Quick Answers / 'Newbie' Questions

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Had a query about naval units ...

4 x Galleys stacked together - A and B are empty, C transporting 1 unit, D is full.

When they are attacked which ships defend first.

1. Completely random
2. Reverse order of fullness
3. Dependant on what is being carried
4. Other
 
fe3333au said:
Excellent so if you want to protect a stack ... send escorts :thumbsup:
Yes, send escorts, and what I was taught is to load your valuable units in a boat created without a harbor and escorted by an empty one of the same type which is a vet (by harbor or barb battle). This assumes you have no real escort types like cruisers or whatever. If you have 2 galleys, the stronger one will be attacked first, so the units are transported in the weaker vessel.
 
Dumb question here - does the human player get any bonuses/penalties to research beakers needed on various levels? I think not - I think it's just mapsize, so a tech that needs, say, 120 beakers on a tiny map would need it for chieftain or SID - but I'm not sure. I think the level affects AI research time (120 beakers on chief would be 60 on SID for the AI), but not the human.

It's not exactly a newbie question, I know, but...
 
Techs are more expensive for the human player on higher levels. I'm not sure how much, but there is a difference in tech costs. Unlike production bonuses, where things are cheaper for the AI, techs are more expensive for you. Otherwse the already fast tech pace would be completely insane.
 
Turner said:
Well, below regent things cost more for the AI, so that could be seen as a 'human bonus'.
Yes, that's right. I was just saying tech cost changes for the human, not for the AI, as you move up (or down) levels.
 
Map Size factor * tech cost/level cost factor = beakers for a given tech. So map size and level determine the true cost. The techs each have a cost, the second part.

The overall cost is more complex as it includes num of civ you know that knows the tech, number of civs left in the game. But the overall raw beacker starting cost is MM*cost/level.
 
got it - so for the AI, costs are the same from chieftain to SID, but for the human, they range from 1/2 as much as regent to 2/5 times regent? (cost of 2 for chieftain and .4 for sid)
 
Don't know about the AI costs but Human costs can be seen in the very useful TechCalc calculator, which has been around for several years:

http://forums.civfanatics.com/showthread.php?t=38631&pp=20

There are some errors at Chieftain & Warlord levels........I think the numbers for Regent are correct for those levels.........it's easy enough to check during gameplay.

Very useful utility for HOF attempts on Spaceship and Diplomatic Victories. :)

(BTW, this stuff is in CivAssist II, IIRC.)
 
I was wondering if there was a way to change the resolution of the game. I just bought a LCD monitor and it 'messes up' graphics under 1280x1024. I have a vague recollection of eldar talking about something such, but it must have been a year+ ago.

Kudos!
 
these go in the ini

KeepRes=1
Can be 0 or 1. If 1, your screen resolution is used for the game instead of the default 1024x768.

Video Mode=1280
Can be 1024, 1152, 1280, 1600, 1792. Changes the game's resolution to the value specified (instead of the default 1024x768).

Refresh=70
Changes the default refresh rate of your monitor. Do not change/add this line unless you are experiencing problems!
 
:worship: thanks vmxa !

edit: while I thought it would just sweep the problem away, my first reason for wanting to change the resolution was the blurred text in the F1 advisor screen. Everything else in the game is fine however, and it's good to see it so. It makes me wonder what's up with the F1 gal though :hmm:
 
Hi

I'm playing an emperor game with the germans and I couldn't build panzers (I had all the resources needed), I could only build tanks. Now I'm already building modern armors, but it would have helped the extra move panzers give you.
 
simone76 said:
Hi

I'm playing an emperor game with the germans and I couldn't build panzers (I had all the resources needed), I could only build tanks. Now I'm already building modern armors, but it would have helped the extra move panzers give you.


Are you playing with civ specific abilities turned off? What does a lib cost for you?

 
I don't know how to turn off specific abilities and how eventually check it.
I also don't know what a lib is (if you mean library it costs 640 gold, without any shield).
When I discovered motorized transport it gave me only the option to build tanks.
 
Lord Emsworth said:
Are you playing with civ specific abilities turned off? What does a lib cost for you?

Simone76, the reason Lord Emsworth is asking what a library costs is that Scientific civs such as the Germans only need 40 beakers shields to build a library. Non-scientific civs need 80 beakers shields. If civ specific abilities are accidentally turned off, even sci civs would need 80 beakers shields, and the Germans would be unable to build their UU.

One of the easiest ways to determine basic beaker shield cost is to look at a totally corrupt town that is only producing 1 beaker shield per turn from its city center. Since it can only produce 1 beaker shield, the cost (in beakers shields) is the total number to produce anything...bombers are 100 beakers shields, cannons are 40, etc.

Edit: Hmmm, well I DO know the difference between a beaker and a shield, but my fingers just sorta forgot. :blush:
 
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