Lennier
Emperor
And this was a change from previous versions of Civ.
When YOU discover that tech
I had games where I was leader of UN and AP same time just because i skip Mass Media
Thanks. So I guessing in your game someone else had built the UN?
If you capture a city with wonders in it you don't have the technology for are they useless wonders until that technology is discovered?
Theres no limit unless your fighting barbs or animals, where the limit is 10 or 5 respectively.Do super medics have an experience cap? Every time I create a super medic it stops gaining exp at 25/26. No matter how many battles it never reaches 26. This happens regardless of the unit. Anyone else encounter this?
Do super medics have an experience cap? Every time I create a super medic it stops gaining exp at 25/26. No matter how many battles it never reaches 26. This happens regardless of the unit. Anyone else encounter this?
How can i remove a pw for a pbem game once set?
I think MM has your problem. Conventional wisdom is to use a scout as your supermedic so it's the last unit in your stack to defend and thus only gets killed if your whole stack is wiped out. However, that means it's never going to get any more experience (since it can't attack and will almost never defend). That's why I defy CW and don't use scouts as my supermedics. Using them to kill the last defender at >99% odds builds up the experience. One route to go is use a mounted unit as your supermedic. The other is to start with a warrior or axeman who's started through the woodsmans promotion series with the aim of eventually getting a super-doooper medic (W-3, M-3 (w/ C-1, and Morale and Leadership eventually)). In my current game, my super-dooper medic has over 80 xp. Fun times. (I created a second supermedic with a cur to support my cur stack, but he got killed when I attacked with to few curs in the stack. So I had to create a third supermedic (cur) to support my mounted stack.)Is your medic actually off by itself fighting the battles? Once it's in a stack, it's almost never the defender.
I used to get frustrated with getting stuck at 25XP also. My go-to medic is an Explorer with Combat I, Medic I/II/III, and Morale. Barring AGG or CHA, that requires 26XP, but my supermedic was usually whatever Scout survived early animal encounters and made it up to the 5XP cap. (Attach a GG for 20 more, then upgraded at Compass.) But since I would avoid having him fight (being my medic and all) he would never get to 26 for Morale. I eventually learned to have him wander around and look for a barb Warrior and try to sucker him into attacking on a forested hill. If he lived, he's got at least the 6XP needed for later. If he died- meh, make another Scout.
Yeah, I always use a mounted unit, usually a chariot, for exactly this reason--Scouts/Explorers can't attack so you have to go out of your way and take some chances with them to get them the additional XPs to get to that final level.I think MM has your problem. Conventional wisdom is to use a scout as your supermedic so it's the last unit in your stack to defend and thus only gets killed if your whole stack is wiped out. However, that means it's never going to get any more experience (since it can't attack and will almost never defend). That's why I defy CW and don't use scouts as my supermedics. Using them to kill the last defender at >99% odds builds up the experience. One route to go is use a mounted unit as your supermedic. The other is to start with a warrior or axeman who's started through the woodsmans promotion series with the aim of eventually getting a super-doooper medic (W-3, M-3 (w/ C-1, and Morale and Leadership eventually)). In my current game, my super-dooper medic has over 80 xp. Fun times. (I created a second supermedic with a cur to support my cur stack, but he got killed when I attacked with to few curs in the stack. So I had to create a third supermedic (cur) to support my mounted stack.)
One route to go is use a mounted unit as your supermedic.
Do super medics have an experience cap? Every time I create a super medic it stops gaining exp at 25/26. No matter how many battles it never reaches 26. This happens regardless of the unit. Anyone else encounter this?
They gain xp fine for me, are you sure you weren't fighting barbs?
Why does the game never end before 3835BC (or possibly turn 11, it was on Marathon)? Is it a bug or deliberately built in?