Quick Answers / 'Newbie' Questions

Hello,
I want to ask how my score stands compared to other players if it is possible to evaluate.

I'm Emperor player and yesterday I had a space race win that yielded a score of 222646, which is for me my highest score ever and by margin of 80k points. I was playing HC doing usual HC's shenanigans harrasing my 2 close neighbors Suleimani and Bismarck, ultimately eliminating Bismarck, when at the time Feudalism came into play something very rare happened. Mansa Musa, whom I previously bribed into a war with my now 3rd opponent Pacal as an ally, peace vassaled to me at pleased even though I was at war with Pacal again and he was not! This allowed me to progress along the research tree at an extremely rapid pace and steamroll every other civ on my continent. I fininshed with a 1758AD space win at 56% of world population and 53% of world territory.

The settings I play: emperor, epic, fractal, huge, no tech brokering, no tribal villages and events. All victory conditions on. Also I always play with workers automated and citizen automation on. I realize it holds me back by a lot but I hate micro and very rarely intervene.

I only have HoF games as reference to compare my score with. If my game was a HoF game, it would be rated as 4th highest by score given the settings, though I have to admit that I'm prone to reloading. So could the score really be that good despite all my bad habits or is it nothing out of ordinary? I'm curious what you think.
 
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I only have HoF games as reference to compare my score with. I
And that is probably your best bet to get any kind of comparison to those settings. HOF usually has at least a few games for all the various legal setting combos. I think you will find little to no folks who play that particular combo. IMO you could do a lot better with proper micro.

Yep automation is very bad, but I recommend at least micro-ing the first 100 turns of the game - it is just so important. Also, I recommended playing normal settings. (No huts/events is great though)
 
(I'm sure there's a table somewhere, but I can't find it :( )

How many turns on Epic speed does it take a spaceship to reach Alpha Centauri, on one Engine?
 
What happens if the UN is built and there are civs who haven't met the others? What if the builder hasn't met anybody yet or if the most populous civ is isolated somewhere? I admit it's unlikely to happen, but I suppose it's theoretically possible. Can only those civs vote that have met the owner? Is a diplomatic victory still possible?
 
Ok, thank you! 👍

Interesting to have a delegation teleported across the great unknown. Imagine the stories they'll be able to tell!
 
Does the AI demand techs, civic or religion switches from each other or do they only pester the human with it?
 
The hospital adds 10% faster healing for units in a city. On its own, completely disconnected from everything else it does, how would you rate that bonus?
As in, if that bonus were to be applied to a random other building how much better would that building become? Or is it something that isn't really worth much at all?
 
Extremely situational, particularly if it's on a relatively late building like a Hospital. If it were on a super early and common building, like a Barracks, it'd still be extremely situational. But I could see situations where you'd capture a city with a barracks intact, and use that to recover your units a turn or two faster. I imagine it'd be more noticeable with units that have a Withdraw chance, since they take a long time to heal after a withdraw. But, overall, a novelty rather than anything game changing.
 
On something like a barracks or walls it would have some utility on defense. Say the horse archer attacks does not quite break through and there are some redlined units left. If they promote and hold position they'd would heal an extra 10% before the horse-archering side is up again.

This would not move the needle on whether to construct the building at all.
 
10% is nothing anyway - I would at the very least increase it to 50%, probably even 100% (i.e. twice as fast, right?).
 
It's 10% more HP recovered of total, not relative to normal healing. So in city with hospital you units heal 30% of their total HP each turn compared to 20% without. If there is also a Medic1 unit present it's 40% of total HP instead of 30%.
 
To explain what I want with this I basically want to have an UB that also has this as a bonus.
 
Would bumping it up to say 20% make it any better?

Basically the building is a theater replacement that gets +25% culture + this healing effect.
 
You could have it fully heal all units in the city in one turn and it wouldn't really matter. That effect would be situationally unfair (intensively frustrating on the worng side of it certainly) but still would not move the needle on whether to build the theater or not. I could see it maybe being built in an endagered border city in MP maybe but probably not.
 
It's 10% more HP recovered of total, not relative to normal healing. So in city with hospital you units heal 30% of their total HP each turn compared to 20% without. If there is also a Medic1 unit present it's 40% of total HP instead of 30%.
Ah, I thought it was 10% more of what HP they would normally recover, because I never really noticed an effect (but then, how often are your units healing in a city with a Hospital anyway). But even so, as you say, putting it at 100% (insta-heal every turn) would still make it rather irrelevant, because you'll almost never be healing in one of your own cities. So you've got to be 'lucky' that your enemy has this building and that it isn't destroyed when you capture the city (and even then, does it even work when the city is in rebellion?).
 
I forget if a UB Theater could survive city capture at all. I vaguely remember Odeons having some weirdness to them RE: surviving city captures when they shouldn't, but I don't recall the details and whether that quirk would be specific to them.

If the building doesn't work while a city is in revolt you could bring along an unwanted Great Artist to culture bomb it out of revolt immediately and get the bonus. You'd have to be playing the weirdest game of the decade to have a strategy like that not only be an option, but make a meaningful impact, though.
 
I forget if a UB Theater could survive city capture at all. I vaguely remember Odeons having some weirdness to them RE: surviving city captures when they shouldn't, but I don't recall the details and whether that quirk would be specific to them.

If the building doesn't work while a city is in revolt you could bring along an unwanted Great Artist to culture bomb it out of revolt immediately and get the bonus. You'd have to be playing the weirdest game of the decade to have a strategy like that not only be an option, but make a meaningful impact, though.
If I'm correct, buildings that normally produce culture, can't survive this (so not Theater or it's UB version(s)). Odeon by definition is Colloseum so no culture by default but UB has it. Same apply to Terrace - regular Granary no culture so Terrace can survive.
 
At best the effect is a weaker version of walls/castle. It boosts defenders but unlike those buildings it provides no bonus on the first turn a city is attacked. More often than not, cities fall on the first turn they're attacked so the effect is very weak. But if warfare works differently in your mod (AI personalities play a big role) it might be more useful. Even at 100% healing rate though I don't think it would ever be as good as building walls, so that's how the effect should be judged.
 
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