Questions & Answers

Maybe... you were fighting against barbarians? You can't gain anymore than 10 exp from fighting against barbs. And if you're already past 10 then it just won't go up any.
 
McA123 said:
Maybe... you were fighting against barbarians? You can't gain anymore than 10 exp from fighting against barbs. And if you're already past 10 then it just won't go up any.

Ah, yes this aspect i forgot. See in Total Realism you constantly pumb up your unit's experience by numerious slave upheavals. Every round there is at least one slave upheaval that comes with around appr. 4 units runnings against your city's walls and produce 4 xp for units in this city (next to new slaves, which you pumb into infrastructure projects .... which is definitivly the best source of slaves and much safer then the dangerous slave hunting in the depths of Africa).

So I was already used to that and forgot that Vanilla was different, sorry
 
Hello,

is it true that marches can not be removed during the whole game, with no technology ?
Is this historically correct ?
(i just have in mind the great projects of removing the european swamps in the midage in prussia and netherland)
 
I don't know if this is a bug. During my game as the Egyptians, the Persians settled the location of Mekkah and built the city of Arabaya. Subsequently, the Arabians never appeared. Is this supposed to happen?

The game gleefully grabs huge handfuls of cities away from the player whenever a new civlization appears or when a revolution occurs. (Something I hate.) Are AI players completely immune to revolutions and the effects of newly born civilizations?
 
Yep. That's sort of the whole point of the mod. Civs appear at different times, and are empowered to experience their historical success. This is sometimes at the expense of what might normally be fair to someone winning, like the collapse of the Roman Empire.
 
When looking at the civs info in the civlopedia or at the begining of the game, do the stars actually mean anything or is it just to give the player an idea on what their focus is? For instance, the Germans have 5 production stars, Mongols have 1 trade star, etc.
 
Ok, well I guess this doesn't really matter then if it doesn't affect the game, but the Mongols were rather big on trade. I think switching culture (now 3 stars) with trade (now 1 star) would be a more realistic for them.
 
Oops. Looking at it and the other civs, trade could be a 3. Most of the Mongol attacks were revenge attacks for having their trade people killed when attempting to initiate trade with other nations. They also protected trade routes like the silk road and what not to allow trade to flow safely. They valued trade quite a lot.

One could arguably say that production should be next to nothing, but that's a limitation of the game mechanics moreso than anything else. When the combat engine can result in 3 outcomes - win, loose or draw (no one dies) - then production could be reduced. The Mongol units should be hard to kill (able to disengage from combat if things go south) but until that happens, the military much resort to production in order to give it a decent military. Ohhh I dream of the day of a 3 outcome combat engine...
 
Rhye

When you say that France has to control 'Hudson Bay', Quebec, and Louisiana by 1760....how do you mean ' control?

particularly, what are do i have to have a city on to count as 'Hudson Bay'?

thanks for you help, and great great job on this mod.
ciao
 
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