Quick Answers / 'Newbie' Questions

Can a great person be killed?

I produced a Great Merchant, and sent him off to a distant capital (Carthage) for a trade mission.

A few turns later, Saladin and Mehmed declare war on me. I forget about the merchant.

A few turns after that, I opened up my military advisor, and the Great Merchant had vaporised!!

What happened?

Yeah, if an enemy unit moves onto the same tile (no defender or the last defender is defeated) the GP dies. I think you should be able to capture GP, as we and the Soviets divvied up the German scientists after WWII.
 
Yes, when an enemy unit moves onto the same tile as your Great Person, it dies. A shame really, as capturing Great People would make the game so much more interesting.
 
What happens if you don't accept a culturally revolted city? Does the player who it belongs to get to keep the city, or is it razed? I don't know since I've never turned down a culture flip. ;)
 
What happens if you don't accept a culturally revolted city? Does the player who it belongs to get to keep the city, or is it razed? I don't know since I've never turned down a culture flip. ;)
It is razed
 
I think the last patch (warlords) changed the message? I used to wonder the same thing but now it tells me it will raze.

If it wasn't in the patch then it must be the HoF mod since that's the only non standard thing I'm using.
 
What happens if you don't accept a culturally revolted city? Does the player who it belongs to get to keep the city, or is it razed? I don't know since I've never turned down a culture flip. ;)

Its razed. but if you accept, you can give it back to the orrigenal owner, thus giving it an usseless city. it will spend so many times in revolt because of your culture. I'm not sure about this, but I think the revolts will become longer and longer after each revolt.
 
Razed with two differences: 1. You don't get a diplomatic penalty (hey Napoleon, you should see how I punished those traitors who tried to leave France! You're welcome buddy) 2. You get one modern but green defensive unit.
 
Razed with two differences: 1. You don't get a diplomatic penalty (hey Napoleon, you should see how I punished those traitors who tried to leave France! You're welcome buddy) 2. You get one modern but green defensive unit.

doesn't that mean you order the rebel to destroy the french city, and you train them to be soldiers? i think that should cause napoleon to be very angry :lol:
 
What are the production benefits of having a Railroad? And why can't I find this in the manual?
 
What are the production benefits of having a Railroad?

+1 :hammers: for mines and lumbermills (and quarries in Warlords 2.08)

And why can't I find this in the manual?

Because it is crap :D and probably been written when they started developing the game (just like the Civilopedia) :p
 
has someone made a non-crap, printer-friendly manual? in .pdf or .doc ?
 
has someone made a non-crap, printer-friendly manual? in .pdf or .doc ?

There is not really a complete manual as such - but you could start out with Ginger_Ale's FAQ and of course the articles in the War Academy are quite good but certainly not what I'd call printer friendly ;)
 
Its razed. but if you accept, you can give it back to the orrigenal owner, thus giving it an usseless city. it will spend so many times in revolt because of your culture. I'm not sure about this, but I think the revolts will become longer and longer after each revolt.

if you accept it and then gift it back, then if later you capture it you can't raze it since it at one point had your culture in it. i think that applies even if you gift it back right away, i know it does if you keep even a single turn.
 
doesn't that mean you order the rebel to destroy the french city, and you train them to be soldiers? i think that should cause napoleon to be very angry :lol:

I guess you just don't understand diplomacy ;) . I'm almost certain this is what happens, I don't gain a ton of cities through cultural pressure but when I do they're usually tiny and poorly placed (in the tundra and ice in the extreme north and south, because those are the last cities built) so I "rebuff the rebels" which destroys the cities. I don't think I've ever suffered a diplo penalty.

I've asked this before and never gotten an answer unless I missed it. Can cultural encroachment on an AI's lands provoke them to declare war? Once I culture bombed a city, which expanded its borders to cover formerly Chinese dye plantations. A turn or two later, the guy who isn't Mao declared war and attacked that city.
 
I've asked this before and never gotten an answer unless I missed it. Can cultural encroachment on an AI's lands provoke them to declare war? Once I culture bombed a city, which expanded its borders to cover formerly Chinese dye plantations. A turn or two later, the guy who isn't Mao declared war and attacked that city.
Possibly just coincidence, although I can't be certain. Cultural enroachment on an AI's lands does decrease your diplomatic relations with them though ('our close borders spark tensions'), which might perhaps tip the scales for a decision of war from them.
 
I think it is a factor. There is a "iCloseBordersAttitudeChange" factor for each AI which "Along with stolen city radius polt count determines the attitude adjustor for close borders." So it seems like it wouldn't cause a war declaration by itself but some AI get more upset about it then others.

If you haven't seen it yet, I'd suggest looking at the AI Leaders Personality spreadsheet. I found it linked in one of Ori's posts and it has a lot of really good information.
 
I just downloaded the total reality mod. is there a faq or anything that says what all those extra buttons do?
 
I just downloaded the total reality mod. is there a faq or anything that says what all those extra buttons do?
Try asking in the thread for that mod, the guys there will probably have a better idea than we do. :)
 
I think it is a factor. There is a "iCloseBordersAttitudeChange" factor for each AI which "Along with stolen city radius polt count determines the attitude adjustor for close borders." So it seems like it wouldn't cause a war declaration by itself but some AI get more upset about it then others.

indeed the closeborders attitude modifier is calculated on the number of plots which you both share - i.e. you own but he has some culture on as well - so this might just push your opponent to an attitude where he is more likely to declare...

If you haven't seen it yet, I'd suggest looking at the AI Leaders Personality spreadsheet. I found it linked in one of Ori's posts and it has a lot of really good information.

:blush: I have to warn you though that it needs updating - with regard to the rankattitude modifiers - I got them mixed up and haven't had time to change that yet...
 
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