A couple of questions:
First, does anyone else have the impression that animals are sometimes way too easy to beat with Warriors by attacking them first? Sometimes, when you think about attacking animals with Warriors, you get plausible combat odds, but sometimes you're shown odds that are way too much in your favor. I recently got something like 98 or 99 percent victory odds for an unpromoted Warrior on the attack against a full-strength bear, which doesn't make any mathematical sense to me.
Seems odd. On the lower levels you get a certain number of free wins for the first fights vs Barbs/animals. Maybe that's the reason?
Second, what are the rules for popping tribal villages by founding cities or expanding your cultural boundaries? Is that treated by the game as equivalent to a Warrior entering the village, or as equivalent to a Scout entering the village, or what?
Still different. A scout can't spawn barbs, but can still get experience which you obviously can't get with cultural borders. Also, if it's your first city (settled next to a hut) you can't get a tech yet.
Third, do new tribal villages sometimes appear in the Fog of War after the game starts? I've sometimes seen villages so close to other Civs' units or borders that I found it hard to believe that they hadn't been "harvested" yet.
No, AI just sometimes don't collect them. I often see it especially in the jungle, as if they avoid it.
Finally, if you play as the Celts (I've only done that once or twice a long time ago so far), and you built a Dun, does that give the Guerilla I promotion to ALL land units built in that city, or only to the ones that are usually eligible for it?
That would be sooo cool, but sadly only eligible units get it. Would've been especially nice for Axemen that want to escort 2-move Gaelics.
I am fairly sure not, as the palace is not really a national wonder.Thank you for the quick answers! Now, a question that might become relevant in a game I'm currently playing: it is generally known that you can only have two National Wonders at most in each city. However, the Palace in your original capital doesn't count for that limit- you can have two National Wonders there in addition to your Palace. But what if you decide to move your capital by building a Palace elsewhere? Does that new Palace, then, count as one of two National Wonders, or not?
I am fairly sure not, as the palace is not really a national wonder.
This is my approach to handling any possible AP interference. Although, if I recall, I think you need to do ceasefire the turn before the vote. If the vote takes place the turn of ceasefire, the resolution will still go through and enforce a peace treaty - regardless of the fact the war actually ended that turn. At least that is my experience, but it's been a while.One trick is to call for a cease-fire
You shouldn't focus on trying to use voting power...like ever...to handle AP cheese in a lovefest unless you are like double pop of anybody else with the religion fully spread. They will just outvote you with solidarity. Later, yeah, but I would just have burned the AP by that point if at all possible.any tips on how to wage war against your neighbors if they're all the same religion, which also has the AP, and you have no or few cities with that religion so far?
NoDon't know if already succumbed AP anger will be removed then
Normally, when your city gains one population, the food bar goes back down all the way to 0. However, with a granary, the bar will go back down only to half. This makes growing your city much faster.Thank you, everyone!
And a much less trivial question: how, exactly, does the Granary/Terrace work? I mean aside from the additional health from grain, and the culture points if it's a Terrace? The standard explanation is that it stores 50 percent of food after growth, but, well, what does that mean in concrete terms? What is happening differently in a city with a granary compared to one without one?
Also note that the first time the population increases after you complete your granary, you may not retain an entire half-bar of food. I think it depends on how full the food bar was when the granary was completed. If it was over half full at this time, then less than half a bar of food will be retained after population increase. If you're into micromanagement, you could try to time the granary to finish when the food bar is exactly half full.Normally, when your city gains one population, the food bar goes back down all the way to 0. However, with a granary, the bar will go back down only to half. This makes growing your city much faster.
And a much less trivial question: how, exactly, does the Granary/Terrace work? I mean aside from the additional health from grain, and the culture points if it's a Terrace? The standard explanation is that it stores 50 percent of food after growth, but, well, what does that mean in concrete terms? What is happening differently in a city with a granary compared to one without one?