a4phantom said:
Thanks RJ. The problem was Shaka, and I got him to attack his hated English neighbors by declaring war on Liz first, then inviting him to join. The English had no route to reach me, so I was free to attack China. The problem was of course rapid war weariness from being at war with three nations (Egypt vassalized China and came to their defense), but I made peace with Liz fairly soon (she gave me a little cash).
1. Now that military Academies give +50% production, do you still consider them a poor investment? I built one in my West Point city because I thoughtlessly built Heroic Epic and National Epic in the same city.
There was a lengthy discussion in another thread about the military academy and whether or not it was worth it (compared to Great Military Instructors). Most of us thought it was a bad choise and suggested to improve the production percentage. Most suggested a percentage of 33% or something like that, but I wanted 50%. I'm happy to see that Firaxis listened to me. They know the world revolves around me!
Yes, I think that a 50% bonus makes them fairly useful but not overpowered. I try to create as many level 4 units (10+ xp units) from the cities as I can. Usually by creating a city with Heroic Epic (+100% hammers for units) and West Point (+4 xp). Together with the Pentagon and a barracks, this city only needs one Great Military Instructor to breach the 10xp border. If you can't get the Pentagon, then you'll need two. You can also use some civics to get to the 10 xp border. Such a city usually has a big production bonus (+100% from West point and +100% from forge+ power plant + factory) and the +50% production is at that point in the game not that great anymore. You might consider building up a second city with instructors to get to the 10 xp border. But you'll need multiple instructors for that goal as that second city doesn't have West Point. A city with forge, factory and power plant has a production rating of 200% of normal. A military academy adds 50%, so it's worth about 1/4th of a city at the end of the game. And that sounds about right. So you'll have the choise between a quarter city production now or building up another city with multiple instructors to get a full city producing level 4 units sometime in the (distant) future. At that point in the game, I like the military academy.
(note that estimating the worth of a military academy at 1/4th of the production of a city is a bit rough. Your first military production city usually has the best base production so the military academy's bonus is a bit greater than 1/4th of the production of your second best production city.)
The military academy bonus is of course greater at the start of the game when the big production bonusses aren't available yet, but at that point in the game, I can't produce level 4 units and that will be my first goal.
a4phantom said:
2. If someone (Egypt) vassalizes a nation (China) that I'm at war with, are they automatically at war with me?
Yes. But since the patch, the AI vassalising your enemy realises this and will take it into consideration before vassalising your enemy.
a4phantom said:
3. Is there any way to encourage a Vassal or Master to end a voluntary (not capitulation) bond?
Not something that I can think of right now.
sanabas said:
Different map types and/or sizes seem to have different domination limits, both for population and land area. Is there a table somewhere showing % for various maps?
Sorry, nobody here seems to know. I did a search through the xml-files, but didn't find anything related to map size or map type.
However, logic determines that there should be a relation to the number of opponents on a map. Otherwise a two player game would end rather quickly.
This is from the file CIV4VictoryInfo.xml
<iPopulationPercentLead>25</iPopulationPercentLead>
<iLandPercent>78</iLandPercent>
<iMinLandPercent>51</iMinLandPercent>
When I started a normal sized continents map with 17 opponents I had to get 51% of the world's land (F8 menu). When I started a normal sized continents map with 1 opponent, I had to acquire 74% of the world's land. When I started a normal sized continents map with 0 opponents, I had to acquire 76% of the world's land.
Some other minor tests lead me to believe that the formula below could describe the land percentage needed to get a domination victory
Percentage land needed = maximum (78-N*2 , 51)
where N is the number of civilizations on the map, you included.
Note that I could easily be wrong as I only tested it for a few minutes, no major rigorous testing here.
Bum Mahoney said:
Hey peoples...
All new here, and the site is a bit overwhelming. I was wondering if someone could give me a little overview for the Warlords patch, something called Vanilla CIV as opposed to the original game?
Much appreciated, thx.
JaKob
OK, so Now I got that Vanilla is unpatched and warlords cost cash. What about the 1.61 patch. Is it a must? More fun than the original?
Welcome to Civfanatics!
This site has some great info pages.
This one will help you get some information about the Warlords expansion pack. If you want, you can compare it with the original game, which has a similar
info page.
I would surely patch the game. There are a few bugs in the original game that were fixed in the various patches. Also, some game elements were better balanced in the patches. You can use the ingame update system to patch the game (Title screen click advanced -> check for updates) or download the patch on this site
here.
On that page, you can also read what was changed in the latest patch. In your main game directory will be a readme.htm file containing all the changes in all of the patches upto 1.61 (the latest) after you have installed the patch.
shahzadmasih said:
Hi, This post is very informative, however I would like some specific information. If someone can help me then please send me a private message. Best Regards,
Welcome to civfanatics!
Your question is not very clear. I don't know about what subject you want information.