Roland Johansen
Deity
a4phantom said:Thanks. It always seems to me that my religion spreads slowly unless I pump out missionaries, but maybe I've been unlucky and not paid enough attention.
It seems to go fast when you're linked via a foreign trade route. Maybe the speed of the religion spread is linked to the amount of trade that is happening between the cities and tha amount of trade with a foreign city is always a lot bigger.
a4phantom said:Next question: What's the earliest people often go conquering? Obviously situational, but when do the combat numbers and development tend to favor offense? With warriors (vs warriors)? With axemen (vs archers)? Or should I (generally) wait till swords (vs. archers and axemen)? Since I'll be Japan, each will have Combat I and one level (from barracks) of City Raider, plus CR2 if they happen to kill a barbarian. I know it's kind of a lazy question, but I don't get enough playtime to test it all out without asking.
I myself don't do a lot of rushing because I modded my game a little and the modifications are not helpful for the rushing tactic. Also, I play on huge maps and rushing your enemy is not as easy there then on small maps.
The first large scale offensives people do, usually happen with axemen vs archers before the defence bonuses from the cities become too large. Some people also like to harass the enemy even earlier by stealing a worker from them with a warrior or archer. Then they keep the unit around on defensive terrain around the enemy city and let the enemy suicide some units on it or try to slow down its development. But if you go straight for axemen from the start of the game and then start chopping forests to get a lot of them, then you can get an army of axemen very early. It might be a good idea to develop the technology for cottages fast so that you can maintain the larger empire that you get from your conquests.
It gives your unit a free attack before the other unit starts fighting. This is very important because combat strength is quickly reduced by wounds, so if my unit is slightly damaged by your first striker's free shot, he will fight poorly in subsequent rounds and your unit is more likely to win, and with less damage.
a4phantom said:Update: I did a worldbuilder test of lining up three french riflemen with combat1 on open ground and attacking them each with a rifleman with drill 1 (0-1 first strikes). One of Napoleon's didn't get his promotion somehow. The drilled riflemen had a 34% chance of beating the combat1 riflemen, and both died trying (one French rifleman was 1/2 killed, and the other 2/3 killed). The other drilled rifleman had a 53% chance of killing his <i> unpromoted </i> enemy, and died trying (French unit half killed). My conclusion is that in practical terms, first strike ain't all it ought to be, and while it might be a nice bonus on camel archers and samurai (although far short of the extra strength or major bonus against likely enemies Praetorians, Redcoats, Immortals etc get), a promo spent on drill could be better spent elsewhere. If any of the more experienced players can speak up for first strike/drill, I'd appreciate being set straight, cause a 6% gain (50/50 to 53/47) hardly seems worth spending a promotion. It didn't occur to me to check the percentages on a combat1 vs. unpromoted unit of the same type would be, but I bet it's more than 53%.
This is a good test and it shows that first strikes are usually not such a good promotion. Such tests have been done before and are the reason that a lot of people think that first strikes are a useless promotion. I largely agree with that assessment, but it is not entirely true.
As sweetpete correctly remarks, a first strike is more useful on a unit that is probably going to win anyway, on a strong unit. The damage of the first strike is related to the comparison in strength between the fighting units. The strength promotion is always related to the basic strength of the unit. So a strength promotion on an city defence 3 longbowman is not very great. It increases the strength of the unit form 175% of 6 to 185% of 6. If you think that the longbowman will probably have a terrain defence bonus of say 90% (25% from longbowman city bonus, 40% from culture, 25% from fortified), then it's only an increase from 265% of 6 to 275% of 6. A relative increase of only 3.8%.
The first strike promotion would work with the full modified strength of the defending longbowman.
Also, first strike defenders will often not be wounded as badly after winning a battle because a lot of damage they do before actual combat starts. So they can succesfully defend against more than 1 enemy.
A first strike promotion that increases the number of first strikes of a unit from 5 to 6 is actually worth a lot more than a first strike promotion that increases the number of first strikes from 0 to 1. I'll try to show that intuitively.
Assume that a first strike does 15 damage per shot (it's actually not a fixed number).
Then a promotion from 0 to 1 first strikes causes the unit with first strikes to fight a unit of 85 hitpoints instead of 100 hitpoints.
The promotion from 5 to 6 first strikes causes the unit with first strikes to fight a unit of 10 hitpoints instead of 25 hitpoints.
You can see that the second case has a far more drastic effect on the difference in strength between the fighting units.
The drill promotion increases that effect because they give more first strikes with the later promotions. Drill 4 give 2 extra first strikes while Drill 1 only gives 1 extra first strike chance.
A drill 4 defender in a city is a formidable opponent. A drill 4 longbowman has 4-7 first strikes and probably a strength advantage against the attacker because of the city bonusses. So it will almost totally destroy the attacker before the actual fight begins. The problem is that the unit will be weak compared to the city defence longbowman until it has a lot of drill promotions. Drill promotions are only good in numbers.
A tank or modern armor with lots of drill promotions and fighting inferior opponents will get almost no damage and can move on without healing periods.
KiwiCaro said:However, for the past 500 or so years, my workboats have not been recognising fish (in my own territory, coastal). Previously I had been able to turn them into fishing boats, but not anymore
Sorry, I have no idea why that would happen. Are you sure that the fish/crab/clam are inside your borders? Upload a savegame or show us a screenshot. Then we may be able to help better.
KiwiCaro said:Also, all but one of my cities has been showing unhealthiness for almost the entire game. They all have aqueducts and ample food/water supply. I have built Markets and Grocers, assuming this will also help with food supply. I am almost at the point in the game where I discover Medicine, perhaps this will solve my problem. It does not seem to have had a negative influence on my Civ, more I am puzzled as I have not been able to fix my people
Your cities are unhealthy if the unhealthy number is larger then the health number. Each additional citizen adds 1 unhealthyness and some buildings add unhealthyness (forge, factory, coal plant, airport). So large cities with these buildings will have a lot of unhealthyness. This can be compensated by the healthyness bonusses from the buildings that you mention. However, the bonus from groceries, graneries and harbors come from doubling the health bonus of certain resources. If you do not have access to these resources, then you don't get the health bonus from them and you do not get the doubling effect from these buildings.
mice said:Hi everyone, I bought the game second hand, and it came without a manual !, so i ahave to ask here... What are the changes made in the difficulty levels?? eg. happiness etc. I'd like to know exactly what each level changes.
Can someone point me to a thread or reference with this info. thanks ..
I don't know if such a reference exists. All the bonusses and penalties associated with the difficulty level are governed by the file CIV4HandicapInfo.xml which can be found in the directory ...\Civilization 4\Assets\XML\GameInfo
It's not that difficult to read the xml-file, so it might help you. Just use any text editor to read it (wordpad would do).
The Thracian said:Ok how do I establish a trade route
They are created automatically. If two cities are connected by roads/railroads/rivers/coastal areas, then they can trade with eachother. To trade with other nations, you also need open borders and not enable the mercantalism civic.
The number of trade routes that a city can have depends on the progress that you've made on the technology tree. You start with 1 trade route and after currency get another. Then the free market civic allows another and the corporation technology allows another. The great lighthouse wonder allows 2 extra trade routes in coastal cities and there's a UN resolution (single currency) that allows another trade route.