's culture exceeds his city's culture, or does it have to be double or triple?
 
Originally posted by billindenver

Is there a formula to know this? I know I can view the AI city and see it's culture. Would my borders overtake his as soon as my city's culture exceeds his city's culture, or does it have to be double or triple?
Well, I know there's a formula, or it couldn't be coded into the game. ;) Unfortunately, I don't know what it is. :(

Most Culture Flipping discussion is about flipping whole cities, rather than pushing borders back and forth.

Perhaps someone with more knowledge in this area will stop by to help.
 
If your city has more culture, the border will move. But there is a certain rule say first come first serve... say, it is your city, 1 tile, enemy city. The tile belongs to whoever was there first. You now need significantly more culture to make the border move. Here, local culture will often be the larger factor (i.e. you have 4 points, him 0 you get the tile), but a three to one overall ratio may suffice.
 
Originally posted by Yzman
If you don't want Persia to declare war on you, a TE isn't always the best idea, they will get angry that you are disrupting their trade...

Screw that. If you don't, they will. The French declared war on me and the next turn they and stupid Cleo signed an alliance against me. I went to war with England once and they signed an embargo w/ the Greeks against me. I destroyed them, luckily and the embargo ended.

Unless Persia is really aggressive, then they won't declare war on you. Same likewise with tribute. The French demanded it and didn't declare war when I refused. That's b/c they are very unaggressive. But with the Zulus, most aggressive, they declared war on me when I didn't give them Literature. Every time, even when I reloaded the game to try and get another result.

Cleopatra only got annoyed when I dealt a TE on her. She got furious when I demanded tribute from her.

The point is: do it first or they will do it.
 
warmonger:

If you need the trade that badly you can send workers into the civ's territory to build roads for them. The AI's will huff and Puff but as long as its only one or two tiles you can usually get the road done before they demand that the workers leave. Of course if you are like me you have more important task for your workers.
 
Mad Bomber,

I tried the one or two workers for one or two tiles. The AI said "leave or else" which I ignored and the workers were attacked two turns later. They may have been their own workers which I had captured in previous epochs.

I then tried a group of workers with some heavy protection. Got the same "leave or else" request - also ignored. The AI attacked with a meagre force which was wiped out in one turn. I got the road built but, jeez, I was only doing them a favour. They were happy enough to pay for a few luxuries after the dust settled.

My workers had no more important task. Playing on small map - had already achieved OCN, all connected, and mined or irrigated as required, every worked tile with road - trade was the only step to take.
 
warmonger: you need to make sure you have a good rep and have ONLY 1 worker in their territory - then they'll usually ask you to leave without the else. usually.....:(
 
Now come on "killer"

Have you ever met a warmonger with a good rep?
 
warmonger: yep - me :D

a game where i didn't have a capital, thus couldn't sign any deals that where not cash down :lol:

sadly, this doesn't work anymore since 1.17 :lol: :lol:
 
how did you get around having no capital? In the readme.txt file after installing 1.29 on of the fixes said that they fixed the bug allowing players to have no capital.

Just curious on how you did it since I was wondering about that.
 
You had to build your capital, then pump out Archers (I built baracks usually). Then, take 5 or 6 and head off for an enemy capital. Build a settler (or several). Time the last one so it will disband the capital just before you use your archers to take an enemy capital (whih you by then can keep no matter what since it has culturally expanded).

Using 1.17 and newer patches, the captured town becomes your capital, but before 1.17 it didn't. From then on, you could found cities and never have a capital :D
 
Killer, if you didn't have a capital, how was corruption calculated? Was it even among all the cities, like communnism?
 
Originally posted by Evincar
Killer, if you didn't have a capital, how was corruption calculated? Was it even among all the cities, like communnism?

There was absolutely no corruption, I believe. I don't know why they bothered to take out that exploit when you can now use the editor to get 0% corruption.
 
Because then you can brag that you had no corruption w/ an unedited game. That would be cool - too bad now that I already installed 1.29.
 
I got a great leader with an elite Rider. When I upgraded the Rider to calvary it became a veteran...so can that unit still produce another great leader?
 
Bamspeedy: the reason to fix this exploit is obvious: YOU don't have corruption, onle the AI's have :lol: Too bad I didn't knew about that trick!!!
 
That would be awesome!

Question: I just had Monarchy and changed to Republic. Quite suddenly, three cities had citizens starve, the Pyramids, which were at 12 turns to completion, were pushed back at 30, and I had a punishing shields wasted/produced ratios in some towns.

Argh! I switched back the next turn, but the same crippling effects were still rampant - except for the Pyramids thing. Could it be explained why this happened, exactly? Curiousity.

Can any mission except Investigate City cause international incident?
 
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