Newbie Questions: Ask here and get answers!

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Originally posted by myst
What do you guys do about jungles? Quite a few times I have to make a city right in the middle of a vast jungle to get the resources and luxuries... But jungles are especially bad for making cities cuz you hardly get any food or shields. And then there are diseases..

Whats the best strategy? clear up the jungle and make grasslands that you can then irrigate?

I pretty much just accept that cities built in jungles will grow slower than my other cities...at first. Later in the game, once you've developed a large force of workers, that jungle will be cleared. And there is usually some pretty decent terrain underneath it. Those early, slow growing, jungle cities can be quite nice by maybe 1000AD - 1500AD or so.

And don't forget, jungles are the home to coal and rubber resources. If nothing else, build a few cities in the jungle just to increase your odds of getting those resources in the future.
 
I'm considering going to war against Persia. However, I'm playing as the Aztecs, and the Persian Immortal is vastly superior in stats to my Jungle Warriors. What standard units should I use to match their power? I'm currently in the middle ages.

If I do go to war and are victorious, I would then have the Romans on my border. I might have to deal with them both at the same time if they ally up. I would then have to take out Roman Legionaires as well. In fact, I'm pretty sure my Unique Unit is inferior to every other civ on the map (Persia, Rome, Babylon, Japan, Germany, Russia, Zululand).
 
The Axtec UU is a JAGUAR. It is available from the get-go, and is NOT intended to be an immortal or legionaire counter. The swordsman supercededs the JW.

You should have bum-rushed the persians at the start.

I assume you have no iron. You will need lots of spearmen. Use horsemen for attack, since the retreat will save your troops some of the time. Build lots of them too. Move'em in stacks of 10+ for good effect.
 
I've found the best counter to Immortals is to attack them before they can attack you. Immortals have an attack factor of 4 but only a defense factor of 2. Build up a decent sized force of Horsemen (attack factor 2) and use the higher movement factor of the horsemen to position yourself so that you are always on offense. Now instead of worrying about a force of Immortals with an attack factor of 4, you have an even playing field.

As far as the Jaguar Warrior goes, don't worry yourself that it doesn't 'match up' with other Unique Units. The Jaguar Warrior is actually quite a powerful Unique Unit to have. It's just that it's most useful very early in the game. If you have to go up against other civ's Unique Units, you don't necessarily have to counter them with your own. You have many other units you can use to help you.
 
Don't forget that for short range attacks you can use archers, with 1 or 2 defending units in the stack.
 
You must bear in mind a declaration of war is not going to force an MPP in to action, neither is attacking an enemy in your own territory.

Okay, maybe I should have made it clearer...

Does the Theory of Evolution give you techs that you're working on, or is it like the Goody Huts?
 
hbdragon: since 1.29f, the ToE gives you the TWO techs you are researching and planning to research. You can select which one you want after the first one (u get the 'big piture' pop-up). So make sure you finish the tech you are researching the smae turn as the Toe - otherwise you waste science!
 
Originally posted by Lt. 'Killer' M.
hbdragon: since 1.29f, the ToE gives you the TWO techs you are researching and planning to research. You can select which one you want after the first one (u get the 'big piture' pop-up). So make sure you finish the tech you are researching the smae turn as the Toe - otherwise you waste science!
That's interesting to know. I had always made sure to research the tech the turn before ToE.
 
used to be before 1.29 (1.21???) that science was calculated AFTER production. So you'd need to finish the turn befoer. now they changed it.
 
Originally posted by anarres
That's interesting to know. I had always made sure to research the tech the turn before ToE.

The turn you are finishing ToE, you get the tech you are resaerching right now and one other tech you can choose.
To maximise the effect of ToE, switch to the most expensive tech the turn before finishing ToE. So you will get this tech and the next one.
I usually switch the turn before I can build ToE to research atomic theory. So I get that one and electronics.

Ronald
 
Originally posted by Ronald


The turn you are finishing ToE, you get the tech you are resaerching right now and one other tech you can choose.
To maximise the effect of ToE, switch to the most expensive tech the turn before finishing ToE. So you will get this tech and the next one.
I usually switch the turn before I can build ToE to research atomic theory. So I get that one and electronics.

Ronald
I think you misunderstand me. I was saying that I would time my science to finish researching the turn before I got ToE. That way I only had 1 turn researching a new science before getting 2 free ones. By setting science to 0% for this turn I would only waste the turn iteslf, and not any science beakers.

Lt 'Killer' M pointed out that since the patch you can now end the science you are researching on the same turn you get the ToE, and then get 2 extra techs on top.

I would say it better, but I'm crap at explaining things :p
 
Originally posted by anarres
I think you misunderstand me. I was saying that I would time my science to finish researching the turn before I got ToE. That way I only had 1 turn researching a new science before getting 2 free ones. By setting science to 0% for this turn I would only waste the turn iteslf, and not any science beakers.

Lt 'Killer' M pointed out that since the patch you can now end the science you are researching on the same turn you get the ToE, and then get 2 extra techs on top.

I would say it better, but I'm crap at explaining things :p

I am also not sure you understood what I was saying, so I am giving you an example:

You don't have to time ToE. Just imagine, you are building ToE and you are researching replacable parts. You are 1 turn from getting it at the turn before you are building ToE.
Switch to atomic theory the turn before you are building ToE, then you get atomic theory and electronics for free, switching back to replacable parts to build the next turn.

Ronald
 
Originally posted by Ronald


I am also not sure you understood what I was saying, so I am giving you an example:

You don't have to time ToE. Just imagine, you are building ToE and you are researching replacable parts. You are 1 turn from getting it at the turn before you are building ToE.
Switch to atomic theory the turn before you are building ToE, then you get atomic theory and electronics for free, switching back to replacable parts to build the next turn.

Ronald

I don't think it works that way. If you switch off of science A to science B, you have to start researching it over again - your built up research is lost. You can't "preresearch" techs the way you can "prebuild" wonders.

At least that's been my sense as I've been playing - when I changed my mind about what tech I want to research midstream it seemed I had to pay a penalty for it. It would be fairly straightforward to check whether my sense of this is correct, but the computer I civ on is not the same as the computer I post to CFC on (see my location :) ).
 
Ronald:
Alas, I wish your way worked. Many is the time I have been frustrated at having to stick with a tech I don't really want to finish, or switching and losing all :(
 
Originally posted by Lt. 'Killer' M.
Ronald: then you loose all you spent on Replaceable Parts!

You don't loose what you spent on replacable parts!!!!

AFAIK you never loose the research you have done on one tech when you switch to another. But I might be wrong. PLease coment.

Ronald
 
Yeah, you are wrong.

I can't promise they didn't change it in PTW, but I'm sure we'd have seen it flagged in the forums if they did.
 
You can even loose it all if you choose a different tech, leave the screen, move a unit, go back. At least 1.21f (last time I checked).

PTW: same again AFAIK. Will test.



yep. if you close the research screen you loose it all.
 
Originally posted by anarres
Yeah, you are wrong.

I can't promise they didn't change it in PTW, but I'm sure we'd have seen it flagged in the forums if they did.

I just tried it. You are right, I was wrong, too bad :cry:

Ronald
 
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