Quick Answers / 'Newbie' Questions

I am playing Warlords, I really hate the U.N. and how it works. If the U.N. gets built (assuming by another civ) and I destroy it by razing the city its built in, will all the votes on civics be nullified? What happens? I imagine I can find out by actually doing it but I wonder if any one knows?
 
UN is fine, simply control it. Anyway, my understanding is that if the UN is razed it will cease to exist and no resolutions will pop up. However, resolutions passed before it was was destroyed remain in effect.

On another note, I highly recommend that you play BTS. It IS the definitive version of the game.

Ha...Apostolic Palace...now that thing is missed up
 
If you hate the UN, you can mod the files to make Fusion (or something like that) a prerequisite to build it, so it comes much later or not at all.
 
If you hate the UN, you can mod the files to make Fusion (or something like that) a prerequisite to build it, so it comes much later or not at all.
You can turn it off in custom game too, which I have but sort of feel like I am cheating if I do.
 
If I have units in a neutral city and I am attacked, do I get the defense bonus of the city or not?
 
UN is fine, simply control it. Anyway, my understanding is that if the UN is razed it will cease to exist and no resolutions will pop up. However, resolutions passed before it was was destroyed remain in effect.

On another note, I highly recommend that you play BTS. It IS the definitive version of the game.

Ha...Apostolic Palace...now that thing is missed up
Yeah I have BtS, but I am playing Warlords right now cuz well why not. Also nice avatar I used to play a lot of MP Warband I while back.
 
I have a quick question.
How exactly does it work when Random leader is selected? Is it:
  1. each civilization has an equal chance of being selected and then a leader is randomly selected? This would mean that leaders of multi-leader civilizations, like Stalin/Napoleon/Washington/Elizabeth, are less likely of appearing compared to other leaders, like Pacal of the Maya.
  2. each leader has an equal chance of being selected? This would mean that multi-leader civilizations like Russia/France/America/England are more likely to appear compared to single-leader civilizations like the Maya.
 
I believe it is option 1.
 
When you research a technology further, that decreases the cost of trading for that tech from AI. (strangely no effect on espionage stealing cost, which is counter intuitive) So if you want to trade for a tech, but you don't have enough. Is it better to put in research into the tech to reduce the cost of the tech you want, or gold? Assuming your currency and research incomes were identical.

Some technology has two techs that lead to it where only one is needed, but the second makes it cheaper. Does having only one of the techs verses both change the value of tech trade with AI?
 
Generally speaking it's better to put a few more turns into the tech yourself, since that's less gold in the AI's hands (their gold does more for them than your gold does for you, on higher difficulties) and you generally have beaker multipliers, meaning 1 gold in a trade isn't equal to 1 beaker in a trade. Be mindful, however, that while you're doing that another AI might trade the tech you're trying to sell to someone, or the AI you're trying to trade with might be teching the same tech you're trying to trade away faster than you can tech what you're trying to trade for, etc. If you must have a tech right now or cannot risk someone else trading before you can, just pay the gold. Chances are someone's just going to demand it as tribute if you keep it on hand anyway.

I don't believe it does, but don't quote me on that.
 
To the AI, 1 :gold: = 1 :science:. So putting 1000 :science: into a tech should reduce its price by 1000 :gold:, assuming that while you're investing the 1000 :science: 1) the AI isn't researching the tech you want give in trade and 2) no other AI has researched either the tech you want to give in trade or get in trade. (The more civs that know a tech, the less it is worth.)
 
I second TruePurple's question.

My question is on spawnbusting:

Does the two-tile rule apply to water tiles from a land unit? Like, will a warrior placed within 2 tiles of water tile prevent barb galleys from spawning there? I feel like I should know this, but haven't been able to tell exactly..
 
Does the two-tile rule apply to water tiles from a land unit? Like, will a warrior placed within 2 tiles of water tile prevent barb galleys from spawning there? I feel like I should know this, but haven't been able to tell exactly..
As far as I know, yes.
 
Follow up question:
Do cultural borders also function the same way as having a unit on tile for spawnbusting? For land and also with water (as in the tile in the border is a land tile, and the water tile is dark but two tiles away)?

Again, many thanks!
 
Follow up question:
Do cultural borders also function the same way as having a unit on tile for spawnbusting? For land and also with water (as in the tile in the border is a land tile, and the water tile is dark but two tiles away)?

Again, many thanks!
I am fairly sure they do not, only the area actually visible is busted.
 
They do not
 
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