Those are just seperate places to d/l the patch. It's the same file, but also located in another location. Use them if you can't get through to the main site, or just cuz. Sometimes I d/l from mirrors, especially if they say where they're at, because of shorter ping or it might be closer. Mirrors also sometimes don't have the lag that the main site does, and will be quicker. Use them if you want, or not, it doesn't really matter. (I think)
Originally posted by superslug
2) IIRC, Sentries do wake up when an enemy passes by, whereas Fortifies do not. I'm guessing Sentries would be used as an alert to yourself that someone is in that area...frankly, I've never used them. I'm too used to checking my borders often manually.
Then, Sentry is a function I would like to keep. I would really like to get rid of that button; however. I keep hitting it instead of "GoTo". Very annoying. I tried disabling it in the editor for workers; but it disabled the keyboard function as well for that unit.
I have looked through the files; but can't seem to find where the buttons are generated.
3) All civs can trade workers. The only prerequisite is that the only workers available have to be inside the civ's capitol when negotiations are taking place.
EDIT: No other units may be traded, with the exception of ICBM's, which I give AI cities as often as possible.
Too bad. I think trading Mercenaries would be cool. Could be an important source of income for poor Civs.
Maybe we could get together and trade ICBM's sometime.
I share your pain. I get frustrated by the fact that, after fortifyiing the escorting unit the escorted workers somehow start building fortresses (also, the f key...)
The button images are defined by several files in Art\Interface You can try removing them from those files by coloring them in with the background color, but the game may still process a click at that area of the screen even without a visible button.
Say I am set to research Atomic Theory in two more turns but I build TOE the next turn which gives me Atomic Theory and Electronics. Will I then get my next advance in 1 turn or do I lose the beakers and start over?
If I lose the beakers it makes more sense for me to crank research down to zero until TOE is finished since I cannot get an advance before it is built.
If I research Atomic Theory, can I can build nuclear power plants AND nuclear weapons?
If so, why would I attempt to complete the Manhattan Project, giving that ability to all the civs (a bit unrealistic... the only nation that directly spied on the MP was the USSR)?
@Igmod: You lose any beakers toward your current project, so it is wise to either a) sneak in a cheap tech before ToE finishes or b) turn off research all together.
@WildWolverine: Atomic Theory has nothing to do with nuclear weapons or Nuclear power plants. You cannot build Nukes until you have researched Fission to reveal uranium and rocketry to build tactical nukes. I think Nuclear plants require miniaturization, but don't quote me on that. I rarely build them.
Originally posted by Igmod Say I am set to research Atomic Theory in two more turns but I build TOE the next turn which gives me Atomic Theory and Electronics. Will I then get my next advance in 1 turn or do I lose the beakers and start over?
If I lose the beakers it makes more sense for me to crank research down to zero until TOE is finished since I cannot get an advance before it is built.
You lose all the beakers and have to start researching a new tech from the scratch after you earn your two free techs.
So... yes, if you expect to finish ToE in the coming several turns, stop researchng, grab the gold, and let the ToE give the techs to you for free.
For this case, you can micromanage to slow down the production of the city building ToE, so that you learn Atomic Theory the turn you build ToE. Cut down the research to zero, then grab the free techs the next turn (I personally prefer Electronics and Radio, as they require more beakers).
Sorry about getting the techs wrong (I rarely play as far as the modern age -- I get bored after the middle ages). Still, my question stands: what (besides a little culture boost) is the point of "building" the Manhattan Project, and giving all of your enemies the ability to build the tools to destroy you?
The point is so that you yourself can build tactical nukes. If you don't plan on building them, you shouldn't bother wasting the shields to build the Manhattan Project. But the AI will build it if you don't.
Morkaphi: Thanks for the tip about slowing down production. However, when I try this, I find that the next turn the city is back to full production. Is this a Governor setting somewhere?
It's under my impression that the governer re-manages the city production when the city size changes (due to growth or starvation), but I can be wrong about that.
I would guess the city is back to full production the next turn because your city experiences starvation at the turn you manually manage the city, because the food production also suffers as you cut down your shield production.
To find your governer settings, you can right click on your city and select the "see the governer" from the drop down menu.
Originally posted by Igmod Morkaphi: Thanks for the tip about slowing down production. However, when I try this, I find that the next turn the city is back to full production. Is this a Governor setting somewhere?
Turn the governor off completely and take your chances with riots. Besides, if you have enough entertainers in the city riots shouldn't happen. Hey, I just tought of something. Civil disorder also does wonders for cutting production; maybe you should let them riot.
Perhaps some one has seen this as well... so here is the situation... I have about 10 workers on one tile... an AI declares war on me and takes them all... naturally I would assume I can take them back yet when I try to find them they are gone! Even if there are nothing but roads in for quite a few tiles and it would take atleast 3 turns for the AI to take them back to a city I do NOT find them... it's almost as if they destroy them... yet you would see them surrendering and being killed would you not? Basically once you lose a worker that's it? Is there anything that can be done after you lose them to get them back?
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