Quick Answers / 'Newbie' Questions

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I love your new avatar, Padma! It looks great the way the background color patches line up with the ones for your moderator buttons. :goodjob:
All appreciation should go to the folks in my sig. ;)

(Of course, I like it, too! :D))
 
A Military Alliance cannot drag you into a war. If you sign one, you go to war immediately

That's what i have learned today on my first game on warlord. I had 3 allies to destroy the aztecs.

But I will *always* request MAs with other AIs if I get attacked. Better for me to gang up on my opponent, then for them to gang up on me. ;)

That's excactly right!
 
One thing to remember in war is that if you want to make peace always drop the mutual protection pacts with other civilizations first. Otherwise, chances are you'll be dragged into the war again in the next turn and your reputation will suffer, since you are declaring war. Not to mention the war weariness which goes sky high.
 
I didn't check "respawn civilizations" at the beginning of the game, is there any (secret) way to change that after you've started?

THX!
 
I'd actually advise never signing MPPs at all, if you know what I mean. ;)
Actually, is quite useful if you want to take out an enemy who already has a MPP with another civ. sign a MPP with one of them and trick the other into attacking you. Voila! No more fighting on two fronts. Of course, if you can handle both of them by all means go ahead. Like in my current game where I'm with romans and I have Carthage on one side and Greece on the other, but I do have about 30 stockpiled ICBM's.:devil: I could take them both at the same time, but that would mean for me to win a game through domination, which is not my intent at all.
 
Actually, is quite useful if you want to take out an enemy who already has a MPP with another civ. sign a MPP with one of them and trick the other into attacking you. Voila! No more fighting on two fronts. Of course, if you can handle both of them by all means go ahead. Like in my current game where I'm with romans and I have Carthage on one side and Greece on the other, but I do have about 30 stockpiled ICBM's.:devil: I could take them both at the same time, but that would mean for me to win a game through domination, which is not my intent at all.

It's useful, in some very rare cases, but in the game I'm playing right now (I have a thread in the Strategy&Tips) it brought me huge disadvantages. I had an MPP with the Greeks and in turn 18 or something I had to attack a civ (Iroquois) with which I just signed peace, after exhausting my troops, having just 2 cities on their island (which were lost right away, actually I did a small trick but they would have been lost normally; I gifted them to someone, and having a GPT deal with them. This totally ruined my rep, got me in a war from which I had to lose at least 3 cities, and made me declare war on a civ I just signed peace with. Some people actually have even more desperate cases, I know many people who recommend not signing MPPs at all, unless you are in a desperate situation. :) (like the one you described)



Answer to last post on the page before: no, once you started a game you can't change any of the starting settings. You can however recover the map seed and play the same game again, with different settings. But you'll have to... well.... play it again. ;)
 
I didn't check "respawn civilizations" at the beginning of the game, is there any (secret) way to change that after you've started?

THX!
As far as I know there is no way to do this, no. Possibly a .SAV editor could do it, but I don't know of any reliable ones.

Welcome to CFC by the way. [party] :beer: [party]

EDIT - Ahh, damnit, crosspost with Mirc.
 
I'd actually advise never signing MPPs at all, if you know what I mean. ;)

What if there's something good in it for me. Say the A.I has a weak army and they really want my protection, So much that they would pay a few techs for a MPP. Would it be worth a few techs for a MPP?
 
Paying money, signing ROP, or trading your own techs instead would be better. In any event, it's very unlikely that an AI strong enough to be several techs up on you would have such a weak military. ;)
 
What if there's something good in it for me. Say the A.I has a weak army and they really want my protection, So much that they would pay a few techs for a MPP. Would it be worth a few techs for a MPP?

Always depends on the situation. If you have a fantastic army and can defend your borders, then fine. But remember that MPPs basically remove the decision to go to war from you to the AI. In a complex situation you could easily see your forces stretched thin as you're dragged into war after war against different AIs, and if the AI you're protecting only has a weak army then they are not going to be much help, are they.

I only tend to use MPPs towards the end of a game - like if there's ony three or four civs left - they allow you to draw the AIs attention while you take their cities.
 
Playing Warlord, had three remaining civs ask for MPPs. Altho it would be interesting to go back and say yes to all -and I may do that later :) - I agreed to only one (the one I didn't like) cuz if AI decides to use my superior forces against someone there by dragging me down and openning me up to someone else, I can renege and not lose anything but a bit of rep and I am strong enuff that no-one wants to attack me. (I hope)

Just my take on MPPs. But I NEVER agree to ROP!!

Mike
 
On a different track - was told that I needed 2022 to complete all upgrades - midevail infrantry to guerilla. After doing so I found that slightly less than half of my continent/people were upgraded. Where's the cut-off? All of the territory that I have conquered and some that I settled were not upgraded.

Anyone know whats happening there?

Mike
 
@GRAEMIKE: ROP's can be very useful, for example:

1. To occupy an AI's territory just prior to wiping them out.

2. In the end game of a Histogaphic Victory, when you are keeping the AI on Life Support (Viz. 1 AI city left), you can surround their city with military units and keep renewing the ROP. This way they cannot expand their empire without declaring war, which they won't do if you are far superior!

3. To travel through a weak AI's territory to attack another AI. ;)
 
#1 & #3 ... Hmmmmmmm

Currently I am the big-boy so that might be a way to "solve" a particular irratation.

Mike
 
If the option isn't available when you right-click the city, then you should (rush) build settlers to get to size 2, then adjust the citizens so you have no food surplus. When the next settler finishes you'll be asked if you want to abandon the city.
 
If the option isn't available when you right-click the city, then you should (rush) build settlers to get to size 2, then adjust the citizens so you have no food surplus. When the next settler finishes you'll be asked if you want to abandon the city.

This is the way you want to do it in 1.07. Disband city wasn't included until 1.21 or 1.29.
 
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