If a recently conquered city is still in contact with the enemies borders, a probability for revolt is given, does anyone know how this is determined?
Not sure, though it depends on the number and strength of units you put in the city, and the % split of the city tile. It may also be related to other things like population or city age... would be interested to hear from someone more in the know.
Does anyone know the probabilities for the random happenings like growing of forest/jungle, appearance of mining ressource on a mine square. The latter seems to be really low. I believe I get slightly less than one of those during a typical game.
Not sure about the probability of forest/jungle spreading... it does seem to happen more often than mining resources appearing, though that may just be due to the larger number of tiles adjacent to forests/jungles than worked mines, especially early on. I heard at some point that improvements like roads reduce (or remove) the chance of forest/jungle spreading to a tile, not sure if that's just a rumour or not. Would be interested to know though.
I do know that the probability of a mining resource appearing on a *worked* mine is 1 in 10000 per turn. This does not scale with game speed, so you will tend to see more resource pops in a marathon game than a normal one. Resources will never appear on mines that are not actively being worked by a citizen from a city.
And, most importantly, the spread of religions! I have frequently cursed the game, because after founding one of the really early religions it took 2000 years or more to spread to MY OWN cities, despite the cities being connected by river or road. I guess that's just another point against early religions, even on prince/monarch where you have a good chance when starting with mysticism.
Sometimes you can get unlucky; though it's unusual for the spreading to be this slow if you've got the trade connection done right. I've heard that the later religions are programmed to spread faster than the earlier ones, though I'm not sure if this is true or just a rumour. Early religions, when you've got enough neighbours connected by trade routes early on, can be a huge boon to relations (not to mention gold, once you have a Shrine)... so they can be well worth getting depending on the map.
OTOH failure of a missionary in foreign cities that have only one or two religions seesm quite rare.
I've seen the probabilities for this before in this thread, posted by Roland Johansen I think. I can't remember them exactly, but it's something like:
0 existing religions - 100% chance of spread
1 existing religion - ~90% chance
2 existing religions - ~80% chance
When you get to 5-6 religions, it's around a 50/50 (or less) chance to spread the next one. Hopefully someone else can provide the exact numbers.
Hey guys, does anyone know how long a unit will keep it's hammers in the build queue? Let's say you want to upgrade some HA's but doesn't want them hanging around because of maintenance cost, could you then just pre-build 16 HA's until 1 turn left and have them wait until MT?
On normal speed, hammers will begin to decay after 10 turns for units and after 50 turns for buildings/wonders. The rate of decay, as I recall, is something like a 2% loss per turn for units and a 1% loss per turn for buildings, rounded up (and the % values might be higher actually). I can't remember if these numbers scale with game speed or not, as it's been a while since I've played anything other than normal.
Prebuilding military units can be a good idea in some situations, though remember that when the upgraded unit becomes available it'll also cost more. Don't prebuild more than 10 turns before you'll want to switch back to the unit, or else you'll lose the hammers. Also, seriously consider whether it's worth prebuilding a unit 10 turns before you'll need it, rather than using the time to work towards another building to increase your growth/economy and building/whipping the unit later.