Quick Answers / 'Newbie' Questions

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Drafting requires the Nationalism tech (or in a mod, any tech that sets the "Allows Draft" flag). Plus I presume the Govt. must have a draft rate greater than zero. I believe all the standard Govts. allow at least 1 unit per turn to be drafted.

Also:
- You may only draft units from a size 7+ city; each unit drafted is a conscript (2hp) of the best available defender to that Civ, and uses up 1 pop point.
- You may not draft more units/turn than your Govt. allows.
- Every drafted citizen created 1 unhappy face in that city for 20 turns ("Hell no we won't go!")

IIRC "Draft Rates" are as follows:
- Despotism: 2
- Monarchy: 2
- Feudalism: 2(?)
- Republic: 1
- Democracy: 1
- Communism: 3
- Fascism: 4(?)

Edit
Drafting can be a way of using limited pop-rushing in Monarchy, Republic, and Democracy. Draft units in one city, disband them in another for shields. 1 Rifle=20 shields when disbanded (80/4) so it is the same conversion rate as pop rushing, at worst. With better units (Inf., Mech Inf.) it is more efficient than whipping.
 
A nagging question that I have not seen answered before.

If I build a city on a hill with Gold or a grassland with a cow, do I get the benefit of those resources or are they lost with the build?

When I have built a city on a gold hill, I did not notice any difference from a regular hill but I tend to be dense at the MM stuff at best.
 
In general, you get the benefit of a commerce bonus or a shield bonus. You always lose the benefit of a food bonus.
 
thank you ... that helps
 
Only if the MPP partner makes peace first, I think. I'm pretty sure MPP's work similarly to MA's. If I'm wrong, I'll be corrected fast.
 
I believe you can make peace without harming your rep. However, if your "ally" is still fighting, there is a good chance you will be drawn back into the fight, trashing your rep for violating the peace treaty you signed.

Edit: I could be wrong, as well.
 
Padma's explanation sounds like what I've experienced with MPP's in the past, which is why I rarely use them. It takes so little to be forced to redeclare that you might as well stay at war.
 
The best time to use an MPP is right before completing the United Nations. Sign an MPP with all but the #2 tribe and then declare on that tribe. Take one of the #2 tribes cities and then wait for them to counterattack. When they attack one of your units in your territory all of the other tribes will declare on #2. At worst you'll get a no-decision in the UN vote. They don't vote for someone they're at war with.
 
I believe you can make peace without harming your rep. However, if your "ally" is still fighting, there is a good chance you will be drawn back into the fight, trashing your rep for violating the peace treaty you signed.
Just for the record, I'm 99% certain that this is true. You must therefore wait for your partners to sign a PT first if you don't want to risk your rep, and even then it is often best to let any MPPs run out first as you may be forced to redeclare. This can be a real problem if you have MPPs with several other civs (and is really not recommended as I beleive that if one of your MMP partners attacks another one, you are forced to declare on one thus breaking your rep dueto a broken MPP treaty). MPPs and maintaining reputation is a tricky balance to maintain unless you are prepared to be at war for much of the time that they are in force.

However it is often quite handy to let them sign a PT and then get them dragged back into the war when you are attacked. This can lead to some serious conflicts between AI states and you quietly slip out of all conflicts when the MPP runs out. You can then benefit from trading with all parties whilst they continue to knock each other senseless.

MPPs do have their uses but I rarely use them because I like to be in control of who I am going to attack. In denyd's example I would use alliances rather than MPPs if I need the attitude boost of being an ally in war. Waiting for the #2 rival to attack can take a couple of turns if they are not a neighbour and in those turns two of the minor civs might start a world war that you are forced to take sides on.
 
Well, in the game I'm referring to, my rep is probably already busted, at least with regards to peace treaties. I made an MPP (which I almost never do) with the Iros to start some AI infighting. It was a fun little trick, but I'm just about ready to start slapping the Iros around a little, but they haven't made peace yet. It's no big rush, so I can just wait out the MPP.

Thanks again.

By the way,
. . . . In denyd's example I would use alliances rather than MPPs if I need the attitude boost of being an ally in war. . . .
There's an attitude boost for being an ally? I guess I should have suspected that, but it never dawned on me. :blush: I guess attitude is only boosted with respect to your AI ally?
 
attitude boost of being an ally in war. . . .

Didn't know that one. I've generally found that's it's easier (cheaper) to sign an MPP before the war starts than to sign an MA after. If my future allies have an MPP with my target, I'll quite often setup a situation where my target has a easy win before I attack to get my allies.

As for the delay in them attacking, I normally take one of their border cities so that they have easy access to attack me in my territory on their first turn.

My one issue with MA is that my ally can sign peace the turn after declaring war, where an MPP will keep them at war every turn they attack me.
 
I guess attitude is only boosted with respect to your AI ally?
Yes. In Bamspeedy's article, you get a three point bonus for being at war with a common enemy and a two point bonus for being an ally. MPPs are more beneficial-10 points will take you from polite to gracious in one fell swoop but I'll avoid the risk of it backfiring whenever possible. It's rare but there is nothing to stop one of your MPP partners declaring war on another one and then you've got a potential problem. Alliances don't force you to take sides in other conficts. You're right that alliances are more expensive and don't tend to last as long but assuming that I need them, I only set them up on the turn before the vote so that's not an issue for me.
 
I was playing as the Aztecs last night and had perfectly timed a uni pre-build for Smith's Trading Company. It was Uni in one when I got economics.

The game would not allow me to switch to Smith's. I could build it elsewhere but not in that city. it would not have gotten me Smith's right away but it was verboten!!:nono:

Is "the very next turn" too late to switch? I have never had this happen before so I can't imagine what was behind this game choice.
 
I was playing as the Aztecs last night and had perfectly timed a uni pre-build for Smith's Trading Company. It was Uni in one when I got economics.

The game would not allow me to switch to Smith's. I could build it elsewhere but not in that city. it would not have gotten me Smith's right away but it was verboten!!:nono:

Is "the very next turn" too late to switch? I have never had this happen before so I can't imagine what was behind this game choice.
You'll probably find that you had chopped a forest in that city with the University earlier, which would disallow you to switch to the Wonder. This is a game mechanic intended to stop the possible exploit of chopping masses of forests on something like a University and then switching to a Wonder to use those chopped forest shields (which you're not allowed to do). ;)
 
Right! I never thought of that. it was ages before that I did the chop.

Thanks guys for explaining that one.
 
Tip: Pre-build a Wonder or Palace if you're planning on switching to another Wonder later on. That way you know the switch later will be permitted. :)
 
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