Quick Answers / 'Newbie' Questions

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Why does republic take me 50 turns to research no matter how high I put the science rate?

Your overall population is small.
You have few commerce-producing tiles - more roads and rivers.

That's all I can think of at the moment.
 
Why does republic take me 50 turns to research no matter how high I put the science rate?
There is a maximum number of turns that it can take to research a tech - you don't have enough science per turn to get below that maximum rate. Therefore it's 50 turns. If you're researching it now then you should cut down to 10% science, or better yet employ a single scientist in one of your cities. That way you can at least rake in some cash while you're waiting for the tech to finish.
 
Units lose all their special abilities when they go into a army. So marines can't attack amphibiously ...
I play Conquests, with latest patch. I created (two, I think) marine army(ies) that had amphibious attack! Is this a bug or..?
 
I play Conquests, with latest patch. I created (two, I think) marine army(ies) that had amphibious attack! Is this a bug or..?
:mischief: Err, you've got me worried now. I'm sure that armies removed all special abilities from the units loaded, but I think I'll test it out next time I play.
 
Yes, your paratroopers are going to have to survive a full turns counterattack so they can pillage the resource next turn. But becareful, because any player can start something as long as they have the resource and then continue to finish it even if the resource is lost. So landing on the aluminum wouldn't stop them, it's still conected. Then if on the turn your troops dropped on the aluminum they started the last piece and you pillage it next turn they can still finish it. Pillaging would stop them from starting any more of anything that needs that resource, but it won't stop one under construction. I hope I'm not too repetitive, but I was just trying to make sure I worded it clearly.

On a different facet of the spaceship, if you capture or destroy the enemy capital you will destroy their spaceship. This could be the only way to stop them if they have all ten pieces started. If you have a spy planted you can find out if they've started the last piece. The victory screen shows how many they've finished only, not how many they have started.

Sorry I talk so much. :blush:

Thanks. I do understand all the other ins and outs of resource connection and such, It's just that one point about parking or pillaging I want to be absolutely sure on. That one turn can be the difference between victory and defeat.

This situation cropped up before where the Koreans had lost their only source of aluminum, invaded an island occupied by one of my friends to take theirs, and even though I had a base close by, my invasion was one turn late in preventing them from starting their last SS part. If I would have had some airborne assets handy, and just parking on the resource was good enough, I could have won that game alot easier than I did.
 
If he's dissappointed, I would guess not. :(

In any case, why not simply bomb the resource with bombers? five ought to do the trick.... three to feed the fighters (assuming you're out of your fighter range that is, if not use your fighters to dogfight theirs) and then two to cut the roads. Much faster, and has the additional benefit of not having to survive a counter attack. :)

Is it more difficult to bomb a road on a mountain tile than a flatland tile? It seems that way. Plus, in emergency situations sometimes you just have to use whats handy.
 
As long as the army is filled with only the same type of units, it retains it abilities. IOW if all marines, then they have amphib. Mix in a non marine and it won't.
 
Are the odds for stealing a tech better with a spy than a diplomat?
 
I have a bit of a problem.

I basically struggle with technology. Even when I'm playing on Regent setting, I find it virtually impossible to keep up with rival Civs in terms of technology. Now this isn't a problem if I had loads of gold to buy the technologies with - but I don't. I'm constantly at sub-100 gold and struggle to keep my gold growing every turn.

I also struggle with civil disorder a lot. I have tried changing Govt types but when I do, it generally makes the situation worse - at least financially wise anyway. Has anybody got any general tips to help these problems???

Cheers guys
 
Build more workers and make sure your tiles are roaded--roaded tiles make commerce. Republic is the government of choice if you're not engaging in massive scale war. Avoid the temptation to have too many defenders; you don't need two spearmen in every town.
Happiness problems can be dealt with by acquiring luxuries, and by increasing the luxury slider; the more commerce you make the more effect this has (on a city-by-city basis).
 
@CheeseOnToast :yumyum: : Welcome to CFC [party] :cheers: :band: :xmastree:

It's hard to generalize but here's my 2 cents worth:
1. Set your science slider to 100% (But make sure you don't go negative with the cash.)
2. Build roads around your cities to generate more commerce. (This means more science :science: :science: )
3. Build Veteran Horsemen (need Barracks) and attack the AI when you have a group of 6+. (Don't build defensive units.....except maybe warriors for MP duty.) Attack the AI.....after a few turns you can get a Peace Deal whereby they will give you some (all) of their technologies for FREE!! If you wipe 'em all out, of course, you won't care about that......You can win at Regent level by Conquest without building more than horsemen!) :)
 
Build more workers and make sure your tiles are roaded--roaded tiles make commerce. Republic is the government of choice if you're not engaging in massive scale war. Avoid the temptation to have too many defenders; you don't need two spearmen in every town.
Happiness problems can be dealt with by acquiring luxuries, and by increasing the luxury slider; the more commerce you make the more effect this has (on a city-by-city basis).

So for the early stages of the game, what should my sliders be at? I normally have science at 100% and luxury at 0%. Yet I still manage to fall behind on the technology front!?! I'm also a bit confused by the putting scientists/taxmen in the cities themselves - if I do this the growth of the city is affected and starvation normally occurs. By the same token, as luxury is at 0% the people are unhappy and civil disorder happens - so I have to put an entertainer in there. This in turn affects growth etc. It just seems a vicious cycle, that I often find difficult to get out of.
 
If you are running at high science and not researching fast enough, that suggests you have too few cities and/or workers. More cities means more citizens working tiles; more workers means more roaded tiles--make sure you're working the roaded tiles so the commerce they generate goes to science.

Also what Eman says is very true--going to war is a good way to get the AA techs.

edit: very early in the game you should generally try to avoid specialists because working tiles is likely going to be more beneficial (obviously if you get to the stage where specialists are required for happiness, you have no choice, but if possible use taxmen or scientists).
 
1. Use Warriors to keep your people happy. (Viz. MP them.)
2. NEVER (99% of time) use specialists under despotism. (Viz. No entertainers/taxmen/scientists)....they will stunt your growth.
3. Set up Settler and Worker factories.....to build more cities/roads/mines/irrigation. (It helps to have grassland cow and fresh water in the start position.)
4. Use MapFinder to get a good starting position. ;)
 
First of all welcome to CFC! [party]

CheeseOnToast said:
I also struggle with civil disorder a lot. I have tried changing Govt types but when I do, it generally makes the situation worse - at least financially wise anyway.
Well, you have to keep in mind that governments have different unit upkeep costs. These unit upkeep costs are different for towns (cities under 6 pop), cities (cities 6 - 12 pop) and metropolises (cities over 12 pop). Most of the times, Republic is the best gov. I personally use Monarchy more, but I have a very unusual playing style, so don't listen to me.

As for civil disorder, this is very simple: citizens in your cities can be content, unhappy and happy. If the number of unhappy people is bigger than the number of happy people (content citizens don't count), your city falls in disorder. You shouldn't let this happen. When you see a city has fallen into disorder, you have 3 possibilities: use the Luxury slider in the Domestic Advisor screen, and up it until you have more happy than unhappy citizens. Another possibility is to convert of that city into an entertainer. The other possibility is to trade with another civ for a luxury. You should check your cities every turn and not let them fall into disorder. Look for some utilities in the C&C Utility Programs forum. Some of them have alerts that will let you know one turn before your city riots.

It's very hard to say why you don't do well with money. The kind of advice you are asking for is very general, maybe you could post a save game to get exact advice on what you need to do?

Do you build enough roads? Every roaded tile produces 1 extra commerce, and if a citizen works that tile you get that commerce.
Do you trade enough? You need to trade as much as possible. If you can make early contact with civs before they contact each other, you could probably sell techs around earning both techs and money.
Do you build too many defensive units? Units have a cost to maintain, and if you have over the allowed number of units, you will pay a lot for them. And don't keep too many defense units in your cities, defend only those that you find absolutely necessary to defend, except if you're playing a variant (like Five City Challenge). You do need units to guard your cities sometimes, as this gives happiness, but my advice is that rather than a building a musketman with defense 4, better build a Cavalry with offense 6, and just destroy all the enemy attackers before they get to your cities. Of course, this if you have all the resources necessary, when you lack resources gameplay changes.

Hope this helps. :)


Edit: Cross-cross-cross-cross-cross post. Meaning the last post I saw when I wrote this was CheeseOnToast's first post.
When I write such a long post it's very annoying that I will surely repeat some of the stuff said above the wasn't there when I began posting this. Sorry for any repeats, I didn't see any of the answers above.
 
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