Quick Answers / 'Newbie' Questions

DaviddesJ said:
You aren't supposed to read it. You are supposed to post your questions here and people will post answers. So you only need to read the new messages to get the answer.

But then wouldn't the same question be posted again and again
 
The eras that appear in game are purely related to tech progress, and are not related to the year increments as this would cause the finishing date to vary a lot. I think the actual numbers of turns at each increment, and the dates they are applied at listed above are correct, but there is no connection to the eras.
 
What is the formula for calculating the winning score? At what rate must your in game score be increasing to make it worth not finishing the game?

I expecting to find this discused ad nauseum in the HOF forum, but I cannot see it. Probly just being stupid.
 
Is there any way to bypass the laws that the UN set in the game? such as ban on nukes and free speech for everyone?
 
Unfortunately the UN's word is law, and there is no way to go against it. This is for me, and probably quite a few other people, one of the biggest irritations in the game, as it makes no sense. It is possible to repeal a motion in a later vote, but this will basically require you to take control of the UN and get enough civs on your side to win the new vote.

The best ways to avoid this are to become sec gen, and then refuse to present any motions, or to turn off diplomatic victory at the start of the game, which will remove the UN altogether.
 
Samson said:
What is the formula for calculating the winning score? At what rate must your in game score be increasing to make it worth not finishing the game?

I expecting to find this discused ad nauseum in the HOF forum, but I cannot see it. Probly just being stupid.

There's a thread in another forum (I think 'Tech Support') that gives the formulae. But you'll probably need a computer to get the answer. The bonus for an early win completely swamps your in-game score, but you won't get that bonus by resigning at any time; that counts as a loss.
 
MrCynical said:
Unfortunately the UN's word is law, and there is no way to go against it. This is for me, and probably quite a few other people, one of the biggest irritations in the game, as it makes no sense. It is possible to repeal a motion in a later vote, but this will basically require you to take control of the UN and get enough civs on your side to win the new vote.

The best ways to avoid this are to become sec gen, and then refuse to present any motions, or to turn off diplomatic victory at the start of the game, which will remove the UN altogether.

thanks, pity that though... would be nice if you could "leave the un" and build weapons of mass destruction and not allow un inspectors to look. hehe
 
In my last game an enemy had some Gunships until my SAMs got them, but one fell to a Mech Inf which I moved into the gunship simply because I couldn't see the thing at all until the jump into the combat sequence, and then only as an almost-transparent whirling disc in the air.
1). Is the invisible gunship a result of being forced to run at the lowest graphical detail because of my computer's limitations ?
2). Before I try building gunships myself, I would like to know if they can land anywhere or, like other air units, must return to a city base. With a range of only 4, in the latter case they would be more or less restricted to fighting a force on its way to attack the base: in the former, they could form a rather formidable anti-armour strike force.

Who can tell me what I want to know ? Thanks in advance.
 
1)If animations are switched off then only the disc of the gunship's rotors is very visible. This can be a slight problem, and yes it is related to low graphical detail. You generally learn to spot the discs fairly fast.

2)Gunships are basically a glorified land unit with a movement of 4, not a true air unit. They have no need to return to cities. They can't actually capture cities (except in one or two buggy cases), and don't receive movement penalties (or bonuses) from terrain. Since they are effectively a land unit they have a few odd features, such as being unable to fly over the sea, and receiving a penalty when attacking across rivers. They're unaffected by other aircraft (except gunships), and are the best way to deal with enemy tanks.
 
sorry for what might be a stupid question but after I downloaded the latest patch, I am not able to make tanks. I have oil that is connected by roads, and I also have the techs required in the civilopedia but panzers and tanks are not listed in the build list. I am replaying a game that was started before I downloaded the patch. Did the patch screw with the saved games or am I missing something obvious?? Everything else is just fine.
 
I just had my first win (diplo on Noble level) after recently buying the game. In the manual, I recall a reference to 'victory movies' (in the Afterwords section acknowledgements by Soren Johnson). So I was expecting something cinematic after my heroic victory... but nothing. :confused: Just an announcement that I'd won and an animation of my leader. Are there cut scenes if you win or not?
 
@Schweinhund: You have got a well built on the oil haven't you? Also check it hasn't been sabotaged by an enemy spy because the AI likes doing that. It may be an issue with the pre patch save game, since I recall that the 1.0 save games wouldn't work at all under 1.09. Hard to say until you see whether it happens in a game started under 1.52.

@Publius Turr: There are victory movies for most of the victories, but not diplomatic. For some reason they didn't include one for it. You get one for space race and conquest and so on.
 
I'm sure there is no quick answer for this but here goes anyway...
What is the best use for a great person? The options, that I can remember, are to have them build thier special building, help with research, or be added to the city, oh, and save them to start a golden age. I usally end up using them for research and now I'm starting to think thats not taking full advantage of them.
On a related point, I've read about 'Culture Bombs' on the forum and have figured out they are related to the great person but would like a quick primer on how to use them to expand you boundries.
Thanks in advace for your thoughts...
 
classical age and before put in city
industrial age and before specilal ability and golden age
modern special abbility
 
acetoolguy said:
I'm sure there is no quick answer for this but here goes anyway...
What is the best use for a great person? The options, that I can remember, are to have them build thier special building, help with research, or be added to the city, oh, and save them to start a golden age. I usally end up using them for research and now I'm starting to think thats not taking full advantage of them.
On a related point, I've read about 'Culture Bombs' on the forum and have figured out they are related to the great person but would like a quick primer on how to use them to expand you boundries.
Thanks in advace for your thoughts...

Engineer - These are great for finishing the construction of world wonders in 1turn.

Merchant - Send on a trade mission to the foreign city farthest away with the highest population and collect lots of gold. I generally use the gold to upgrade my army or to rush a wonder if running universal suffrage.

Scientist - Build an academy in your No.1 science city.

Artist - Culture bomb in border city or newly captured city or as an aid to reaching legendary city status if going for a cultural victory.

Prophet - If you are the founder of a religion then use the prophet to build the special shrine in your holy city, the shrine generates 1 gold for every city of that religion. If you do this start sending missionaries out to convert cities and watch the gold pile up.

Starting golden ages, discovering a tech and becoming super specialists are all worthy options also. Timing is crucial, for example it is probably a waste to make a GP into a super specialist late in the game as his contribution will be relatively tiny. Also it is probably a waste to have a golden age very early in the game when 8 turns of bonus in an immature civ will provide only a minor boost.

As the game progresses then priorities change. Eg Your in the mid game and you get a scientist. You may find that he will contribute 2500 pts towards physics, however you could build an academy with him and get a 35 pt science increase in that city, if there are say 150 turns left in the game then the contribution to science overall would be 150x35=5250 pts.

Bottom line is GPs are very useful, think long and hard about best usage and note that the stage in the game your at makes a big, big difference.

Hope that helps:p
 
On the diplomacy screen we see a negative relations score for trading with a civs worst enemy.

Obviously the AI can see who I am trading with.

Question: How do I see the current trading between the various rival AIs ?

I don't think this is possible, which is grossly unfair.

It would be useful to see inter civ trading.

Eg. A rival civ does not have its own aluminium, but is getting this resource from an AI civ enabling it to build a space ship part quicker than normal.

In this case I would want to know who is supplying the aluminium and then use a spy to sabotage that resource.

If they can see who I trade with then I should be able to see who they trade with.

Am I missing something ???? :confused: :confused: :confused:
 
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