Quick Answers / 'Newbie' Questions

Does a "phony" (I'm on another continent, not sending any troops. They're not landing troops on my shores either) war produce war weariness?

Also, are there only always two candidates for Diplomatic victory vote?

  1. No, AFAIK. WW is generated by hostile activity (capturing cities, losing cities, killing/losing units, losing workers, etc.), not by the actual state of war or declaration of war.
  2. Yes.
 
How long can you put an item you are building on hold before it starts to hemorrhage hammers?
Is it a generic formula or is it specific to what you are building?
Does it matter if chopped forests are part of the hammers?
Does it make a difference if you keep switching back and forth? (Ex: Build warrior, chop forest - switch to settler when chopping finishes, switch back to warrior, chop another forest - switch back to settler when chopping finishes).
I put a great wonder on hold and didn't see any loss. I put my settler on hold and saw that he lost about 2 hammers per turn after a while - the settler had chopped hammers included.
 
It doesn't matter whether the hammers are chopped or not. Production rot starts after 10 turns if I recall correctly, and applies to all types of production. My browser seems to crash whenever I use the search function, so I can't really confirm that now.
 
Thanks for the quick reply.

I tried to search for "production rot turns" but wasn't able to find a specific number of turns.

Also what constitutes the 10 (if that is the number) turns?
For example: If I build settler 1 turn, switch to warrior for 5 turns, switch to settler 1 turn, switch to warrior 7 turns - has my settler been on hold for 12 turns now or 7?
 
I'd like to help but I'm not a math master. I think that the production rot starts occuring once the item has spent 10 turns total in the queue with some hammers in it, and once it starts it occurs every turn when they're not being built.
 
The magic word is "hammer decay" instead of "production rot" methinks :) It's different for units and buildings as well and scaled for game speed. My stetson recalls it's 30 for buildings and 10 for units on Normal, but I could be wrong (sorry, too lazy to check).
 
Can a vassal use espionage missions like poison water against its master? I keep getting poisoned by Zara and Sitting bull, and I'm wondering if attacking them and making them capitulate will stop it.
 
Can a vassal use espionage missions like poison water against its master? I keep getting poisoned by Zara and Sitting bull, and I'm wondering if attacking them and making them capitulate will stop it.

I think they could in older versions, but I'm very sure they can't do it anymore. They also stop investing EP against their master...

EDIT: ...which is why I train my spies (in LoR) by spending my remaining EPs against my vassals.
 
"hammer decay" seemed to be the trick, thanks. I found this:

The modifier BUILDING_PRODUCTION_DECAY_TIME has a value of 50, probably meaning that building production starts decaying after 50 turns.
The modifier BUILDING_PRODUCTION_DECAY_PERCENT has a value of 99, probably meaning that building production decays at 1% per turn.
The modifier UNIT_PRODUCTION_DECAY_TIME has a value of 10, probably meaning that unit production starts decaying after 10 turns.
The modifier UNIT_PRODUCTION_DECAY_PERCENT has a value of 98, probably meaning that unit production decays at 2% per turn.

Here: http://forums.civfanatics.com/showthread.php?t=142345&page=2

It leaves two questions open:
1) Is it total turns not worked or most recent turns not worked (Esako, I imagine you are right and that it is total number un-worked - makes sense to me, but couldn't find confirmation).
2) Is the percent mentioned a percent of the total required hammers or of the hammers worked so far (my suspicion is its on required).
 
Can you revoke one of the UN proposals after it's been passed? For instance, can you get rid of the Environmentalism civic with another vote - or do you have to raze the UN city? Does that work?
 
Yes, if the vote to repeal passes. Razing the UN probably removes that option. Someone can confirm.
 
Diplo-relation mechanics: Are Defensive Pacts and Open Boarder agreements independent from either other or does the Defensive Pact require open boarders, or is there some other kind of interaction/dependancy between them?
 
Diplo-relation mechanics: Are Defensive Pacts and Open Boarder agreements independent from either other or does the Defensive Pact require open boarders, or is there some other kind of interaction/dependancy between them?

I think they're independent from each other, but I'm not 100% sure...
 
Diplo-relation mechanics: Are Defensive Pacts and Open Boarder agreements independent from either other or does the Defensive Pact require open boarders, or is there some other kind of interaction/dependancy between them?
I'm pretty sure they're independent; I've never seen any reference anywhere that says they're not.

However, in a way, they may be dependent upon one another--or more specifically, the DP may very well be dependent upon the Open Borders agreement. This is because you get a diplomatic bonus for OB (+1 to start, +2 eventually) and the AI needs to be at Pleased (and sometimes Friendly) with you to agree to a DP. Without a OB agreement, you may never get to the level required for the DP; similarly, if you cancel your OB with a DP partner, your relations may drop enough so that the AI might cancel the DP (though I may be wrong about that--I can't recall seeing a DP cancelled except because of war). At the very least, should a war occur and you cancel your OB with your DP partner, you may find yourself unable to restore the DP once the war is over because of the drop in diplomatic standing.
 
Another quick question.

If my leader has the Aggresive trait, like Kublai Khan for example. Is building barracks really necessary? I have a free promotion already and can get more just from fighting.
 
If my leader has the Aggresive trait, like Kublai Khan for example. Is building barracks really necessary? I have a free promotion already and can get more just from fighting.
That would one of those judgment calls, then. If you don't feel that you need additional XP for new units, don't build them. On the other hand, it would be cheap so why not build it anyway?

What you need to consider is how much XP you're already getting from Civics, and whether or not having a Barrack will get new units over the second level threshold. Because then they will be more likely to be successful in combat - so that they can get that additional XP you were talking about. Getting them to the third level would require some work though...

I would probably build a Barrack anyway, coupled with settled Military instructors for maxing out XP in my primary military city in order to create a horde of crack troops. If I was playing the Mongols there would be a Ger also to get triple promoted Keshiks out! :king:
 
Another quick question.

If my leader has the Aggresive trait, like Kublai Khan for example. Is building barracks really necessary? I have a free promotion already and can get more just from fighting.

Any city of mine that builds military units which might be used in a war will get a barracks. A single extra promotion will let your troops typically get a win-loss ratio of about 2 to 1 against units without that promotion in a completely equal situation. An extra promotion will thus make your units hugely more valuable and 3 extra experience (4 before the expansion pack BTS) is a huge step towards another promotion. A barracks is also very cheap compared to the building cost of the later units.
 
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