thetrooper
Misanthrope
- Joined
- May 24, 2004
- Messages
- 9,084
Would you think it's a good idea to enable barbarians? I generally don't have them.
I always play with raging barbs.
Training, gold and some early action before the real wars.
Would you think it's a good idea to enable barbarians? I generally don't have them.
It's Roaming.
Not just troop promotions, though that's one advantage. When you break up a barb camp, you get 25gold. Sometimes you can fund your research to a large extent with barb gold.
Just be careful what units you use to go after barbs. At Chieftain and WarLord (maybe even Regent), you can usually kill barbs easily with warriors, but as you move up the levels, you have less advantage against barbs and will want to use archers or archer/spear pairs.
Barb camps will only spawn in "unlit" areas. If you have the unsettled space available, you can actually farm barb camps for their gold. Move your troops out of the area to let the shadows return. Keep an eye on your Military Advisor for when he says something like, "Irwanis have been spotted near XYZ", then send your troops back into the area to kill them and collect more gold.![]()
I always play with raging barbs.
How this method more efficient than just getting the tech via the default method?The Lone Scientist mode is just using one specialist (scientist) in one city to research a tech. The maximum number of turns for a tech is 50, so you get the tech in 50 turns.
Sometimes you can fund your research to a large extent with barb gold.
Town/city/metro without barracks: one hp every turn when fortified.
If you click on your advisor's head, you can enter the Big Picture and adjust the slider.Nothing as annoying as this happening to you:
You are running negative income research, paying with gold in your stash from, among other things, barb camps.
Turn X: you complete a granary!
inter-turn X/Y:An AI demands all your gold, you can't leave the diplo screen without giving an answer, you are in no position to fight so you cave in.
Turn Y: you can't pay upkeep anymore and your granary gets auto-sold after 1 turn!![]()
![]()
![]()
According to the war academy it's 400% on chief. I suspect it's 0% on demi-god and above. It certainly feels like it.As for barbs: its 800% attack bonus vs barbs on chieftain. (as if you attack with an 8/1/1 warrior) But this is only an attack bonus, it doesn't work if the barb attacks your warrior. It used to be 0% bonus in vanilla Deity, I don't know how conquest changed things.
Lone scientist mode can be used in two ways. Set the slider as low as will generate any science at all: 10 or 20% (this is the usual method). Alternately hire a scientist in any town as Aabraxen suggests. After fifty turns you will have the tech, no matter how expensive it might be.How this method more efficient than just getting the tech via the default method?
At the Civ Info Center it's at 800%........That was written pre-Conquests in 2004. Did it change? Which article in the War Academy?...According to the war academy it's 400% on chief...
Just be careful what units you use to go after barbs. At Chieftain and WarLord (maybe even Regent), you can usually kill barbs easily with warriors, but as you move up the levels, you have less advantage against barbs and will want to use archers or archer/spear pairs.
Barb camps will only spawn in "unlit" areas. If you have the unsettled space available, you can actually farm barb camps for their gold. Move your troops out of the area to let the shadows return. Keep an eye on your Military Advisor for when he says something like, "Irwanis have been spotted near XYZ", then send your troops back into the area to kill them and collect more gold.![]()
The Lone Scientist mode is just using one specialist (scientist) in one city to research a tech. The maximum number of turns for a tech is 50, so you get the tech in 50 turns.
I also don't think the town/city/metro with barracks is right. A wounded army doesn't heal to full strength when residing there for one turn, so I think there must be a +HP cap there too.Neutral: one hp every turn when fortified.
Friendly: one hp every turn when fortified.
Town/city/metro without barracks: one hp every turn when fortified.
Town/city/metro with barracks: completely healed after one turn when fortified.
I also don't think the town/city/metro with barracks is right. A wounded army doesn't heal to full strength when residing there for one turn, so I think there must be a +HP cap there too.
Ooh. That's clever. But again, I like to have a tech lead, so, not for me.
By the way, do any of you go communist for the low corruption benefits? I know it's great for warmongering, but I found it really nice for having a large peaceful empire too.