Quick Answers / 'Newbie' Questions

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I believe that fractions are held in combat calculations rather than rounded to the nearest integer but I'm not 100% sure of this.

Yep, the fractions are held.
 
I don't think there is, if is a way, it would be very useful, because if one or more of the units need healing, and you wake then all, after you fortify then again, they will not heal as fast, (its like you use a turn with him or something).

I doubt this, because afaik units who move on rails where no movement is used, still heal like they didn't move at all. So I don't know why waking & fortifying which uses no movement would be any different.

1 commerce generates one happiness-effect.
That 1 commerce turns into 1 happiness(sorta what you said but not quite) which makes one unit happier is how it works afaik. Which is why its important to use lux slider when needed. Since happiness specialists are the most inefficient of the specialists and should be used as little as possible.

One thing you can do is if your close to satisfied population but not quite, turn enterainer/worker or two into scientists (most efficient specialist) if you can do so without starvation. As a specialist it doesn't need to be made happy thus may be enough to change the balance in a city or two without having to bump up lux slider (when a city or two just a small portion of your nation) Or when its a city suffering alot of corruption making getting anything out of commerce difficult.
 
Is there a way to tell how much research has gone into a tech? Like if you forget to choose next tec when old one is researched (like in multiplayer games where you dont get pop up) and want to know how much research has been spent in a tech/how much research will be lost of switched to another tech.

BTW, Its so stupid that tech research doesn't carry over. It would also be real nice if the game remembers how much research has been put into a tech if you switch off of a tech research and come back to it latter, rather then have that research lost like a black hole ate it.
 
What wonders/improvements is save when you capture a city? And which ones are automatically destroy (the only one I'm sure is temple, because I never see one...lol)?
 
@cometflash-I'm not sure, so this is just a guess. Any great wonders are kept and any small wonders are destroyed. I'm pretty sure about that part. Now, this next part is just a guess. Any culture generating improvements are destroyed, and I really don't know why the improvements that are kept are kept.
 
Is there a way to tell how much research has gone into a tech? Like if you forget to choose next tec when old one is researched (like in multiplayer games where you dont get pop up) and want to know how much research has been spent in a tech/how much research will be lost of switched to another tech.
Get CivAssistII!

BTW, Its so stupid that tech research doesn't carry over. It would also be real nice if the game remembers how much research has been put into a tech if you switch off of a tech research and come back to it latter, rather then have that research lost like a black hole ate it.
Agreed. This is one of the good features of civ 4.

What wonders/improvements is save when you capture a city? And which ones are automatically destroy (the only one I'm sure is temple, because I never see one...lol)?
Wonders are never lost. Cultural improvements are always lost. I don't think that aqueducts and hospitals are lost. Other improvements have a chance of being destroyed but I don't know what the probability is. Can anybody help with more details here?
 
Wonders will not be destroyed if you capture a city.

I understand that all cultural improvements (temple, library, uni, cathedral etc) will be automatically destroyed on capture but non cultural improvements (barracks, granary, harbour) have a % chance of not being destroyed.
 
I can't use civassist 2 during multiplayer game. For some reason it locks up and becomes inaccessable after a short while of playing on a regular bases. Especially if I use it (and especially map part)

Is there a way to set defenders like in alpha centuri? In a game where I have pikeman and knights which have the same defence & experience level. It seems to always choose the knights to defend first (and because its in a city the knights don't retreat when losing)
 
Is there a way to tell how much research has gone into a tech? Like if you forget to choose next tec when old one is researched (like in multiplayer games where you dont get pop up) and want to know how much research has been spent in a tech/how much research will be lost of switched to another tech.

Do you use CivAssist II? It has a tab that will tell you how much you've invested.

Edit: Drat! Missed that second page. X-posted many times.
 
...Is there a way to set defenders like in alpha centuri? In a game where I have pikeman and knights which have the same defence & experience level. It seems to always choose the knights to defend first (and because its in a city the knights don't retreat when losing)
The best defence is a good offense. Why don't you attack with the knights?......or, if you have enough units defending, fortify the Pikemen but not the knights. ;)
 
I cant be sure to have enough defenders, many battles its pretty close since my enemy has armies. Also enemy has 4 def defenders (has access to gunpowder where I don't) on his stack as well as bombardment units and is on terrain with defensive bonus sometimes.

Anyways,
So fortified units are first to defend? Is there a way to have a unit hold like fortify except not be a "defender"?
 
To answer your first question, no, there is no way to select who defends first.

To answer your second question, yes, defensive bombard still happens if the unit attacked the same turn.
 
...Anyways,
So fortified units are first to defend?...
Not necessarily. But, in your example of Pikemen v Knights, fortified Pikemen would have a 25% Defensive Bonus (viz. 0.75) by being fortified, thus I presume would battle ahead of unfortified Knights (with no Fortify Bonus). :)
 
@cometflash-I'm not sure, so this is just a guess. Any great wonders are kept and any small wonders are destroyed. I'm pretty sure about that part. Now, this next part is just a guess. Any culture generating improvements are destroyed, and I really don't know why the improvements that are kept are kept.

Wonders are never lost. Cultural improvements are always lost. I don't think that aqueducts and hospitals are lost. Other improvements have a chance of being destroyed but I don't know what the probability is. Can anybody help with more details here?

Indeed.

One detail to add is that if a Great Wonder requires a certain government then it will appear to disappear if a civ with a different government takes it. But then, if that civ changes to the required government then the Wonder will reappear. This doesn't ever happen in the standard game, but it can be a factor in many mods.

I'm sure that aqueducts and hospitals are kept if the city is of the appropriate size.
 
Is there a way to tell how much research has gone into a tech? Like if you forget to choose next tec when old one is researched (like in multiplayer games where you dont get pop up) and want to know how much research has been spent in a tech/how much research will be lost of switched to another tech.

BTW, Its so stupid that tech research doesn't carry over. It would also be real nice if the game remembers how much research has been put into a tech if you switch off of a tech research and come back to it latter, rather then have that research lost like a black hole ate it.

CAII will show you how many beakers you have invested.
 
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