Quick Answers / 'Newbie' Questions

a4phantom said:
Can hitting a city with your own ICBMs destroy ICBMs based in that city?

No.

This message was too short so I had to write something down here to lengthen it.
 
a4phantom said:
Can hitting a city with your own ICBMs destroy ICBMs based in that city?


no, it helps imitate the ability to strike back with nukes which would happen in real life.
 
BCLG100 said:
yer it does, epic is something around 70k i believe and quick is about 25-30k


quick - 25,000
Normal - 50,000
Epic - 75,000
 
Here's the screenshot of victory conditions. Am I missing something? I can't understand why there is no cultural victory.
 

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a4phantom said:
And risks your spy being captured.

In all the games I have played (20+) I have never -ever lost a spy that just stays in or near a city.

As far as I know you only risk losing a spy if you select an espionage mission (i.e. Steal map of unit locations, etc.)

Mousing over a city next to a spy is no risk. Looking at a city view (when the spy is stationed in the city) to see what it contains etc - maybe. But if so, it is odd that I have never lost a spy doing that. It is a technique I use in every game. Build 4 spies and place them in the Cities I will initially attack. When a city falls move the spy to the next spy free city.

That way I have no suprises _ I have a good idea of the strength of each city and an indication of AI reinforcements.

To clarify I am refering to the troops in the City only - not the positions on the map - (which does cost money).
 
Harrier said:
In all the games I have played (20+) I have never -ever lost a spy that just stays in or near a city.

As far as I know you only risk losing a spy if you select an espionage mission (i.e. Steal map of unit locations, etc.)

Mousing over a city next to a spy is no risk. Looking at a city view (when the spy is stationed in the city) to see what it contains etc - maybe. But if so, it is odd that I have never lost a spy doing that. It is a technique I use in every game. Build 4 spies and place them in the Cities I will initially attack. When that city falls move the spy to the next spy free city.

That way I have no suprises _ I have a good idea of the strength of each city and an indication of AI reinforcements.

To clarify I am refering to the troops in the City only - not the positions on the map - (which does cost money).


My point exactly.
 
BCLG100 said:
no, it helps imitate the ability to strike back with nukes which would happen in real life.

So they went with MAD instead of Dr Strangelove. In real life the worry that an overwhelming nuclear first strike could cripple the response kept thousands of nuclear weapons constantly ready to launch from land, sea and air platforms for decades.
 
amplifier question:
hammer:
I know forge,factory,iron work, and power plant amplifier the hammer, does their amplify all of these?
pop-working tile(of course)
specialist,such as engineer ??
resided great person ??

commerce:
I know grocery,market, bank, and wall street amplify the commerce, does their amplify all of these?
pop-working tile(of course)
specialist or free specialist ??
resided great person ??
trade route incoming ??
holy city incoming ??
hammer to commerce (wealth) ??
 
archphoenix said:
amplifier question:
hammer:
I know forge,factory,iron work, and power plant amplifier the hammer, does their amplify all of these?
pop-working tile(of course)
specialist,such as engineer ??
resided great person ??

commerce:
I know grocery,market, bank, and wall street amplify the commerce, does their amplify all of these?
pop-working tile(of course)
specialist or free specialist ??
resided great person ??
trade route incoming ??
holy city incoming ??
hammer to commerce (wealth) ??
Yes, all of these.
 
When I bribe another civ to declare war on someone else, is there a minimum number of turns that they will war with that civ, or will they sue for peace at the earliest opportunity?

Is there a way to guarantee a longer war? If I pay them more, will they be at war with the other civ for longer?
 
ChicagoCubs said:
When I bribe another civ to declare war on someone else, is there a minimum number of turns that they will war with that civ, or will they sue for peace at the earliest opportunity?

Is there a way to guarantee a longer war? If I pay them more, will they be at war with the other civ for longer?
I don't think so. Usually the civ that your war ally declared on will not let them out of the war for at least a couple turns. AFAIK, paying them more will not prolong the war.
 
promotion question:
does promotion accumulate or override?
for example:
combat I +10% strength.
combat II +10% strength.
does a unit with combat II add 20% total?
 
archphoenix said:
promotion question:
does promotion accumulate or override?
for example:
combat I +10% strength.
combat II +10% strength.
does a unit with combat II add 20% total?
Yes, it does. You can easily see how promtions are very important.
 
Great persons, what decides the cost? I mean I know how you get the points but what causes the "cost" to go up? Age? previous leaders?
 
Every great person causes the next one to cost more. This is a civ-wide effect. Having a GP born in one city will raise the threshold for all cities. The thresholds themselves vary by game speed.
 
Has anyone tried conquering cities with Cossacks? A Cossack slightly beats a rifleman in an open fight (18:17.5) It seems to me that a Cossack with combat1 and Pinch should be able to overcome an entrenched rifleman, although you'd still need to knock down a city's defense's. Has it been done? I'm contemplating using Catherine in my next game.
 
my confusion comes from this:
Drill I 1 first strike.
Drill II 2 first strike chance.
Drill III 2 first strike.
if combat II mean +20% strength.
does that mean Drill III mean 3 first stike and 2 more first stike chance?
 
2 first strike
 
archphoenix said:
my confusion comes from this:
Drill I 1 first strike.
Drill II 2 first strike chance.
Drill III 2 first strike.
if combat II mean +20% strength.
does that mean Drill III mean 3 first stike and 2 more first stike chance?

I think Drill 1 gives a first strike chance :wallbash: , and Drill 2 gives a certain first strike :sniper: .
 
a4phantom said:
Has anyone tried conquering cities with Cossacks? A Cossack slightly beats a rifleman in an open fight (18:17.5) It seems to me that a Cossack with combat1 and Pinch should be able to overcome an entrenched rifleman, although you'd still need to knock down a city's defense's. Has it been done? I'm contemplating using Catherine in my next game.

You should also consider the fact that usually the defending riflemen have a city defence promotion. City defence level 2 at a 45% bonus is very realistic and sometimes you might even meet the city defence level 3 rifleman with a 75% bonus.

The city defence promotion really tips the scales in favour of the defender. However after a little collateral damage, the cossacks should do fine. Bring a few city attack units (city attack riflemen/grenadiers promoted from the city attack macemen maybe) to crack the tough defenders.


archphoenix said:
my confusion comes from this:
Drill I 1 first strike.
Drill II 2 first strike chance.
Drill III 2 first strike.
if combat II mean +20% strength.
does that mean Drill III mean 3 first stike and 2 more first stike chance?

You can see the total bonuses from promotions if you mouse over the promotion icons in the unit picture in the lower left (when a unit is selected).

Drill 1 gives 1 first strike chance: 0-1 first strikes.
Drill 2 adds 1 first strike: 1-2 first strikes
Drill 3 adds 2 first strike chances: 1-4 first strikes
Drill 4 adds 2 first strikes: 3-6 first strikes

Any first strikes that a unit has of its own are just added to the first strikes from the promotions (a drill 4 modern armor had 4-7 first strikes).

Drill is a pretty poor promotion in the beginning, but if you can get to Drill 3 and 4, then it is a good promotion. It is especially good for units that are stronger than the unit that they are fighting because the first strike shots have a higher chance of hitting the opposing unit and do more damage per hit when you have a higher strength. Lots of first strikes and a high strength cause the first strike unit to almost kill the opponent before any real fighting ensues. It will take very little damage from the opposing unit and can defeat multiple units before being seriously wounded.

For this reason city defenders promoted with Drill promotions can be good. However Drill 2 is weak compared to City Garrison 2. The Drill promotions become strong only when Drill 3 and Drill 4 are added. The defensive bonuses given by a city ensure a higher strength than the attacker.

Another case where Drill can be good is when you're using tanks or modern armor against weaker units (bombed strong units or a technologically inferior opponent). Again the higher strength combined with a Drill 4 promotion can cause your units to roll through opposition without taking a lot of damage. At this point of the game, it is also possible to produce units with 3 promotions, so you can start with Drill 3 tanks/modern armor and the promotion to Drill 4 tanks/modern armor is not far away.
 
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