Quick Answers / 'Newbie' Questions

No oldnoob, apparently it isn't possible to remove that.
 
Sorry for misusing this post, can't find my original one. A big thank you to the nice people on the forum for helping me. Here's how i select a unit now: Find the square it is sitting on. Then do a shift click which allows you to select exactly the one you want.
 
Immediately. If I see an AI has spare gpt to trade, I'm liable to cancel a gpt for resource trade and ask for more gpt. I've never had them refuse to redo the trade. (Although I have on occasion had the gpt available from the AI go down after cancelling the trade.)
 
After a trade is cancelled, how long is it before the AI is willing to make the trade again?
I think it only happens when cancelling Open Borders and lasts ten turns.
Although I have on occasion had the gpt available from the AI go down after cancelling the trade
This is because the AIs tax rates can change during the players turn. If the available free GPT increases (from cancelling a deal, or getting GPT in a new deal) by enough it will cause the AIs :science: rate to jump, usually to a level where it has less free GPT. Its the bane of the AI subsidy trades trick.
 
Even more precise (hopefully), voluntarily cancelled OB can't be undone for 10 turns, but there is no diplomatic repercussion. Cancelling OB when a 3rd party rival demands it, that's when the injured party refuses to talk and relations go down.
 
Even more precise (hopefully), voluntarily cancelled OB can't be undone for 10 turns, but there is no diplomatic repercussion. Cancelling OB when a 3rd party rival demands it, that's when the injured party refuses to talk and relations go down.
Indeed, but does anyone know if the Refuse To Talk timers (for both trade embargoes and war) have been explained anywhere?

EDIT - Found a post about RTT with regards to war declarations here, but nothing yet on RTT following a trade embargo

EDIT - 2 - Found it and as expected its completely absurd. You have a paltry 3.33% chance per turn of an AI forgetting about an embargo. Meaning you have a 64% chance of it remaining after 30 turns.... and 13% chance after 60 turns :eek:
For reference, the maximum possible RTT following a war declaration is 24 turns!
 
i notice several different colors on the population circle to the left of the name - grey, green and orange. does this mean anything? other civs have a different (their own) color. thanks
 
Welcome to CFC, cybersailer! :band:

Green means a city is growing (i.e., it has a food surplus); gray is stagnant (either it has the exact amount of food to feed its citizens, or you're building a settler or worker there); and orange means it's "starving" (not necessarily right away, but it's eating more food than it produces so the "stored food" decreases every turn).
 
welcome to cfc, cybersailer! :band:

Green means a city is growing (i.e., it has a food surplus); gray is stagnant (either it has the exact amount of food to feed its citizens, or you're building a settler or worker there); and orange means it's "starving" (not necessarily right away, but it's eating more food than it produces so the "stored food" decreases every turn).

thank you for both the welcome and the answer...
 
What happens to naval/air units in a city when it is captured?

If you mean such units that are owned by the owner of the city, not 3rd party units, then...

They are sold by the Illuminati to space aliens as rare collectibles.

Well, maybe not. But they do disappear without a trace.
 
What happens to third party units? If they are neutral with open borders they just stay there, I guess. If neutral with closed borders they probably get teleported to the next neutral tile. If hostile, they also disappear.

Actually I find the disappearing somewhat lame. In civ 2 you could and would fight air/sea units with the attacking land units, but the "defenders" received a severe penalty and were usually destroyed easily (Pearl Harbor effect). Still, you could sometimes save a city by moving a battleship in there for additional defense.
Another nice possibility would be if some of these units, especially transports etc. could be captured and would change sides like workers
 
Land units remain there, air goes to a nearby fort/city, naval units get put to sea.
 
And hostile third party unit will continue the fight.
 
But ships cannot fight land units. So if I and a neutral civ both have each a caravel in a city of an ally, the ally has a few units and also some ships and an enemy takes the city, the ships of the former owner of the city vanish and so does my ship, right? The neutral caravel should just stay there in any case, because no open borders necessary.
But what if the city is razed? Does the neutral caravel stay for one turn on the land tile like the units that captured the city? Or is it put to an adjacent sea tile (as nfw says)?
 
If your naval units are located in a city that is conquered and you are not hostile towards the new city owner your ships should be safe. If no open borders your ships would be moved to neutral territory. If city is razed, I believe your ships would be moved to closest neutral water.
 
Which could be a lake or enclosed by ice, another reason to never end turn with your ships in a neutral port


Sent from my iPhone using Tapatalk
 
Back
Top Bottom