Newbie Questions - Ask here and get Answers!

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I was wondering, what programs do you need for making a leaderhead, and how do you actually make a leaderhead?
 
I use Animation Shop 3 which comes with PSP7, (I do no leaderheads myself) Animation Shop has a support for .flc)
 
ive never really though you could, but can have more than 1 great leader at any time?
 
Originally posted by Gainy bo
ive never really though you could, but can have more than 1 great leader at any time?

Nope... Only one great leader at one time.
 
Thanks Strider and Annares for the explantion on 'Traditional enemy' effect. Do you guys know where I may be able to go for more information? Information on this subject is surprisingly hard to find.
 
Look in the archived Screenshot Of The Day (SOTD) and the thread for "war happiness?" in which you will find a big discussion on it. Just follow the links on the main page.
 
I'm wondering what the recommend method of declaring war without taking a rep hit is.

Say I have a mutual protection pact with a civ, and it's gone on for 40 years (so I can cancel it at any time). I also have a Right of Passage agreement with them, that has gone on for 40 years as well. I have units parked in 2 locations in their territory to deny them rubber (Which I covet, hence the war). Can I move those units out, cancel my treaties, and then declare war all in the same turn? If so, can I attack them that turn, or do I need to wait a turn? I'm trying to avoid taking a repuation hit in this, but I don't want to give them enough time to hook up the rubber. If I pull my cavalry out, and then next turn cancel my pacts, and then next turn declare war, and then next turn attack, they'll have the rubber hooked up, and instead of fighting riflemen with my cavalry and guerillas, I'll be fighting infantry.

I'm really just looking for what I can do to declare war in a minimum number of turns without making every other civ cancel their right of passage agreements with me, and become cautious/annoyed instead of polite.
 
When you declare war to avoid a rep hit, you must have

1)no deals active with them
2)no units in their lands
3)Warring with them doesn't stop a trade with another civ

Anything else I can't remember. Go ahead and attack that turn :)
 
You can try to get them to declare war on you. If you have espionage and the intelligence agency built, a couple of failed spy missions are sure to get them to declare war. I believe that will avoid any rep hits on your part.

If you want to avoid getting a rep hit in your situation, you would have to have no units in their territory the turn you declare war. That means you have to move your cavalry out, and you can't attack until the next turn. Not sure if you can move your units in immediately after declaring war, but I can guess that you can move them in as long as you don't attack the turn you declare war. I would probably wait an extra turn, though.

You should be able to make it. They most likely won't guard their workers, so you can move your cavs in and attack the workers thatll be hooking up the rubber without worry.
 
To add on to D&G, make them furious at you by demanding something of theirs over and over again. Then fail once, et viola, they declare war.
 
i make em furious then try to "expose and enemy mole". Never once have i succeeded :p
 
I hadn't thought about using spys to make them declare war. I still need to research Espionage, but I just managed to build the Iron Works in a good city, so the Intelligence Agency won't take long to build.
 
@jimmydean: "I'm really just looking for what I can do to declare war in a minimum number of turns without making every other civ cancel their right of passage agreements with me....."

......in GOTM17, when I attacked each civ that I had an ROP with, the ajoining civs DID NOT cancel their ROP with me. I didn't move ANY units out of the target civ's territory.

So, if you're a Warmonger, and you don't care what the other civs think about you BUT you CAN still get the ROP with each one.........you can accomplish the goal of placing units in several strategic locations in their territory and then wiping out the entire civ in ONE turn, YEAH! ;)
 
I've looked for this in the manual but couldn't find it anywhere:

What does the "Sentry" button do? and the "Sentry enemies only" button?

What is the difference between a conscript and an elite unit?

What are the do's and don'ts of planting a spy?
 
I have a question regarding city tiles. When you found your first city, is it better to build a mine on most of the squares and irrigate the other squares or the opposite? Also, when your city expands, should you mine those squares most of the time, irrigate them, or not bother with them at all? Thanks.

spoc148 :confused:
 
Originally posted by Ben E Gas
What is the difference between a conscript and an elite unit?

A conscript has 2 hit points, while an elite has 5. Each time you win a battle, there is a chance that the unit will be promoted and get one hit point more. Elites can't get promoted, but they can instead spawn a Great Leader.

What are the do's and don'ts of planting a spy?

The most important thing to remember, is that if you have failed in your attempt to plant the spy, you will automatically fail for the next couple of turns.
 
Originally posted by spoc148
I have a question regarding city tiles. When you found your first city, is it better to build a mine on most of the squares and irrigate the other squares or the opposite? Also, when your city expands, should you mine those squares most of the time, irrigate them, or not bother with them at all? Thanks.

spoc148 :confused:

The general rule of thumb is to mine all grassland tiles and irrigate all plain tiles. Depending on the food/shield situation, you might need to irrigate grassland, for example, if there are lots of hills around. A fully corrupt city will only produce 1 shield, no matter how many mines you build, so for these cities it is good to only ephasize food production.
 
............remember that when you are operating under Despotism (the start-of-game Government), if you irrigate a Grassland tile, you will STILL only get 2 food unless it has a Bonus-Food Resource (e.g. Cow) on the tile, because despotism penalizes you ONE food/shield/commerce when the tile is producing MORE than 2 f/s/c ......thus Mining is generally a better choice. :)

Of course, once you upgrade your government this restriction is removed. :goodjob:
 
Originally posted by Ben E Gas
I've looked for this in the manual but couldn't find it anywhere:

What does the "Sentry" button do? and the "Sentry enemies only" button?
The sentry commands tells the unit to stand guard and only become active again when someone approaches (i.e. I believe comes within a two tile radius). Compare this to the fortity command that tells the unit to stand guard and stay on guard no matter what. As a sentry wakes up no matter who approaches (friend or foe), the sentriy enemies only command will tell your unit to stand guard and only activate when an enemy approaches, but not when a friend (ROP, MPP) comes near.

PRO: The sentry unit has standing orders (i.e. doesn't activate every turn), but you are notified when an enemy approaches (for instance your borders). Compare this to a fortified unit that will happily let the enemy pass on the next tile without doing anything.
CON: A sentry will not get the 25% defensive bonus that the fortified unit enjoys.
TACTIC: You can stack one sentry and one fortified unit in a key position. This will give the fortified unit the defensive bonus against a sudden attacker and still give you the advance warning of enemy activity that the sentry provides.
 
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