Quick Answers / 'Newbie' Questions

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when should you change terrain improvements and how many workers should you have per city?

When your cities hit 12, you might mine a few tiles to increase production and set them to have a minimal food wastage, any surplus food is wasted until you get hospitals, if you even want them. As far as workers per city, 1.5 is the minimum that elite players want, and more is better.

x-post with Aabraxan, the fastest gun in the west.
 
Also, once you get railroads, your food production from irrigated/railed tiles is 2 bonus, so all the more reason to change to mines for a stable sized city.

Hearkening back to my question earlier about amphibious assault on an undefended one tile island city: I bombarded the defender to death with bombers, made sure it wasn't the capital and still was unable to land an offensive unit. Oh well. I made peace, getting back my island (purely for sentimental reasons-I really didn't need it) and left the Vikings their capital.
 
You can have 1 Army for every 4 cities (under un-modified rules), so with a max of 500 cities for you (and 1 for someone else), that's 125 armies.
 
The limit of towns is 512, so 128 armies are possible. Of course to have 512 you would have eliminated all others, so the game would be over.
 
The limit of towns is 512, so 128 armies are possible. Of course to have 512 you would have eliminated all others, so the game would be over.

Right math, wrong city limit number :blush:
 
No, you were right, if there were twelve other rivals and each had only one city.


Question: what is the perentage of chance that a galley will sink in the ocean?
 
Hearkening back to my question earlier about amphibious assault on an undefended one tile island city: I bombarded the defender to death with bombers, made sure it wasn't the capital and still was unable to land an offensive unit.

Good to know that for sure. Thanks for reporting back!
 
Question: what is the perentage of chance that a galley will sink in the ocean?

Non-seafaring civ: 50%. Seafaring civ: 33%. True of any vessel outside the allowed water type (in other words, that's also the chance of sinking on any non-coast tile at the start of the game).
 
Hearkening back to my question earlier about amphibious assault on an undefended one tile island city: I bombarded the defender to death with bombers, made sure it wasn't the capital and still was unable to land an offensive unit. Oh well. I made peace, getting back my island (purely for sentimental reasons-I really didn't need it) and left the Vikings their capital.

Not sure what the original question was about, you cannot attack a one tile town without amphib. Even though it is empty. If you had a zerk or a marine in the ship, it could capture the town.
 
Non-seafaring civ: 50%. Seafaring civ: 33%. True of any vessel outside the allowed water type (in other words, that's also the chance of sinking on any non-coast tile at the start of the game).

Thanks for that. Now I know that those galleys really ARE suicide. :crazyeye:
 
Not really suicide........It's almost like betting black on the roulette wheel in a casino (without the 0/00).........I wouldn't call the gamblers suicidal! :lol:

It's a very good play to try and get a galley/caravel to an unexplored land mass.......especially knowing the AI won't take a 50% (or even a 66%) gamble to send its ships there. ;)
 
The idea is you send out a few cheap boats to try to make some contacts. If they sink, you lost some shields. If they find others, you have an edge, worth the cost in most situations.
 
Do you guys ever get around to naming your units, like having a spearman being called Washington Defense or a galley called the Justification?
 
Do you guys ever get around to naming your units, like having a spearman being called Washington Defense or a galley called the Justification?

I name armies, transport-type units, & elites that just genned a MGL. The first 2 classes out of a need to tell them apart more easily, the last out of, well, sentimentality :)

kk
 
I normally name every unit in a PBEM game so I can track their movement in a turn log. For regular games only the first couple of units get named, normally with their assigned task like, Spear for New York, West Coast Curragh or Road to Chicago. All the units that produce a MGL get a name, like First Swordsman or Third Knight with the number equal to how many MGLs have been produced.
 
Do you guys ever get around to naming your units, like having a spearman being called Washington Defense or a galley called the Justification?
I name some of mine, some for fun, some for tracking purposes. Sometimes, I'll name them things like SettlerToTundra so that I remember where they were headed, should I let a game sit for a couple of weeks. I name armies more frequently than units, though. First Sword Army, Second Cavalry Division, etc.
 
I go with Seafaring civs, so get the extra movement and lower odds for sinking, plus play on archipelago and continent maps, so I need to explore a lot. I assume that one turn in the sea/ocean is okay, and two turns is just under 50% survival, going past that is when I loose them, as at 4 turns, the survival rate is under 10%. Problem is, bringing them back from 2 turns out is only a little safer than keeping going. Exploration is risky, just ask Henry Hudson and Bartholomew Diaz, Henry disappeared following a mutiny in Hudson Bay, and Diaz vanished without a trace while heading for India as part of a Portuguese settlement convoy. Then of course, you have the Franklin Expedition.

I am going to have to give thoughts to naming units, as it is a good way to keep track of them. More likely to do it with ships than land units, although naming armies might be a good idea. Have to check on naming armies. Need to avoid Seventh Cavalry and Light Brigade for cavalry units.
 
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