Roland Johansen
Deity
Matty R said:Thanks for the reply. Thats good to know. I've got more questions.![]()
How much culture can you get before the culture zone stops expanding?
If memory serves me right for normal speed:
0-9 culture, 1 tile radius, 0% defence bonus
10-99 culture, 2 tiles radius, 20% defence bonus
100-499 culture, 3 tiles radius, 40% defence bonus
500-4999 culture, 4 tiles radius, 60% defence bonus
5000-49999, 5 tiles radius, 80% defence bonus
50000+, 6 tiles radius, 100% defence bonus, legendary culture, 3 needed for cultural victory.
Multiply the culture levels by 0.5 for quick speed, 1.5 for epic speed, 3 for marathon speed.
Horizontal and vertical tiles count as 1 tile distance. The first diagonal tile costs as 1 tile distance, the second as 2 tiles distance, etc. So a tile that is at a distance of 2 horizontal tiles and 3 diagonal tiles, is at distance 2 (2 horizontal tiles) + 1 (first diagonal tile) + 2 (second diagonal tile) + 1 (third diagonal tile) = 6. This is the way the game calculates distance for anything. For instance bombing range is also calculated in this way.
Matty R said:If I put 5 workers in a group then tell them to build a road between 2 cities, will it be built 5 times as quick as a single worker would build it?
There will not be any loss caused by letting the workers work together as each worker will reduce the amount of work to be done. Even if you let 6 workers work on a project costing 8 worker turns, then all 6 workers work 1 turn and 2 workers work the second turn. The other 4 can start another job, there's no loss whatsoever. However each worker has to move onto the unroaded square and sometimes this cost the full movement allotment of the worker (forests, hills, etc. cost 2 movement points). That is very inefficient. Instead of losing 1 worker turn to move to a tile, you'll lose 5 worker turns to move to a tile. So it is important to not let the workers move a lot without doing anything.
The game also doesn't forget any interrupted work done. So if you have a 6 turn project and have to run for barbarians after 4 turns, then you only have to do 2 more turns of work on the project.
This last thing can be used to micromanage. You can almost cut a number of forest (leaving 1 turn) and then finish them all on the same turn to finish a wonder.
If your worker has to walk a long way to it's next important job, then you can let him do some unimportant stuff along the way without notably slowing his movement to the important job. You can move your worker 9 tiles over railroads and then let him do some job. Immediately interrupt the job (before ending the turn) and one turn of work has been finished on the job. If you had moved 10 tiles, then the worker wouldn't have been able to do any work along the way to the important job.
Note that this micromanagement is not crucial to become a good player.
Is there a limit to the number of cities we can have?
No, but maybe if you play on truly huge custom made maps, then your computer will not be able to process the huge amount of calculations and memory can become an issue.
Is there any way to make an outline of the fat cross appear in the main game, without having to examine individual cities?
No (CTRL T activates the map grid, but that is not what you mean).
However, you can draw on the map using the strategic overlay when you zoom out to globe view. That can be nice to do some advanced city planning.
How do you define which city a religion is founded in? I wanted to found religions in separate cities, but all 3 that I've founded happened in my second city.
It's pretty random, it cannot be fully controlled. The algorithm that determines which city becomes the holy city prefers cities without a religion and prefers large cities.
(edited out a few minor errors)