Quick Answers / 'Newbie' Questions

Teeps said:
Perfectly! Thanks!
This is also why when you research a tech that gives you a specific religon that particular city gets the credit for founding the religon. As the number of beakers needed is achieved the city generating the beaker is the founding city.
 
Somewhere I read that siege weapons can only damage a maximum amount of units in a stack, and only damage them down to a certain percentage. This means that at a certain point, imposing additional collateral damage on a stack doesn't accomplish anything more if all units have been damaged down to the threshold. This threshold and max units damaged is different for catapults, cannon and artillery.

I either read this in the manual, strategy guide, or this website somewhere and I'm trying to find it. Can anyone confirm the above, and the specific numbers?
 
This is also why when you research a tech that gives you a specific religon that particular city gets the credit for founding the religon. As the number of beakers needed is achieved the city generating the beaker is the founding city.

Are you sure about this? This really doesn't seem to match with my in game experiences. The holy city seems to go in preference to a city that currently has no religion, and if all cities have religion is otherwise random.

Somewhere I read that siege weapons can only damage a maximum amount of units in a stack, and only damage them down to a certain percentage. This means that at a certain point, imposing additional collateral damage on a stack doesn't accomplish anything more if all units have been damaged down to the threshold. This threshold and max units damaged is different for catapults, cannon and artillery.

There's definitely a maximum number of units it can affect at once (I think it's 6 for artillery), but I don't know of any limit to how much damage it can do, except that it can't destroy any unit other than the one it is attacking.
 
Have played several games now at Noble level, winning a dipl victory in my last game. But up until now, I've never tried using a Spy. In this case, as the Romans, I'm trying to stop the Incas from winning the Space Race. Not only have I managed to get my good pals the Germans to declare war on them, but I sent off a Spy to locate and sabotage their Spaceship production. My problem is that when I entered the appropriate enemy city, the 'destroy production' button was greyed out. How exactly does the Spy work...?? I read that it starts with 'sentry'..... but I can't find out the details.
 
SewerStarFish said:
This is also why when you research a tech that gives you a specific religon that particular city gets the credit for founding the religon. As the number of beakers needed is achieved the city generating the beaker is the founding city.

THIS IS INCORRECT

If you are the first to research a religious tech you will be the founder of the associated religion. The selection of that religion's HOLY CITY is RANDOM across your empire. As mentioned earlier in this thread, each cities science beakers are pooled together. It is the whole empire that is doing the research NOT one specific city.
 
@ AlphaBeta - Bombardment of units can reduce their strength to 50%, that's it.
 
SewerStarFish said:
I notice when all resolutions have passed there are still UN votes.
1)Can a "passed" resolution be later called upon for vote and rejected?

2) If not is there any way after game end to get the UN stuff from appearing?


Answer:

1) Passed resolutions can later be overturned with another vote.

2)To stop UN stuff appearing - When initially setting up your game options simply uncheck Diplomatic Victory. This cannot be done once the game is underway.
 
AZSportsFan said:
I am in a Prince game, in the early 1800s, with a few civs left. Mansa is in the lead and could easily rub me out if he wanted to (tech lead, military lead, pop lead, etc). Is it worth it for me to align my religion with his in order to stay on friendly terms, realizing that at that point he would know alot about my cities and (lack of) production? I am fighting a war with the Spanish and don't want him to come into it as well, unless he is on my side ;) . We ar eon friendly terms currently. What say ye? I still need to get the hang of how to best use religion. My current state religion is Judaism (I did not found it), and I am the only civ with it at this time.

@AZSportsFan

Couple of ideas dude.

1.Get a spy into Mansa capital and monitor his space race progress. Sabotage if necessary.

2. Build a quality army
A) Defend well and attack one or two of his principle cities. He will then divert most or all of his resource to the new threat.

B) Go at Mansa real hard and take the sucker out.

Being as it is 1800 you won't be far off from stealth bombers, mech infantry and modern armour. These units can crush rivals when used correctly.

Ask yourself why you are at war with the Spanish since Mansa seems to be the biggest threat. Can you get peace with Isabella then focus on Mansa's downfall ?

I currently have a similar problem with Caesar, though I am at an earlier piont in my game. I am researching Guilds ( to give you an idea of the year). Caesar has the most land, biggest army, most income etc. If left unchecked he will win. For the next 30 turns I will build a very large army. Due to the geographic location of his cities I will need 4 strong battle groups to take him down. If I am successful in the annihilation of the Roman empire then I will win the game. If not I am screwed
 
dreamhacker said:
What technology (or whatever) do I need to trade technologies? :)
Related to the above - I think only the person who initiates the trade needs the technology. If you have alphabet, you can trade techs with someone who doesn't.
 
fung3 said:
@AZSportsFan

Couple of ideas dude.

1.Get a spy into Mansa capital and monitor his space race progress. Sabotage if necessary.

2. Build a quality army
A) Defend well and attack one or two of his principle cities. He will then divert most or all of his resource to the new threat.

B) Go at Mansa real hard and take the sucker out.

Being as it is 1800 you won't be far off from stealth bombers, mech infantry and modern armour. These units can crush rivals when used correctly.

Ask yourself why you are at war with the Spanish since Mansa seems to be the biggest threat. Can you get peace with Isabella then focus on Mansa's downfall ?

I currently have a similar problem with Caesar, though I am at an earlier piont in my game. I am researching Guilds ( to give you an idea of the year). Caesar has the most land, biggest army, most income etc. If left unchecked he will win. For the next 30 turns I will build a very large army. Due to the geographic location of his cities I will need 4 strong battle groups to take him down. If I am successful in the annihilation of the Roman empire then I will win the game. If not I am screwed
Good points fung3. Mansa never wanted to war with anyone, and Izzy wants to always press the issue even though my redcoats were superior to here conquistadors/cav that she kept sending my way. The game ended already - and I lost in a space race - but these are important points to keep in mind. Good luck in your games.
 
Okay, newbie question. Do I only really need to build improvements in the area right around a city? I.E. the workable area? Aside from mines on iron, quarries on stone, etc. I guess another way to put it would be: Does a farm or cottage that is far from a city do anything for me?
 
P.S. another question. From time to time when building a wonder, it stops production, says "Cannot continue construction of x", and converts the lost production to gold. I know I can't build a wonder that someone else has, but are there any other reasons why it would do this?
 
Eto said:
P.S. another question. From time to time when building a wonder, it stops production, says "Cannot continue construction of x", and converts the lost production to gold. I know I can't build a wonder that someone else has, but are there any other reasons why it would do this?

No. This only happens when you are building a wonder and someone finishes it before you.

Eto said:
Okay, newbie question. Do I only really need to build improvements in the area right around a city? I.E. the workable area? Aside from mines on iron, quarries on stone, etc. I guess another way to put it would be: Does a farm or cottage that is far from a city do anything for me?

No, cottage that is far from a city does nothing for you. A farm on a grain reasorce gives you that resorce (like a mine on metal, or a quarry on stone). A road helps movement and conects cities/resorces of course.
 
Unless an improvement is to harvest a resource it will do nothing if it is outside the "fat cross" of tiles that the city can use. There's absolutely no point in building cottages outside this. Farms are occasionally of use outside this for connecting out of reach corn/wheat etc, and also it can be necessary for irrigation purposes.

P.S. another question. From time to time when building a wonder, it stops production, says "Cannot continue construction of x", and converts the lost production to gold. I know I can't build a wonder that someone else has, but are there any other reasons why it would do this?

Not that I know of.
 
Eto said:
P.S. another question. From time to time when building a wonder, it stops production, says "Cannot continue construction of x", and converts the lost production to gold. I know I can't build a wonder that someone else has, but are there any other reasons why it would do this?

If you were building a second National Wonder, didn't finish it and you finish building another National Wonder, the production of the incomplete National Wonder is converted because you can't have more than 2 national wonders in one city.
 
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