Quick Answers / 'Newbie' Questions

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Not necessarily that, but I have seen the AI not attack tiles that had an Army on it.

Also, something the AI usually does, you can build a fortress on top of the resource before you found the colony. That way anything you fortify on it will get the defense bonus from the fort and whatever terrain its on (a hill or mountain are both great). For an example, if you have a pikeman fortified on a hill-fortress (say, for an iron colony), the pikeman's defense rating is greater than a cavalry's attack rating. You have slightly better than 50/50 odds vs cavalry. For a mountain+fort (say... for gems), a lowly spearman has roughly 50/50 odds against cavalry :lol:

afa the army thing, I just finished a game where the Babylonians were seperate from me by a tiny land bridge. I built a fort on the only tile available for them to cross and put a 16HP infantry army on it backed by some arty. They had a crapload of cavalry, artillery, and infantry, and at least one cavalry army (as well as a knight one), but they didn't bother the army even once the whole time while I removed them of their holdings on my side of the land bridge.

Maybe they weren't too worried about it b/c 90% of the holdings were formerly Zulu cities :dunno:
 
thanks lord Emsworth.

India has had a city with three diamonds all through the game and I have never seen them up for trade so they are going somewhere. I will make it a point to get that city before peace
 
India has had a city with three diamonds all through the game and I have never seen them up for trade so they are going somewhere. I will make it a point to get that city before peace

Did India connect them all with roads? The AI is notoriously bad at that...
 
Would only work if these harbours are India's only connection to the other continent.

It will not work if for example there is a road connection between you and India and you have harbours as well. In that case the trade would just run from India, through your harbours to the other continent. A civ in the midddle needs to be at war with both trading partners to screw up a trade route. One will not suffice.

But if he blockaded/destroyed all of their harbors that turn, and then the next turn he made peace, the deal would have already been cancelled, right? Alternatively, if India didn't have a map of his harbors, then they can't trade with whoever they're trading with.
 
thanks lord Emsworth.

India has had a city with three diamonds all through the game and I have never seen them up for trade so they are going somewhere. I will make it a point to get that city before peace

Don't forget that you won't see them up for trade if you have some for yourself.
 
If you have an army that is strong enough not to be attacked by the AI in normal circumstances, would having that army guard a colony make the AI attack it?

Usually a colony gets eliminated by someones culture before anyone needs to attack it. Even on grass, unless that army is a 1 defense army, the AI will generally leave it alone. I doubt anyone here can say they've seen something to verify it either way. The best you are going to get is an educated (or un-educated) guess.
 
You know the land that produces 1 extra shield than normal land? Should I mine those or irrigate them?
Also, what about cows, etc.(bonus resources)?
 
Alright, thank you.

Like most things, "it depends". In general:

Early game, despot: water food bonuses (cattle, wheat, game), mine bonus grasslands (BGs). Why? Watering the food bonus will still get you extra food, which is a HUGE benefit in despotism due to the penalty. Watering BGs will NOT get extra food, so better with 2s/2f than 1s/2f.

Maximize Golden Age (outside of despotism): water plains and BGs, mine everything else.

Mid-game, out of despotism: water and mine based on city needs. If you have a city wil lots of hills/mountains, water everything flat so you can get extra citizens working the high-shield hilly tiles. The goal is to water and mine to get your cities at 12-pop, 0-growth, 0-extra food, max. shields, assuming you have enough workers.

Late-game, metros: Water all that is flat, mine everything bumpy. Get the city at maximum size, then re-work tiles based on city needs to keep growth at 0 and shields maxed.

Hopelessly corrupt outskirt cities ("farmlands"): Water everything flat. Most produced shields are wasted, so don't bother mining. Use those cities as 5- or 10-turn worker factories and science/tax farms.
 
I have a question about how the computer picks the unit to "up" next.

for instance...

I generally use the "J" move to send my settler and escort to the new city location. So these two units move as one to get into position and then when it is time to found the city, the computer will select the archer (to be fortified) and then... heads off across the continent to have me move some worker or some recently built unit. Why not just 'up' the settler next as they have been together all along?

I have noticed in battle situations against a city, the computer completely, randomly seems to pick units to bring 'up' next. Assuming again that my SoD has been together all through, why not run through all the swords and then do the archers?

It is likely that there is some behind the scenes motivator that causes the comp to pick whomever it does but I am not the type to see that; can someone give me a hint about how the comp makes its (weird) choices?
 
I never did figure this out myself. I have noticed that if you 'X' or 'J' move them, they generally stay together. Like if you do that with workers to clear pollution, or build a road, or whatever.

But it doesn't always work that way. :shrug: It may have something to do with a 'unit number' (Think city number, but for units) where the older unit would be the first to move. Then when a unit dies, a newer unit takes it's number. If that makes any sense at all! :lol: (Sorry, little sleep....)
 
Ask in C&C. ;)

Sorry, Turner. I've never really understood what C&C is. :blush:

EDIT: Is it CFC?

DOUBLE EDIT: Or is it Command and Conquer? :hmm:


About what you guys were talking about, I always thought it was the unit with the highest hps, because I notice that conscripts usually come before the redlined units.
 
It is likely that there is some behind the scenes motivator that causes the comp to pick whomever it does but I am not the type to see that; can someone give me a hint about how the comp makes its (weird) choices?

It bases them on what will annoy you most.

Ex. Wake [30] stack of artillery
Bombard -> enemy infantry
Bombard -> enemy infantry
Bombard -> enemy infantry
Bombard -> enemy infantry
Bombard -> enemy infantry
<computer chooses arty peice somewhere across continent whislt you are still numbly pressing "B" and clicking>
Bombard -> mountain road connecting your only source of gems/only available trade route to neighbor
<computer jumps back to original [30] stack>

AAAARRRRRGGGGG!
 
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