Quick Answers / 'Newbie' Questions

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TruePurple said:
But even in towns where my population outnumbers native population, civ assist tells me theres a flip chance.
As Bartleby says, eliminating the "offending" AI Civ is usually the easiest course of action to prevent city flips. :goodjob:

However, I see from your map that you are apparently "preserving" one German city, so something to consider is "Parking" military units in cities with German citizens. In 11 of your 14 cities containing foreign citizens, the Flip chance can be reduced to Zero by parking a maximum of 7 military units! (Excluding Artillery units, unfortunately.) Just something to consider. ;)

P.s. I see that if you eliminated the Germans, you would require a Grand Total of 7 military units to reduce Flip chances to zero! :)
 
Ansar_the_King said:
Is there a cost upgrade list for units for [c3c]?

For example: Warrior to Gallic Swordsman- (number of money)
Gallic Swordsman to MI- (number of money)
I believe Gallic Swords to MI is an exception and costs nothing. You're gaining an attack point and losing a movement point, but the units have the same value to build.
 
Could someone kindly direct me to where the ratios are defined for the culture advisor? I know I saw it somewhere about a year ago, but now I can't find it. It tells the ratio of culture required so you know if the others are "in awe" or "dismissive" or whatever of your culture. Thanks.
 
WWII in the Pacific: Any means to get out of mobilization? The pedia says that you have to make a peace treaty. Alas, that's not possible in this scen.
 
Thats the only way I know of. Maybe if you defeated everyone you were at war with (or at least one nation you are at war with..) not sure about that though and somehow doubt it.

For bomber defense are jet fighters superior to mobile sams in every way? I mean they are just as good at defending a city right? But they also defend cities in a radius of half their movement around the city they're in.. right? The only reason to build mobile sams instead really is that they give a measly 6 defense against land invaders and act as MP?
 
When involved in a Modern Era war (a very rare event), I send a couple of Mobile SAMs along with the Artillery & Mech Inf to ward off air attacks.
 
I think the distance formula is probably the same for air superiority as it is in RCP.
32223
21112
21X12
21112
32223

I think this is right, but you can check CRP Rings to be sure.

As for Mobile SAM units, unless you're playing a higher level (above emperor), you're quite unlikely to ever get to the point where AI the has planes you fear and need to defend troops. In most cases the AI prefers to bomb resources and cities to troops.
 
As for Mobile SAM units, unless you're playing a higher level (above emperor), you're quite unlikely to ever get to the point where AI the has planes you fear and need to defend troops.
That really doesn't answer my questions.

Whats RCP? I don't understand that formula, to start with, what do the numbers stand for? BTW I'm referring to a conquest game

Can you use a bomber defensively to hurt an attacking army? Do you set it to air superiority?
 
RCP is Ring City Placement - it is a method of placing cities in concentric circles from the capital. Each city on a ring has the same level of corruption. This only works on Vanilla & PTW.

Only fighters & jets have Air Superiority (I don't think Stealth Fighters do, which is weird) and it is a command given to the fighter in a city. The fighter will attack about 75% (guessetimate) an attacking bomber. If the fighter survives the attack, it remains on AS duty even though it might me redlined. Note that it seems that bombers order of targets for units always seems to be opposing aircraft first then ships, then land troops.

All air units are destroyed when the city they are stationed is captured or destroyed. They cannot defend against ground troops.
 
@EMan: So its bad that I like building temples? What about marketplaces?(Note: I have never been warmonger-ish).
 
Ansar_the_King said:
@EMan: So its bad that I like building temples? What about marketplaces?(Note: I have never been warmonger-ish).
NO-NO-NO.....As I said above, it IS good to build Temples for Histographic/Domination/100K Victories.......the main advantage being, IMHO, the rapid expansion of territory/culture. I don't personally see any need to build 'em for Spaceship/Diplomatic/Conquest/20K(except in the 20K city of course.)......there are much better ways to spend your cash.

Marketplaces ARE definitely good for LONG games. Quickie Conquest/Domination games probably don't need 'em.

Don't get me wrong........I have built a ton of Temples & Marketplaces in my current HOF game..........2050AD Histographic.

I'm also a big fan of the Egyptians from Chieftain to Sid.........and then you can build Temples for Half-Price! (Or Less citizens to sacrifice!) ;)
________________________________

P.s. I HOPE your Avatar is prophetic!..........Just got through selling off my stocks TODAY!.........Except Berkshire Hathaway, of course!.....That's my Real-World Temple & Marketplace! :lol:
 
From Padma:

This thread is primarily for quick answers, usually to "newbie" questions. Long, multi-page discussions are usually better served in their own thread. If Experiment 626's topic continues much longer, I will split it out of here into its own thread.

Concerning Experiment 626's topic, proper forum placement is often a subjective thing. From what you have described, Stories & Tales sounds to me like the right forum.

I wish to apologize to everyone on this forum for hijacking this thread. I should have started a new thread to begin with so as not to ruffle anybody's feathers. I'm a bit of a newbie when it comes to forums such as these, but that's no excuse, and I am profoundly sorry. :(

The solo TDG thread has been started in the Stories and Tales section. You won't hear another peep out of me about my TDG in this thread.


From meisen:

I have a question about fortifying if anyone is game.

Noticed that one can fortify sea units. Does this give them a 25% defensive bonus?

I didn't realize that you could fortify sea units, so I don't know if you get a bonus or not . . . You probably would get a bonus, but I'm not sure.
 
Regarding the harbors: You´re right, a visible coastal route between harbors that is not blocked by the terrirtory of a civ at war with you or a barb galley meets the requirements of the trade network. Distance is no factor here.

I don´t think ships get the 25% bonus, but the 1-tile increase in sight is very nice, too.

Regarding the FP, its location is more or less irrelevant in C3C (while the opposite is true for vanilla/ptw!). The same should be true for the SPHQ. If you want to fully understand corruption, there is a very elaborate article on the subject in the War Academy. But bring your maths books if you want to get into the formula, else just read the summary. ;)
 
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