Quick Answers / 'Newbie' Questions

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Can factories, coal plants, and or iron works be built during mobilization? They aren't militaristic, but I feel like I've seen them be built during mob. before. Can someone clarify?
Sorry, Own. I didn't see this post before. Here's an article on the matter although Aceman has already answered your question.
 
I just build the IW in mobilization, the trick is, you gotta start the IW before you mobilize for war. In fact you can put all your cities to build other non military buildings, and then start mobilization, and all those building will get the extra shields, but after they are constructed, you will only be able to build military units/improvements.


My question:

I see that after I capture a city, and start building workers there, the worker comes as the nation that I capture, and not just a worker. Is it those workers build as a slave? Is those workers working half the speed like a slave? Am I paying for those if they are like slave? I hope not.
 
I just build the IW in mobilization, the trick is, you gotta start the IW before you mobilize for war. In fact you can put all your cities to build other non military buildings, and then start mobilization, and all those building will get the extra shields, but after they are constructed, you will only be able to build military units/improvements.
No, they will finish building, but non-military buildings will NOT get the extra shields.

I see that after I capture a city, and start building workers there, the worker comes as the nation that I capture, and not just a worker. Is it those workers build as a slave? Is those workers working half the speed like a slave? Am I paying for those if they are like slave? I hope not.

If more than half the citizens are foreigners, your workers and/or settlers built there will be of foreign nationality...even though they will look like yours (same colors). The workers will be half-speed, but will not cost you maintenance. If you build a foreign settler, the town it builds will always be more unhappy until you destroy its original civ completely or make peace.
 
Just to elaborate a bit on the slaves. Slaves only work at half the speed of your own workers. But, they don't cost upkeep, so no, you aren't paying for them. It's always a good thing if you have lots of slaves. They may not work as hard and fast, but they are free. :)
 
No, they will finish building, but non-military buildings will NOT get the extra shields.



If more than half the citizens are foreigners, your workers and/or settlers built there will be of foreign nationality...even though they will look like yours (same colors). The workers will be half-speed, but will not cost you maintenance. If you build a foreign settler, the town it builds will always be more unhappy until you destroy its original civ completely or make peace.

So that means I'm building slaves?

And as you answer me in the other topic. Are you sure that the building such as IW do not get extra shields? Because I start IW at pop 1 (because I relocate my city to build), and I mobilize my nation in the very next turn, and My IW was builded in 23 turns (with the pop max 6, as was no fresh water). And I did see the extra shields in the city screen, for all my wonders that I was building at the moment including IW.

EDIT:

Here is a screencap I toke from an earlier save I got:

Spoiler :
IW.jpg
 
So that means I'm building slaves?

Yes, if the majority of the city is foreign. So, if it's over 50% then yes.

And as you answer me in the other topic. Are you sure that the building such as IW do not get extra shields? Because I start IW at pop 1 (because I relocate my city to build), and I mobilize my nation in the very next turn, and My IW was builded in 23 turns (with the pop max 6, as was no fresh water). And I did see the extra shields in the city screen, for all my wonders that I was building at the moment including IW.

As I posted before, only military related structures can be built during mobilization. If you started building non-military related structures before mobilizing, then no, you don't get the extra shield bonus. ;)

EDIT: I just noticed you screenshot. It's producing more shields than normal, thats for sure. You might be in your golden ages?

And it is possible that the IW does benefit from the mobilization, as I haven't tested that.
 
Did you check my EDIT screencap?

If I'm not getting the extra shields, then how could I build my IW so quick (and if you check the screen cap, you know is not an golden age, I already had one)> Oh as I say that, what happen if you are in a GA and you mobilize, do you get GA + mobilization extras?
 
Did you check my EDIT screencap?

Yes, I edited it in my post.

If I'm not getting the extra shields, then how could I build my IW so quick...

It could possibly be that you do get a shield bonus from mobilizing when building the IW. I'm not sure. I'll have to investigate your screenshot more closely.

(and if you check the screen cap, you know is not an golden age, I already had one)

Ok, so the extra shields aren't due to a golden age...

> Oh as I say that, what happen if you are in a GA and you mobilize, do you get GA + mobilization extras?

IIRC, yes, you do get the mobilization bonus plus the golden age bonus. However, you still cannot build non-military related structures while in mobilization even if you were also having a golden age at the same time.

EDIT: I just checked your screenshot again, and it looks like you are getting +1 shield per tile. That is the mobilization bonus in effect. So, this is solid proof that mobilization does also benefit the production of IW. Yes, the mobilization is increasing the speed of production on IW, so it works!
 
By the way, I have Gold Edition (vanilla + PTW), so this could be a PTW future only? I have yet to play vanilla, even know I have this game for "ages".
 
Umm.... That could be. But I'm pretty sure they didn't change which buildings receive the mobilization bonus in complete.
 
Just a quick comment on "built" slaves. In C3C (possibly in PTW, but not Vanilla IIRC) the slaves have separate graphics. When you build a foreign worker he looks like a regular worker but after you save and load, he will look like a slave.
 
in C3C, all non military buildings that you where building will auto switch to something else upon mobilization, you can't even finish them.
 
Depends on the city! For example, if you are producing a base of 10 non-corrupt gold (commerce) in a city, and the Happiness Slider is set at 10%, you will get 1 Happiness Point, which will make 1 unhappy citizen content or 1 content citizen happy.

If you're in the Domestic Advisor screen (F1 Key), you can see the effect that the Happiness Slider will have on the citizens in your cities. :)
 
Is there a way to wake all of a unit type but not anything else?(relevant to multiplayer where time is of the essense) Like all catapults but no swordsman or spearman?

Is there a way to order all of your catapults etc to bombard a square at once?

If you have a unit like pikeman(3 defence) in a city with wall that offers +50% defence, does it round up, down or count the .5?

Wonders that boost science in a city by 100%, they don't consider any other city improvement or wonder in this, just the base commerce, right? (so less then 100% if you have those things) Same with city improvements for science/tax boost, right?
 
I don't think there is, if is a way, it would be very useful, because if one or more of the units need healing, and you wake then all, after you fortify then again, they will not heal as fast, (its like you use a turn with him or something).
 
Depends on the city! For example, if you are producing a base of 10 non-corrupt gold (commerce) in a city, and the Happiness Slider is set at 10%, you will get 1 Happiness Point, which will make 1 unhappy citizen content or 1 content citizen happy.

If you're in the Domestic Advisor screen (F1 Key), you can see the effect that the Happiness Slider will have on the citizens in your cities. :)

Right, I understand how the lux slider works.

But there has to be a specific formula or set amount of gold that will make citizens content or happy.

My question is specifically for the very early game, so I am assuming that war or luxeries or foreign citizens are not part of the equation.

The reason I want to know this is so I can project how much research my capital and/or core cities will be able to produce, about 50 turns into the game. In order to know that, I need to know specifically how I would use the lux slider.
 
Wonders that boost science in a city by 100%, they don't consider any other city improvement or wonder in this, just the base commerce, right? (so less then 100% if you have those things) Same with city improvements for science/tax boost, right?
correct.

I'm not aware of any way of issuing wake/bombard commands to multiple units.

I believe that fractions are held in combat calculations rather than rounded to the nearest integer but I'm not 100% sure of this.
 
Right, I understand how the lux slider works.

But there has to be a specific formula or set amount of gold that will make citizens content or happy.

My question is specifically for the very early game, so I am assuming that war or luxeries or foreign citizens are not part of the equation.

The reason I want to know this is so I can project how much research my capital and/or core cities will be able to produce, about 50 turns into the game. In order to know that, I need to know specifically how I would use the lux slider.

This may not fully answer your question...However, a good rule of thumb is each 1 commerce point = 1 empire-wide gpt OR = 1 beaker OR 1 :).

That means each :) takes 1 commerce point per turn to produce (unless the :) is due to city improvements, MPs, luxes, etc). I think it's progressive, in that it takes 1 commerce point for 1 unhappy citizen for 1 turn to move to content, and it takes 1 commerce point for 1 content citizen for 1 turn to move to happy.

I'm emphasizing the "each turn" nature of this because, obviously, how your commerce points are distributed can change each turn depending on the happy slider, city size, etc.

The best thing I can tell you is to look inside a city screen at the bottom-center breakdown of allocations between the treasury, science beakers, and happiness. These allocations reflect the F1 sliders. By playing around with what tiles the city works--which dictates how much commerce per turn that city produces--notice the different allocations across the three categories and see how the happiness of the city can change.

So, this is one more reason why having high commerce in a city is so important, because it strongly influences how many happy :) that city has. Often times, a city can be made to not revolt simply by changing its worked tiles to higher-commerce ones.
 
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