Quick Answers (formerly Newbie Questions)

Status
Not open for further replies.
:blush:

When is the right time to irrigate and mine?

And what does the denominator on the ADM rating (like "1.1.1/2") mean?
 
1.1.1/2 means that you have one attack, one defensive point, and one of two movements left.

As for your first question, When to Irrigate and Mine is a tough question. There are so many different possibilites.

To make it short, I'll say if you want more food in the city, irrigate. If you want more shields, mine.

Some people like to mine non-bonus grasslands and irrigate bonus grasslands. To be honest, there are so many different ways to do it. You'll just have to figure your own way out.

But keep this in mind: In despotism/anarchy, any tile producing more than three foods or shields will loose one in that form of government. This is not to say that two is the max, but the max will be max - 1.
 
Perfection,

Select a slot by clicking on it and shift+right click to select a civ to replace it.
 
How do I airlift a unit from one city to another? I have 2 cities with airports, but maybe they are too far apart?
 
Originally posted by playshogi
How do I airlift a unit from one city to another? I have 2 cities with airports, but maybe they are too far apart?
Distance doesn't matter.
Note that the "take-off" aiport city has a capacity of one unit per turn, while the target city could receive infinite units per turn.
So if you've already shipped a unit from a certain airport, you must wait a turn to use that airport again.
Also, you can't airlift any type of unit. Workers and armies, for example, are not airlift-able.
I'd guess one of those points might have been the problem.

(Btw, I've heard that workers could be airlifted in C3C).



err.. :D
*late*-edit to be more precise: Move a unit into an airport city. (Stay on main map view). A "airlift" button will be added to the command buttons (if the stuff stated above applies). Press button (IIRC kb-shortcut: "T") and move mouse over to the target airport city. Click & unit is airlifted.
 
Right. . . I don't think that workers are airlift capable in VC3 and PTW. But it is moddable. . .

And I heard that too, Grille.
 
I think I'm losing my mind... I remember posting this question before, but I can't find it. If someone already answered it, kindly point me in the direction of the original post... :(

I'm having trouble managing my science funding. I know that adding Universities and Research Labs, etc. add to the "science total" of the city, but I don't know how this works, meaning, if I have my science set to 70%, and then build a few Universities, could I set it to 60% w/o experiencing a setback in terms of the number of turns necessary to research a tech? My main problem in operating at a surplus is finding an acceptable science budget where I get techs at an adequate pace w/o bankrupting the treasury.
 
Libraries, universities, and Rsearch Labs all add an extra 50% to the base science output of your city. If you increase your science rate, then the effectiveness of these buildings increases. If you lower it then it decreases.
If you had a really small empire, then yes would be your answer, but most of the time no.

I hope that answers your question :)
 
Go to your User CP at the top of any page, and then click on the unsubscribe button by the thread you want to drop.

you could also edit your options so that you remain subscribed to a thread, but don't get any emails...
 
wildWolverine:
Thanks. I have several I want to unsubscribe. This is not one of them. Too, many useful answer and interesting questions are found here.
 
ha! I think that's the first time I've actually been able to help someone else, instead of the other way around... :)

<beginning to understand science situation>
I've seen several posts referring to "beakers," used similarly to how one would describe shields. Perhaps I'm blind, but where on the city screen are these beakers (which I assume denote the scientific production of the city). If said assumption is true, then how to they factor into the overall science research pace?
 
Each tech costs a certain amount of beakers to research. Each of your cities produce a certain amount of beakers per turn. By increasing the science rate, you increase the amount of beakers produced in your cities, thus researching technologies faster. :)
 
Thanks to all science answer-ers. Is it true, that regardless of spending, universities, labs, etc., that the shortest time possible to research a tech is four turns?
 
Yes, and the longest is 40 turns. You can change this in the editor though.
 
Originally posted by Gainy bo
Each tech costs a certain amount of beakers to research. Each of your cities produce a certain amount of beakers per turn. By increasing the science rate, you increase the amount of beakers produced in your cities, thus researching technologies faster. :)
Did you know that changing the science/lux % changes the amount of income from cities, not just the income distribution? This is because science buildings (Library/University/Research Lab) only increase the beakers allocated to science, and the tax buildings (Market Place/Bank/Stock Market) only increase the beakers not allocated to science or lux. This also means that these buildings might be useless to you. I.e. If your science/lux always add up to 100% then you won't gain any extra beakers from the Market Place/Bank/Stock Market, so are paying for their upkeep for nothing!
 
Status
Not open for further replies.
Back
Top Bottom