Quick Answers / 'Newbie' Questions

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Temple of Artemis, Demi-God.
If you built the settler, shouldn't he cost something regardless? IIRC a built but foreign worker does cost support, and work as hard as a native.
 
If you build a settler in a city with only 1 foreigner & 1 native......what will happen to your city?..........It will disappear, no?

And....if you wait to get another citizen, the settler you build will be a native settler in all probability!? :crazyeye:

I don't think "foreign" units have any support cost....but then the foreign workers are like slaves and don't "work as hard"........half or one-third if your civ has the Industrious trait.

You can't build Temples if your city is under the influence of the Temple Of Artemis.....but you could build 'em on a different continent......the Temples you built prior to ToA will remain when ToA expires.......unless you sold them during ToA, of course. :)
 
Beorn-eL-Feared said:
Temple of Artemis, Demi-God.
If you built the settler, shouldn't he cost something regardless? IIRC a built but foreign worker does cost support, and work as hard as a native.

Built foreign workers are just like captured foreign workers, free but work at half speed. Foreign settlers cost no support and of course start out with a foreigner pop of that type.

EMan said:
If you build a settler in a city with only 1 foreigner & 1 native......what will happen to your city?..........It will disappear, no?
Just like any two pop cities that build settlers or 1 pop cities that build workers. Yes the city disappears. You will get a message asking if you want to disolve the town. If you say no it waits till your pop can support the production.

EMan said:
And....if you wait to get another citizen, the settler you build will be a native settler in all probability!? :crazyeye:
Yes, because then the city will be two natives and one foreigner, so the city will likely consume both natives and the settler will be native.
 
TruePurple said:
Just like any two pop cities that build settlers or 1 pop cities that build workers. Yes the city disappears.
So, are you saying that you would abandon a (foreign) city to get a settler to start another foreign city? :confused:
 
Well sometimes you want to move a city.

Also some people use towns offensively (they place towns near the frontline to get troops and cannons to enemy towns faster and heal behind enemy lines) It helps to do this with foreign settlers because they don't cost support and can hang around till you need them. I almost never use that technique though. BTW it only really works against cities with no culture radius. Otherwise it will just flip

Any town with all foreign pop or all but 1 foreign pop will produce a foreign settler for that matter.
 
EMan said:
Generally speaking, the workers you build will be natives....until you only have foreigners left. Theoretically, and I believe TimBentley is the expert on this, there is a small probability that a foreigner may become the built worker.......but, for practical purposes, you should assume it's gonna be a native worker. Same theory for creating settlers.

Thanks, I guess I'll just have to experiment to find out. I saw a reference in one of the articles about "building foreign workers/settlers" in order to perform "ethnic cleansing". It implied that there was a way to choose which citizens would be used (e.g., by rearranging their order in the city display, converting them to entertainers & back via drag & drop, etc.) but didn't give any details.

Eman said:
I believe there is a small possibility that a foreign citizen may "convert" to a native each turn........so, if you leave the city alone long enough you will find that it contains all natives!!

I know that's true. I'm not positive, but don't think it's random, either. I'm fairely sure that each foreign citizen assimilates your culture over time until he eventually converts. I think your overall culture score affects this as well; the stronger your culture is (and perhaps that's also relative to the strength of the foreigner's native culture), the faster it happens. This only applies to foreign citizens in a city, though, not foreign worker or settler units.
 
It needs to absolutely not move for an entire turn. Just like any unit. An army will heal this way, even in enemy territory.

A unit's heal rate is 1 hp/turn, 2 in a city, full in a city with barracks. For an army, you multiply by the amount of units in it: ie a 4 knights army in a city will heal 8hp/turn.
 
Bazaar, yes they can heal. Even in enemy territory without the battlefield medicine SW. They can also heal 1 point per unit in the army per turn. Of course with barracks they fully heal, but only if they haven't moved at all that turn(aside from railroad movement) Armies were made too powerful, especially since the AI can't use them and rarely attacks them.

Pillage without using a move was too much. I never use it in my game since its so powerful.
 
TruePurple said:
Bazaar, yes they can heal. Even in enemy territory without the battlefield medicine SW. They can also heal 1 point per unit in the army per turn. Of course with barracks they fully heal, but only if they haven't moved at all that turn(aside from railroad movement) Armies were made too powerful, especially since the AI can't use them and rarely attacks them.

Pillage without using a move was too much. I never use it in my game since its so powerful.
the AI can't build armies :dubious: :confused: this explains alot!
 
Drool4Res-pect said:
Can armies heal? I have had an army fortifyed in a city with a barracks for 2 turns and it's not healing.

Yes, but (in vanilla Civ 3) it may take two or more turns to heal them completely, even with a barracks. I'm not sure of the exact mechanism when the army is in a city, whether:

Without a barracks, either:
  • The army itself heals one point per turn (i.e., on any given turn, only one unit within the army is healed by one point).
or:
  • The army heals one point for each unit it contains or, perhaps, only one point for each damaged unit it contains.
With a barracks, either:
  • One unit within the army is completely healed per turn. Either the most-heavily-damaged units heal first or units are healed in some arbitrary order, perhaps based on how they were added to the army.
or:
  • The army as a whole is healed by a certain maximum number of points per turn.

Also, as with any other unit, healing doesn't begin on the turn you fortified it unless the army has not consumed any of its movement points during that turn.
 
@gwolking
AFAIK your completely wrong. A army heals 1 point per unit in the army. The HP is group hp and it doesn't keep track of individual injuries, even for recently added severally hurt units to a army completely healed before hand. It will still heal 1hp for each unit within the army outside a city with no movement spend, 2 in cities.

An army should completely heal if it it has all its movement points when left in a barracks town for a complete turn. Even if it had 20hp and its down to its last one.
 
I think that there is a rather large difference between armies in Vanilla and armies in C3C. One of those differences is how they heal. What gwolking descibed is correct and applies to Vanilla.

 
Lord Emsworth said:
I think that there is a rather large difference between armies in Vanilla and armies in C3C. One of those differences is how they heal. What gwolking descibed is correct and applies to Vanilla.

Ummm, which part of what I said (and have since edited for clarity) was correct? Is healing based on the number of units in the army, or is it an arbitrary value that applies to the entire army regardless of how many units it contains and/or how badly each one is damaged? If there's an article that addresses this issue, feel free to point me to it!
 
In VC3 and PTW, an army will heal according to how many units are in the army if it is in a city. It's 1hp per unit without a barracks and one unit at a time with a barracks. That's my recollection.
 
gwolking said:
Ummm, which part of what I said (and have since edited for clarity) was correct? Is healing based on the number of units in the army, or is it an arbitrary value that applies to the entire army regardless of how many units it contains and/or how badly each one is damaged? If there's an article that addresses this issue, feel free to point me to it!


IIRC, you said as much as:
Without barracks: 1 HP per turn
With barracks: 1 unit per turn

And I think that is correct, applies however to Vanilla.

 
The Armies are much stronger under Conquests (C3C).

Here's how they heal, after 1 turn using NO Movement Points (And NO Battlefield Medicine):

A. In City WITH Barracks: 100% Health
B. In City NO Barracks: 5 Hit Points Per Turn
C. In Friendly/Neutral Tile: 3 HP/Turn
D. In Enemy Tile: 2 HP/Turn.

Notes:
1. Number of units in Army not a factor
2. Army's movement points is slowest component unit's movement points + 1. :)
 
I've had pre-pentagon armies heal 3HP/turn in enemy territory, EMan, I'm 100% positive about it ;) Rest is probably right though.
 
Is it possible that you had a Right-Of-Passage Agreement with the AI (viz. "Friendly Tile")? :)
 
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