Quick Answers / 'Newbie' Questions

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By the way, if I can capture Leo's Wsp and get a Great Leader on the way, which other medieval wonder should I aim for ? Sixtin Chapel, Adam Smith? other? Thanks
PS : I'm Chinese, so militaristic, and will enter the GA as soon as I start the fight.
 
eek! I forgot that... Then I suppose I'll have to crush my other neighbour to use my army... or can I use him in any other way?
(well, crushing neighbours seems fun to me anyway)
 
eek! I forgot that... Then I suppose I'll have to crush my other neighbour to use my army... or can I use him in any other way?
(well, crushing neighbours seems fun to me anyway)

You can rush anything else (small wonders or regular buildings). Rushing buildings is a bit of a waste but some of the small wonders are worth it.
 
I have a quick question: if you are at war with a civ, and you have a submarine on a tile an AI city is using, howcome the submarine does not force the citizen using the tile to switch to another one (or become a specialist?)

On a related note...do privateers force a citizen to relocate like normal units...or are the hidden nationality units not allowed to do that?
 
I would expect that since the sub is unseen and unknown, the worker stays. I would think the privateer si like any other surface ship and the tile will not be used.
I do not build either, so I am not positive.
 
@sercer88: I have used Privateers for only one purpose.......To contain and hinder (citizen-work-wise) an AI that I can't get an ROP agreement with..........in the End Game of a Histographic Victory.

Unfortunately, I can't find an HOF .sav file where I did this........but IIRC, the AI can't put a citizen to work on a Privateer's tile......and it doesn't matter whether you're at war or peace with the AI.

So, if you're at Peace with the AI (and probably have an ROP agreement), then the AI should be able to work a citizen on a tile containing your surface ship......but not a Privateer. :)
 
When going through the techs that one needs to get to the next age, there are obviously "must have" and "can have" techs. Does it add to one's culture if one goes to the "can haves" to get cultural advance over one's enemies? Or is it better to race through to the next age?

And one more: Currently sharing a continent with Korea (who have attacked me REALLY early on but then asked me for peace), and India. As I presume Korea may attack again, how is people's experience with MPP's - ie would it be clever to get on with Korea because they'd get a bad rep if they broke their own MPP (ie would I protect myself from being attacked by them again by getting an MPP?) Or would it be better to get an MPP with the Indians who, however, are far away. Have attached save of game.

Yeah, I know, have built my country in a rather silly way - long and thin with loads of areas to be attacked - but I have 2 horses and don't want to give those away... etc etc.... Have not played in ages so obviously making loads of mistakes again :blush:
 
The tech itself do not provide any culture.
The tech may provide things you might want. The optional tech for republic, libraries, knights, and cavalry are usually worth getting.
If you are aiming for a 20k city, then, do get the needed tech for Shakespear's. But otherwise I'd skip them.

My experience with MPP is that they are worthless. Well, maybe an experienced player can use them at some very hight difficulty level. But I'd advice to avoid them like the plague.
 
An MPP might be useful if you're attacked. Often they are, especially if you can start a dogpile like this (You and Rome have MPP. Greece attacks you. Rome declares on Greece, gets Egypt to sign an alliance against Greece). Unreliable, but good when it happens.

My problem with MPPs is that they make me fight in the AIs wars. If I want their help, I'd rather get an alliance at the time.

In your situation with the Koreans, the MPP might keep them off your back for a while, but if they really want to attack you, they will.
 
I'm sure this is covered somewhere, but I've looked and failed. So..
How do I get open the window to establish an embassy. I know I've got to wait for writing and sometimes it opens automatically. But if want to open that window myself how is it done in C3C.

Thanks
 
The tech itself do not provide any culture.
The tech may provide things you might want. The optional tech for republic, libraries, knights, and cavalry are usually worth getting.
If you are aiming for a 20k city, then, do get the needed tech for Shakespear's. But otherwise I'd skip them.

My experience with MPP is that they are worthless. Well, maybe an experienced player can use them at some very hight difficulty level. But I'd advice to avoid them like the plague.

Thanks!
I usually don't go for Republic but stay in Monarchy and keep my warmongering going, or if I decide to be peaceful and go for scientific wins, I switch to democracy later. At least in Monarchy they don't get so war-weary.
I have not entered into an MPP and managed to get a domination win in that game in the end by obliterating those who attacked me rather early on in the game.
 
I'm sure this is covered somewhere, but I've looked and failed. So..
How do I get open the window to establish an embassy. I know I've got to wait for writing and sometimes it opens automatically. But if want to open that window myself how is it done in C3C.

Thanks

If you click on the star on the box with the name of your own capital it opens up a screen that shows you the options for building embassies, sending spies etc etc.
 
1. at the very beginning, is it best to use the worker to first road all the tiles in the area of one's city or road to one tile, work on it (irrigate/mine), then road to the next, irrigate/mine etc etc?

2. have recently moved from Warlord to Regent level and am NOT doing well. The other civs are miles ahead with technology, so I can't be a tech broker. When I offer to trade spices / other goodies, they offer ridiculously low payments (6 Gold for 1 spice !!!!!!!!!!!)

3. what do people recommend government wise (I usually like to attack other civs rather than try and win by scientific advance, or I find myself winning domination-wise because my civ gets so big):

Despotism-Monarchy and stay there?
Despotism-Republic- but what about war weariness?
How many changes of govmt do you guys usually "suffer"?

4. I have never worked with Communism or Fascism, what's your experience?

5. Are there "advantageous" civs to be warmongering (ie have you found that one HAS to be a militaristic civ, or would one be successful as e.g. scientific/industrious civ as well?)

THANKS VERY MUCH in advance to those who take the time to help me improve my game and share their experience with me.
 
1) I generally improve a tile, road it, move to next tile. Exceptions to this are workers dedicated to connecting far-flung resources.

2) Even a Regent level, the AI is not going to have much gold to pay for luxuries until fairly late in the game. But with proper management and some practice, you should be able to out-research the AI with no bother.

3) If you are permanently at war, stick to Monarchy. Otherwise Republic; War-weariness can be managed fairly easily by avoiding losses and killing AI units as fast as they arrive (this means build offensive units and bombardment units mostly). Unless you are a Religious civ, one revolt only.

4) I have no experience of Fascism; on paper it looks like you should avoid it like the plague. I only used Communism once (see the recent "moneymaker" thread) and it is exceedingly powerful for both produciton and commerce--provided you have the correct infrastructure; if you have been set up for some time in Monarchy or Republic then a switch could still be very painful even for a religious civ.

5) You don't need to be a Militaristic civ for warmongering; look at the UU's. Ottomans and Persians have excellent warmongering potential, and so do the Indians. China is still very attractive though.


edit to add:

One single piece of advice I would give you if you want to improve your game, is build more workers.
 
Bartleby pretty well covered all of these, but I'd add just a couple of comments:

2. have recently moved from Warlord to Regent level and am NOT doing well. The other civs are miles ahead with technology, so I can't be a tech broker. When I offer to trade spices / other goodies, they offer ridiculously low payments (6 Gold for 1 spice !!!!!!!!!!!)

At Regent, the AI just won't have much gold for trade. However, as Bartleby noted, with proper management and a little practice, you should be out-researching the AI at this level. Some keys to that are: (1) lots of roads for the +1 commerce; and (2) making early contacts. Stack a few galleys and send them in search of the other continent. The AI doesn't use suicide galleys, so this can put you in the position of tech broker.

Also, the commerce bonus for Republic goes a long, long way towards both supporting troops and fueling research.

3. what do people recommend government wise (I usually like to attack other civs rather than try and win by scientific advance, or I find myself winning domination-wise because my civ gets so big):

Despotism-Monarchy and stay there?
Despotism-Republic- but what about war weariness?
How many changes of govmt do you guys usually "suffer"?

What version are you playing? If it's Conquests, Despotism-Republic-stay-there. (If it's not, I'll let someone who knows something about the governments in Vanilla and PTW answer your question). Anyway, combat war weariness by using minimizing losses and using oscillating wars. No need for a second switch. I've heard that religious civs might pull a second switch, but I rarely play religious civs and the thought of 7 turns of anarchy when I've got 175 cities is downright painful.

Also, run a search in the forums for governments. You'll find that this topic comes up quite regularly and that there have been some very enlightening discussions on it.

5. Are there "advantageous" civs to be warmongering (ie have you found that one HAS to be a militaristic civ, or would one be successful as e.g. scientific/industrious civ as well?)

You can successfully warmonger with a variety of civs and civ traits. In addition to Bartleby's comments on the Ottomans, Persians and Indians, take a look at the Iroquois. Agricultural and Commercial, but they're one of the most popular civs on this board.
 
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