Samson said:
I THINK he means horizontal rather than diagonal. I do not think you can control an ocean tile than is 2 diagonal from the nearest land. Basically those tiles that you could work if you could put a city on every land tile.
Ah, sorry for the confusion.
Ok, you can culturally control a tile that is at most at distance 2 from the coast. That means 2 horizontal, 2 vertical, 1 horizontal + 1 diagonal or 1 vertical + 1 diagonal step from the coastline. Not 2 diagonal as I first mistakenly said.
Or to say it differently, any tile that could be worked by a city (is in the workable area of a city) if it were placed on the right coastal square.
pixiejmcc said:
I'd noticed this too. Taking none or a negligible amount of damage seems very rare in these high% battles. I would have thought taking a lot of damage would be the exception to the rule. Wonder why that is.
Lord Parkin said:
Could be because they wanted to balance out the game or something, so that (for instance) a single Cavalry couldn't just steamroll an entire stack of Macemen by itself.
The way combat works is of course linked to the combat system. I could explain how it works, but that is probably not what you're looking for. However, remember that in most games, the weaker unit damages the stronger before it dies.
Take for example a Real Time Strategy game where two tanks fight eachother. One represents the mighty King Tiger tank (German heavy tank, late WWII), the other the Sherman tank (US medium tank). The game probably gives the stronger tank more hitpoints, more firepower and maybe better accuracy and range. If those two meet inside the game, then the stronger tank will virtually always win (close to 100% victory chance), but it will still be damaged to some extent because the weaker tank scored some hits before it died.
Civ combat works in a similar way. There are hitpoints, rounds of combat and damage values. The stronger unit has a better chance to score a hit and does more damage per hit. So this will result in a very high chance to win the battle, but still it takes damage if the other side scores a hit before it dies.
I must say that the average amount of damage that you take in a 99% chance battle is not that high. If you take for instance a combat between a combat 1 maceman and a combat 1 pikeman. The game says 99.2% chance for the maceman. If the maceman wins, then on average it will have 73.5 hitpoints left (out of 100). That is not that bad.
Maxemililian said:
I am having trouble obtaining iron. I have researched iron working, but I still am unable to build swordsmen and the like.
Any ideas?
Welcome to Civfanatics!
The game requires some resources for a number of units. For instance swordsman need iron. You need to build a mine on a iron resource (within your cultural influence sphere) and connect it with roads, rivers and coastal squares to your cities. The cities connected with the resource can then build swordsman.
Iron might not be near any of your cities. If every resource was available in your empire, then the programmers could have just left out the strategic resource system as it would be meaningless. So some resources are not available to you. You could try to trade for them, but they tend to be expensive. A short term (10 turns) trade to build or upgrade some units can maybe be affordable. After you've build your army, you cancel the trade. You could also try to make do with the units that you can still build. It would be an awfull start if you don't have copper, iron and horses available in one of your first cities.
If you are succesful in your wars, then your empire might become so big that you have every strategic resources available in your empire.