Quick Answers / 'Newbie' Questions

A resource tile has 3 principal benefits:

the tile output - e.g. a Horse tile provides hammers and 1 commerce (I think). If the tile is not within the fat cross of any city, this benefit is unavailable.

the strategic use and trading use - e.g. Stone boosts construction of many things, Silver boosts happiness by +1, Copper lets you build Axemen among other things. So long as the resource is in your culture and connected (via the appropriate improvement/fort, road or river), you get the strategic use and can trade it, whether it is in the fat cross or not.
 
In a Keshik vs. Camel Archer fight, which unit comes out on top? And in Keshik/Camel Archer vs. War Elephant, Keshik/Camel Archer vs. Knight and Keshik vs. Keshik and Camel Archer vs. Camel Archer which one generally has better chances of winning each respectively?
 
Mirror matches (e.g. Keshik vs. Keshik) where both units start with the same amount of health, have the same promotions, and are on the same terrain with no river in the way, will be won by the defender 50% of the time.

As for the others, couldn't tell ya 'cause I'm too lazy to look 'em up and do the math. :) Generally speaking, having a high unit strength, and having bonuses specific to the target you're fighting, are worth more than having first strikes, though.
 
In a Keshik vs. Camel Archer fight, which unit comes out on top? And in Keshik/Camel Archer vs. War Elephant, Keshik/Camel Archer vs. Knight and Keshik vs. Keshik and Camel Archer vs. Camel Archer which one generally has better chances of winning each respectively?

Keshik vs. Camel Archer. Camel Archer is knight replacement, much later in tech tree and will kill Keshik. 10 vs. 6

War Elephant is specific counter to mounted, will defeat Keshik with ease, will usually beat Knights.

Equal units vs. Equal units will depend on promos and luck.

Camel Archer is Knight replacement. Roughly equal odds - very slight Camel Archer advantage for greater retreat chances.

Remember to use Siege before attacking at anything approaching even odds.
 
From some guide:
Be sure to build the Monastery for any and all religions that spread to your cities. You cannot build these after you discover Scientific Method, which is also when those you have built lose their +10% science bonus.
Can't catch the reason to build Monastery everywhere? 10% for some time? With org.religion I can build Missionaries without Monastery.
 
But once you move of organised religion, you cannot build missionaries without monasteries. And after scientific method, you cannot build monasteries. So essentially if you want to be able to spread a religion after scientific method (for happiness, for instance), then you need to have monasteries, unless you want to be stuck in organised religion at that point. The research bonus (+10%) only applies up until scientific method, but the ability to build missionaries continues.
 
Cereal Mills
consumes: Wheat, Corn, Rice
all cities: +0.75 food per resource consumed
Resources have to be just connected or in fat-cross?
If I have 2 wheats, 1 corn, 1 rice I'll get 3 food to this city?
After this will I receive health bonus from this resource?
And as I understand I won't trade this resource (if i trade it - I'll loose 0.75 food from it etc)
 
But once you move of organised religion, you cannot build missionaries without monasteries. And after scientific method, you cannot build monasteries. So essentially if you want to be able to spread a religion after scientific method (for happiness, for instance), then you need to have monasteries, unless you want to be stuck in organised religion at that point. The research bonus (+10%) only applies up until scientific method, but the ability to build missionaries continues.

I believe the :culture: bonus stays as well.
F
 
Resources have to be just connected or in fat-cross?
If I have 2 wheats, 1 corn, 1 rice I'll get 3 food to this city?
After this will I receive health bonus from this resource?
And as I understand I won't trade this resource (if i trade it - I'll loose 0.75 food from it etc)
For corporations, the resource must be part of the trade network that city is connected to for it to benefit. For example, if you own an entire continent and have hooked all of the resources on that continent into your trade network, then the city gets a bonus from all of the wheat, corn, and rice on that continent. You can also trade for even more of those resources at this point, to push the bonuses higher.
 
The the question would become, if you're standing on an enemy resource, will he still get strategic use that resource? (Copper required to build axemen for instance)

I would say no.
F

You need to pillage the improvement for the enemy to lose access to that resource.


Production bonus goes away from a monastery after it is rendered obsolete.


Finishing a monastery exactly on the turn you researched scientific method will make you lose the building. Same goes for castles, walls, monuments.
 
no defensive bonus (e.g. for cannon): what does it mean?

combat system: how are the odds calculated? how is fighting decided? (dice rolls?)
 
Forests, jungles, forts, hills and cities provide defensive bonuses. Cavalry, siege and armored units do not receive any defense bonuses except from rivers (if attacked from the other side). The also cannot fortify to get 5% bonus per turn.

This means it does not matter if your cannon is on a forest hill or on grassland, it will have the same defense.

Combat odds are determined by unit strength.
Once those are determined the combat starts in rounds (every round one of the two units wins, odds as well determined by the strength ratio) and damage is done every turn depending on the units strength ratio. (the first strike ability protects a unit from damage for x turns)

Here's a good guide explaining the combat mechanics.
http://forums.civfanatics.com/showthread.php?t=137615
 
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