Newbie Questions - Ask here and get Answers!

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Originally posted by DaviddesJ
If I load an injured unit onto a boat, and then spend several turns sailing somewhere, will the unit heal while on board?
It's not moving, but I'm not sure if this counts as "resting".

Yes injured unit onto a boat will recover, but (not sure) your boat must be outside of enemy border.
 
Regarding captured cities flipping -
I have a huge amount of culture and luxuries, while their native civ had no culture that I have found yet. So as soon as any resistance is quelled, they seem quite happy.
If the citizens are happy, is it safe to assume that the city will not flip back?
Thanks
 
Originally posted by vincenzo
Regarding captured cities flipping -
I have a huge amount of culture and luxuries, while their native civ had no culture that I have found yet. So as soon as any resistance is quelled, they seem quite happy.
If the citizens are happy, is it safe to assume that the city will not flip back?
Thanks
Don't make such an assumption... :eek:

Happy citizens still flip, though resisting citizens make the chance much bigger. The only way to completely eliminate culture flipping is to wipe that civ off the earth. ;)
 
How can I tell when War Weariness is close to being a problem?

Right now in a few of my cities I see 2 or 3 citizens (out of maybe 10 citizens) that are unhappy, and they say " 23% Give Peace a Chance".

What stages does it go through after this, and does it finally cause civil unrest, and can it overthrow my Republic government?

(I have read the recent thread on WW investigation, but it does not go into these basic details).

Thanks
 
I don't think you get government overthrows, just very unhappy (and thereby unproductive) citizens. Of course city disorder is possible, which brings reduced resistance to culture attacks.

People stay in democracy during war, but are careful to keep up the entertainment despite the starvation.
 
AFAIK Bamspeedy's recent test is the only info that exists so far.
(I asked about a ww formula long time ago in the newbee thread and got no replies.)

edit: IIRC, Bamspeedy didn't observe an overthrow of a republic government.
 
Here's how to interpret "23% Give Peace a Chance". I assume it also says "77% It's just too crowded." (i.e., there's no other source of unhappiness). Let's say the city has 12 citizens, and you're playing at Monarch difficulty. Then crowding generates 10 "unhappy faces" (population minus 2 for the difficulty level), and this is 77% of the total unhappy faces. That means there are 13 total unhappy faces (10/13 = 77%), and 3 from war weariness (3/13 = 23%). So you're at the first stage of war weariness in a Republic: 25% of your total population is being made unhappy (3 is 25% of 12).

Hope this helps. It would be easier if they just gave you the absolute numbers of unhappy faces, instead of the percentages.
But you can always work it out this way.
 
In DaviddesJ's example city, a police station would reduce ww unhappiness to zero. 25% of the citizens that would become unhappy due to ww can be kept content by a police station, if I got that right. US helps to constantly keep one (additional) citizen content.


Here's my problem:
What does exactly trigger the auto-raze phenomenon?
It's clear to me that size one towns w/o border expansions get auto-razed (in vanilla).
But I'm referring to such scenario:
Civ A lost A-town (w/ 10 cp at least) to civ B. Now civ C is on the run to capture A-town (civ B hasn't cpt in A-town yet). Will it be auto-razed, i.e. civ C can't have the advantage civ B had before? If so, culture accumulated by any civ (before) in a certain town won't matter, respectively must belong to the current owner of a town for not auot-razing it?
 
i cant find the file that print screen from the game.what is the name of the file contains that pictures.????
 
Grille the town will NOT be razed. The fact that town A has culture from any Civilisation is enough. The conditions for a town being razed without warning are...

It has to have a population of 1
and
No civ must have built a cultural building in it at any stage

If both of these apply to a town, then it will be razed. Hope thats cleared things up :)

Edit: A_Turkish_Guy, i dont understand your question, do you want to know how to take a screenshot?
 
Gainy bo,
may there be differences between vanilla and PTW?
I ask because I captured a (formerly founded and culturally developed by Egypt) size one town from Greece, which got auto-razed. I reloaded and didn't take it, the Romans did instead and the town also disappeared (of course I don't know if Romans "normally" razed it).
But an interesting note: Egypt was already finished off, maybe accumulated culture points by dead civs in any town will be nullified (since culture of dead civs also vanish on histograph). That could be an explanation.
Thanks. :)

@A_Turkish_Guy:
To take a screenie, hit "print screen", end or minimize game, open graphics tool like "paint", select "paste" or "insert" (or whatever it's called in your language version of paint) from the menue.
 
Grille, yeah. I forgot to mention that accumulated culture points by "dead" civs do not count, sorry :mischief:. This could explain what happened in your game
 
Thanks Daviddes] and Alamo for the WW info.
How bad does it have to get in order to cause civil unrest?
Thanks again.
 
WildFire, I suggest you load it up and try it. ;)

IIRC the first version of PTW couldn't do this, but that was only hearsay, not first hand.
 
Civil disorder comes when you have more unhappy people than happy people. How much of a problem war weariness is depends on your luxuries, entertainment settings, etc.

One annoying thing to watch out for is that you don't get any warning when war weariness increases. So you need to get into the habit of checking your happiness every turn and make sure the balance hasn't shifted. The good thing is that if you look in the advisor and all cities have a favorable balance (at least as many happy as unhappy), then if something happens between turns to adjust your balance, your cities won't go into disorder right away: you get to notice it the following turn, and adjust for it (e.g., by boosting entertainment).

I wish, though, that at the end of turn it would warn you if you have any cities that are about to go into disorder if you don't do something.
 
Daviddes.3
I think the game designers wanted to reward those who looked ahead, and punish those that didn't. If you really, really want to avoid rioting, the designers gave you the governor to keep track of the city's moods. Of course, there are negatives in relying on the governor, he uses entertainers and less than optimal tile working. But the really good players (not including me) micro-manage what they need to to get better results than the rest of us, and the AI.

Its your game, do what you feel is best. I don't think the designers are going to patch the game to make it easier for us to play at the higher level those who do pay attention can achieve.
 
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