Quick Answers / 'Newbie' Questions

What does ALT+O do? I'm not sure if you have to enable the flying camera or not, but it does something weird to the camera. Press it again to undo it. When I asked during an internet game, they were afraid to press it. :lol:
I don't think it requires the flying camera. It changes the perspective from 3D to 2D, flattening the terrain and the units atop it. I think it's there for the folks who don't like the 3D graphics, and there are several, to give them a close approximation of the previous Civs' flatter perspective. I haven't heard back from any of the 2D fans regarding whether they prefer it or not...
 
I must disagree; I once ran my own tests and found units healed faster with more Medics in the same tile.

That's not right, Frankcor is. The only medic bonus' that stack are the medic2's +10% and the medic3 (warlord unit only)'s +15%, for a total of +25% from the unit with medic 1, 2 and 3. But no number of medic 1s and 2s will bring you above +10%, and stacking medic3s won't get you above +25%.
 
A couple of questions of my own:
- What are the rules for the placement of Watermills? I would have assumed that they should be buildable on all tiles adjacent to a river, but this does not seem to be so... some tiles adjacent to rivers seem to deny the ability to build Watermills there (the option doesn't appear in the Worker menu), but I haven't managed to discover any logic behind it yet.
- Can barbarians spawn and move in the same turn? This is important because, for example, when a road outside my borders is left in the fog for one turn (perhaps while the sentry unit temporarily moves somewhere else), I need to know whether the barb that might be spawned in that turn could also travel down the road in the same turn. Any ideas?

That's not right, Frankcor is. The only medic bonus' that stack are the medic2's +10% and the medic3 (warlord unit only)'s +15%, for a total of +25% from the unit with medic 1, 2 and 3. But no number of medic 1s and 2s will bring you above +10%, and stacking medic3s won't get you above +25%.
Indeed, that is correct. Perhaps in tomart's test, he mistakenly achieved that conclusion because (for instance) the units were in different geographical situations. (Being inside enemy borders, in neutral territory, inside your borders, inside your cities, and inside your cities with hospitals all yield different base healing rates.)

Are you an experienced multiplayer civ gamer?
Let me tackle this one first... I'm probably a moderately experienced multiplayer civ gamer. I certainly don't claim to be anywhere comparable to the best, but on the other hand I have achieved several victories out of my finished games to date, so I don't think I'm too inexperienced either. :)

In terms of game numbers though, I have probably racked up quite a few. I would estimate that I have been involved in about 30-40 different multiplayer games in the past, most of them PBEM's. About 20 of those are still in progress today.

I definitely don't limit myself to only multiplayer though - I've also played many single player games, and in fact have a single player Huge Terra Marathon game with Ramesses II in progress at the moment (attempting to win by diplomatic victory, but under the condition that I can only vote myself to the 60% of the world's votes necessary for victory - ie, I need to pop spam my cities :) ).

I have never played a game of civilization multiplayer, so I'm a newbie at that front. For instance, I have never heard about the "fishing boat of death strategy" and never knew that the multiplayer game started with 6 year turns (3994 BC?). :crazyeye: I have played a few shooter games (bad at those as I never play them singleplayer) and real time strategy games (quite ok at those) on LAN parties and over the internet and that was quite fun. But I've always considered civilization to not be as suitable for multiplayer because of its turnbased nature. I have a tendency to play the game very relaxed, thinking about various options, sometimes even watching TV at the same time or posting a message at this forum. I wouldn't like to play the game with a turn timer and a human opponent would thus become very frustrated at my slow gameplay. I'm possibly not the most 'fun' multiplayer opponent.
I also enjoy playing the game in a relaxed and somewhat 'slow' manner. I don't like the turn timer, and if given the choice I always play without it. I don't believe that you'd be all that much slower than me, and I certainly don't think it'd be frustrating, at least for me. I'm a very patient player. :)

Maybe play by email is an option as you aren't waiting on the other player for your turn. But I don't exactly know how play by email functions. I guess that the game is send to the other player through email after each turn. But would that mean that you don't see your opponents moves in your line of sight (because they happened while you weren't watching)? Play by email would at least avoid the frustration about waiting for the other player, but it would be a very slow game.
I don't quite understand what you mean by 'not seeing the opponent's moves'. You don't see the AI's moves in the normal game either - you just see where they were the turn before, and where they are 'now'. If this is what you mean, then this is exactly like PBEM - there is no loss of 'sight'. When you play one turn, you might see the opponent's units on certain tiles, and when you recieve the next turn you will see where they have moved to (or if they have moved out of sight you will no longer see them, just the same as in Single Player).

Play by email (PBEM) would indeed be the most sensible option, I think - that would give us both plenty of time to make our moves without being rushed. You'd just need to be able to play fairly regularly (once every day or two on average is fairly usual for PBEM's, still allowing for periods of stopping during some of the players' real life holidays and breaks, etc). Games that regularly last close to a week or more between turns rarely seem to last, in my experience.

Playing with multiple human players (and maybe some AI players) would be fun. Then the strategy would involve human pacts against the strongest player, so I would welcome other players. Even if they know about mean plans like the fishing boat of death strategy.
In my experience the PBEM method is best suited for 2-4 human players (AI above this 'limit' is still fine though). If the number of human players gets much larger than 5, then games tend to move exceptionally slowly (one turn per week or less), and fall apart before they really get started. No PBEM that I have played in that has begun with 6 or more players has survived over 20 turns.

For games with 6 or more players, Pitboss becomes the ideal method for playing Civ4. In Pitboss, there is no 'limit' to the amount of players which can be involved in a game, because the game is set up such that all players can 'log in' to play their turns over the internet in any order. (For an elaboration of this: turn 25 could be played by player 1, then player 2, then player 3, then player 4. Turn 26 could be played by player 3, then player 1, then player 4, then player 2... or any other order.) Each turn is set to last a specific amount of time (24 hours is usual), and after that period expires the new turn begins and everyone can once again 'log in' to play their turns.

Of course, this method of playing leads to some (very) small sacrifices in terms of wartime efficiency. It is up to the players to arrange between themselves to conduct themselves honestly and not (for one example) take 'double moves' (where one player moves twice before the other player can counter them). However, in my experience this is rarely a problem, since the community which I play with is full of respectable and honest players who will do their best to play as fairly as possible.

The greatest thing about Pitboss is that it allows games with as many human players as one wishes - up to the inbuilt limit of 18, and even beyond (with mods). This allows for some fascinating and extremely interesting diplomacy and diplomatic situations. Alliances are formed and (less regularly) broken, technology trading partnerships are arranged, cities change hands regularly, and the potential for discussion is practically endless. Indeed, most of these large-scale Pitboss games which I am currently in have individual forums dedicated to them, in which the players can (and do) conduct vast amounts of diplomacy and general banter. It's truly an awesome experience, and I highly recommend it to you. :)

From what I've heard, multiplayer games are very aggressive games focussed on (early) military action.
They can be; it depends on the type of multiplayer game. I have played in many different types of them, and they all provide a unique experience.

It's true that smaller maps with few civs will typically lead to extreme aggressiveness and an early conquest victory. Duel matches (quite obviously) fit into this category; you can check out my signature for a link to one such 'dueling room' that I am involved in. These kind of games require quick thinking, an early military buildup, and a (little) bit of luck with resource placement. They are naturally prone to early wars and (usually) an early victory.

Matches hosted over Gamespy (the "Internet Play" option inside the multiplayer menu) tend to fit into this category too. I have played a few games over Gamespy, and without exception they have all ended in early wars. Most players also seem to insist on having the fastest possible turn timer, which usually means 15-20 seconds per turn. There is literally no time to think - it's just point and click, click, click. It is almost a different game altogether - Civ as a Real Time Strategy game. Even when moving as fast as I possibly can, I tend to have far more units than anybody else, and end up running out of time to move them all. I do not really enjoy these games very much for this reason - even despite the fact that I am still exceptionally good at them (I have not lost a single match over Gamespy yet, even though I can only move about half the units I want to).

One of the other main problems that one finds when playing over Gamespy with players whom one does not actually know (from the forums or such) is that (unfortunately) there tends to be a lot of rather poor sportsmen out there - players who will quit as soon as it looks like they are losing. This seems to be something inevitable that one must accept when playing these types of games, though.

In my games, I usually play on very big maps where early military action is not very effective. So I guess, I'll have to learn a lot if we ever play a multiplayer game.
Well, it depends what kind of 'multiplayer' you mean, as I've pointed out above... multiplayer can vary anything from 'aggressive, early conquests' to long-haul games over huge maps which are in fact very similar to your single player games (but more fun in my opinion, due to the human diplomacy).

Here's what I'd suggest for our game, if you're still interested in it. I do think that PBEM would be the best method of play, so let's go with that. I'm also happy to go with your huge map and high difficulty settings. But instead of being rivals, what do you think about being teammates (playing a game with several teams with 2 AI civs on each)? I think this would provide the best opportunity for learning experiences for us both - since we'd be on the same team and could share our strategies much more freely. We'd also be able to look into each other's territory and cities, and see what we each chose to build and when.

This might in fact be more beneficial for me, because I haven't played at the extremely high difficulty levels on very large maps. (I can beat the AI on Deity, but so far only in the smaller map environment, where it's easier for me to storm over them before they can pull too far ahead in technology. The AI don't understand that they should focus entirely on their military in those games as the human player does, and thus as long as one annihilates them before they reach troublesome units like Longbowmen, the road to victory is relatively easy to follow.)

What do you say? (Sorry for the essay-long post, incidentally. :lol: You can just respond to the last part, if you'd like.)
 
Hey guys

all i want 2 know how do i get my loaded scenario,s and games from my documents to playable on my civ 4 .


Please Help ME

:D
 
What do the experts in this forum consider the best victory to aim for when playing Archipelago? I was thinking Cultural or Space Race. Domination/Conquest seem difficult given the amount of ground (or water) one has to cover.
 
Lord Parkin said:
- What are the rules for the placement of Watermills? I would have assumed that they should be buildable on all tiles adjacent to a river, but this does not seem to be so... some tiles adjacent to rivers seem to deny the ability to build Watermills there (the option doesn't appear in the Worker menu), but I haven't managed to discover any logic behind it yet.

Watermills are a little more complicated than most improvements in their requirements. They can be built on tiles which are adjacent to a straight section of a river, and which do not have a watermill on the tile on the opposite side of the river. They can't be built on corners of rivers,, and when you have a river running between two potential watermill sites, you can only build on one of them.

- Can barbarians spawn and move in the same turn? This is important because, for example, when a road outside my borders is left in the fog for one turn (perhaps while the sentry unit temporarily moves somewhere else), I need to know whether the barb that might be spawned in that turn could also travel down the road in the same turn. Any ideas?

I'd need to poke round in worldbuilder for a while to be sure, but I'd tentatively suggest no. This is based on occasions where there has only been one possible tile the barbarian could have spawned on, and they are still standing on it when I move a unit to see it during my following turn, which doesn't match the normal barb behaviour if they had the option to move it.
 
What do the experts in this forum consider the best victory to aim for when playing Archipelago? I was thinking Cultural or Space Race. Domination/Conquest seem difficult given the amount of ground (or water) one has to cover.

Archipellago makes conquest and domination victories more difficult, but it also depends on the gamespeed and map size. A duel sized archipellago map played at marathon speed settings would make a conquest or domination victory very feasible. If you however are playing at quick speed settings on a huge archipellago map at a high difficulty level, then conquest would be extremely difficult.

A cultural victory type can be easy on an archipellago map if you can secure an island for yourself and get some religions (for the cathedrals in your 3 main cities). The island will be difficult to conquer while you go for your cultural victory. A space race victory can become easy as the AI is often not very able at getting a few good production cities on an archipellago map to build the spaceship parts.
If your world happens to get a few AI nations without a religion (isolated), then you might spread your religion there and try to get good relations and go for a diplomatic victory. Usually, you would have to conquer a few nations for a diplomatic victory to get the necessary number of votes from yourself and your allies.

Hey guys

all i want 2 know how do i get my loaded scenario,s and games from my documents to playable on my civ 4 .


Please Help ME

:D

Your post is a bit vague and that makes it hard to help you. I guess that you want to know how to download and install a scenario. Usually, the mod maker has a description about how to do this in the thread where he/she describes his/her mod.

In general you have to place the scenario/mod files in a directory inside the mods directory

...\Civilization 4\Mods

or

...\Civilization 4\Warlords\Mods

The directory structure of the mod should follow the directory structure of the main game. So inside the mod directory, there is an assets directory and within that directory there are directories named art, python, res, sounds, xml and a file called CvGameCoreDLL.dll. Note that not all mods change everything about the main game. If the mod doesn't have new art, then there will not be an art directory in the mod. The mod then understands that it should go look in the main game for its art.

Take a look at the mods already supplied with the game to see how they are structured.

When you have installed the mod in the right place, then it should be available in the game. In the main menu go to advanced, load a mod and pick the mod that you want to load.

If you want to start every game with this mod, then this is possible by changing the civilization.ini file. Just ask if you want to do this.

A couple of questions of my own:
- What are the rules for the placement of Watermills? I would have assumed that they should be buildable on all tiles adjacent to a river, but this does not seem to be so... some tiles adjacent to rivers seem to deny the ability to build Watermills there (the option doesn't appear in the Worker menu), but I haven't managed to discover any logic behind it yet.

Watermills are a great late game tile improvement and I often want to build many of them. Especially with the state property civic, they're great. Late game (with state property) they add + 1 food, + 2 production, + 2 commerce to the basic output of a tile, nothing compares (financial civs get another commerce). Early in the game, they're not that great.

Their requirements are a bit vague and undocumented in the game manual or civilopedia (AFAIK). I wonder why there are not many posts about how they work.
You need an empty stretch of river to build a watermill and with empty I mean that there must not be another watermill using that same stretch of river. This means that you can't build a watermill on both sides of the same stretch of river. A straight river of length 8, thus offers room for 8 watermills and not 16. A watermill can only be build on flat terrain, not on hills. Flat terrain includes grassland, desert, floodplains, plains, tundra and ice.

Sometimes a watermill can be build on two sections of river when the watermill is build on the inside of the curve of a river. There probably is a rule which determines which stretch of river is going to be used by the watermill, but I don't know the rule. It can be important because sometimes you want to know which stretch of river is going to be blocked from building watermills on the other side of the river. Sometimes this means that I'm going to build the watermill on the other side first to force the watermill on the inside of the bent of the river to use a certain stretch of the river. (ok, this was a bit vague, maybe I should add some pictures if it isn't clear :crazyeye: )


- Can barbarians spawn and move in the same turn? This is important because, for example, when a road outside my borders is left in the fog for one turn (perhaps while the sentry unit temporarily moves somewhere else), I need to know whether the barb that might be spawned in that turn could also travel down the road in the same turn. Any ideas?

I don't know, but I would like to know the answer if you somehow find out. You'd probably need to test it in the world builder.



I also enjoy playing the game in a relaxed and somewhat 'slow' manner. I don't like the turn timer, and if given the choice I always play without it. I don't believe that you'd be all that much slower than me, and I certainly don't think it'd be frustrating, at least for me. I'm a very patient player. :)

I don't quite understand what you mean by 'not seeing the opponent's moves'. You don't see the AI's moves in the normal game either - you just see where they were the turn before, and where they are 'now'. If this is what you mean, then this is exactly like PBEM - there is no loss of 'sight'. When you play one turn, you might see the opponent's units on certain tiles, and when you recieve the next turn you will see where they have moved to (or if they have moved out of sight you will no longer see them, just the same as in Single Player).

It's good to hear that you have similar game preferences.

In a single player game there are 2 options in the options menu, 'view enemy moves' and 'view friendly moves'. It the options are enabled, then you can see the enemy and friendly moves as long as they are in your line of sight (moving through your territory or moving in line of sight of cities with your state religion while you own the holy city). Sometimes that can be nice.



Here's what I'd suggest for our game, if you're still interested in it. I do think that PBEM would be the best method of play, so let's go with that. I'm also happy to go with your huge map and high difficulty settings. But instead of being rivals, what do you think about being teammates (playing a game with several teams with 2 AI civs on each)? I think this would provide the best opportunity for learning experiences for us both - since we'd be on the same team and could share our strategies much more freely. We'd also be able to look into each other's territory and cities, and see what we each chose to build and when.

This might in fact be more beneficial for me, because I haven't played at the extremely high difficulty levels on very large maps. (I can beat the AI on Deity, but so far only in the smaller map environment, where it's easier for me to storm over them before they can pull too far ahead in technology. The AI don't understand that they should focus entirely on their military in those games as the human player does, and thus as long as one annihilates them before they reach troublesome units like Longbowmen, the road to victory is relatively easy to follow.)

What do you say? (Sorry for the essay-long post, incidentally. :lol: You can just respond to the last part, if you'd like.)

Thank you for the information about the multiplayer game. It was a good read. Sorry that I don't have the time to react to it all, I'm in a bit of a hurry and this post is taking me more time than I guessed it would. Let's just say that I like your proposition. We don't have to play under similar options as I usually do, we can play on smaller maps and such if you want. I usually don't play at deity level on these large maps, usually I play at immortal level and lately I play at emperor level to test the various 'betterAI' builds from Blake and his team (a mod that tries to improve the AI).

Maybe we shouldn't clutter this quick answers thread with this discussion. I don't think many people would hate us for it, but it doesn't really belong here. A last question: do you want to add more human players or just we two in a team against AI-teams? I'm ok with it either way.
 
Regarding watermill placement, I'm not sure what the rule is for placing the watermill if the tile has more than one riverside exposure. However, if I'm looking to max out the number of watermills along a meandering river, I make sure I first build the watermills on the tiles with the fewest sides next to a river. If you build a watermill on a tile with 3 river exposures, for example, the watermill may get placed on the same side as an opposing tile with river exposure on only one side, and now a watermill can't be built there.
 
HI Guys,

Stupid question - but I could do it in other civ games. Can you buy units in Civ IV? Do I need a specific advancement? Been looking through civ-o-pedia for a while now and can;t find out!

TIA,

A.
 
HI Guys,

Stupid question - but I could do it in other civ games. Can you buy units in Civ IV? Do I need a specific advancement? Been looking through civ-o-pedia for a while now and can;t find out!

TIA,

A.
Welcome to CFC!

It depends what you mean. If you want to hurry production, there are two ways to do that: run the slavery civic and "whip" population away, or run the Universal Suffrage civic and use gold to rush units (which is what I think you're after). If you mean use a spy to bribe a unit into joining your side, that option is no longer available in this version of Civ.
 
In Civ 2 and Civ 3, it was always a challenge to find the AI had a city
on a 1 tile island. One could wait for marines, since they can attack directly
from a ship. One of the Civ 3 tribes (Vikings) had a UU with the
amphibious attack ability.

So when I first saw the Civ 4 promotion for amphibious attack, I assumed
that I could apply this to early units (even axemen :confused: ) so that
many units could be given the ability to attack from ships.

I had not done this for any of my units, but sure enough, found an AI
whose last city is a 1-tile island. Just for grins, I brought down some units
in a galleon and tried to attack with them ... and it worked! :)

What is the promotion for, then? Any unit may swim ashore and attack
(picturing an axeman or maceman trying to swim with his big hunk of iron :lol: )
but only those with the promotion do not suffer a penalty?
 
It was a bit difficult to explain watermill positions without screenshots, but I was a bit in a hurry with my previous post. Here is a better explanation about watermills.

In the first screenshot, you see a worker standing on a flatland tile next to a river inside the cultural area of a city. It can build a watermill in that position.
In the second screenshot, there already is a watermill on the other side of the river blocking the construction of another watermill on that section of the river. There can't be 2 watermills on the same section of a river. So the watermill construction is not available to the worker.
The third screenshot shows a similar situation to the second one. The section of river to the west of the worker is already used by a watermill in the western tile. However while the worker can't build a watermill to the west of his position, the northern river section is unused. In the fourth screenshot, you can see that the worker will build the watermill in that section of the river.

Watermills can only be build on flatlands. You can see that the worker on a hill in the fifth screenshot cannot build a watermill. Watermills also cannot be build on a tile that only has a diagonal connection to a river as can be seen in the sixth screenshot.

With a few simple tests, I found out that when given a choise where to build a watermill, workers will prefer a section of river to the south of them. If that is not available, they will pick a section of river to the west of them. If that is not available, they will pick a section of river to the north of them. If that is also not available, they will finally pick the section of river to the east of them. (so south and then clockwise)

This can be used to pick the tiles where you want a watermill in a river bend like the river bend that can be seen in screenshot number 7. A river bend has 3 sections where a watermill could be constructed (not on the diagonal tile), but as there are only 2 sections of river in a river bend, you can only build 2 watermills in such a location. But you want to pick which tiles will get a watermill and not get your watermill blocked by another one.

In screenshot 8, you see 2 watermills in the northern positions. The order of construction does not matter as the watermill in position 2 prefers the section of river to the south of its postion and the watermill in position 1 can only be connected to the section of river to the east of its position. There is no conflict.
In screenshot 9, you have to build the watermill in position 1 before you build the watermill in position 2 if you want watermills in these 2 positions. The reason for this is that the watermill in position 2 prefers the section of river to the south and only when the watermill in position 1 is already there blocking this position will it build a watermill in the section of river to the west of its position.
In screenshot 10, the order of construction does not matter as both watermills only have one section of river available to them and will never block eachother.

Ok, I guess this is a bit technical and a not very important part of the game, but some people just want to know how every element of the game functions and I'm one of them. ;)

There is a maximum of 5 screenshots per post (with the manage attachments option), so the other screenshots will be in the next post.

Worker next to river on flat ground.JPG
Watermill construction blocked.JPG
Watermill not blocked.JPG
Watermill build to the north.JPG
Watermill can only be build on flatlands.JPG
 

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By the way, does anyone know if you can get thumbnails (and not full blown screenshots) with one of the other upload systems (not the manage attachments method).

Watermills need a horizontal or vertical connection to river.JPG
River bend.JPG
Watermill positions 1.JPG
Watermill positions 2.JPG
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What is the promotion for, then? Any unit may swim ashore and attack
(picturing an axeman or maceman trying to swim with his big hunk of iron :lol: )
but only those with the promotion do not suffer a penalty?

That's correct. All that the amphibious promotion does is remove the penalty for an amphibious attack. As the penalty is quite large (50% for a sea invasion, 25% when crossing a river IIRC), this promotion can be useful in specific situations. However, I seldomly use it as it's usefulness is too irregular.
 
By the way, does anyone know if you can get thumbnails (and not full blown screenshots) with one of the other upload systems (not the manage attachments method).

You'd have to use something like ImageShack, which creates thumbnails automatically when you upload a file (no need to register, create an account, etc.). Then, you can put up to 10 images in a post instead of 5 as attachments.
 
What do the experts in this forum consider the best victory to aim for when playing Archipelago? I was thinking Cultural or Space Race. Domination/Conquest seem difficult given the amount of ground (or water) one has to cover.
Domination and conquest are actually not too difficult, although they are (usually) more tricky than on pangaea maps. The main thing is that you need to have your cities placed to access sufficient production capabilities in order to pull off the military win - something which is not always easy to do on archipelago maps.

I don't know, but I would like to know the answer if you somehow find out. You'd probably need to test it in the world builder.
I will make sure to do that in the next few days, when I have the time. :)

It's good to hear that you have similar game preferences.

In a single player game there are 2 options in the options menu, 'view enemy moves' and 'view friendly moves'. It the options are enabled, then you can see the enemy and friendly moves as long as they are in your line of sight (moving through your territory or moving in line of sight of cities with your state religion while you own the holy city). Sometimes that can be nice.
Ah, I never noticed those options. I've always played (unknowingly) with them off. Personally, I don't think it's a very big deal though... it's usually fairly simple to deduce what moves have been made in between the turns. :)

Also, I believe that if you play last in the turn order in the PBEM, you'll see all the AI and barbarian moves anyway. So perhaps that's a solution.

Thank you for the information about the multiplayer game. It was a good read. Sorry that I don't have the time to react to it all, I'm in a bit of a hurry and this post is taking me more time than I guessed it would. Let's just say that I like your proposition. We don't have to play under similar options as I usually do, we can play on smaller maps and such if you want. I usually don't play at deity level on these large maps, usually I play at immortal level and lately I play at emperor level to test the various 'betterAI' builds from Blake and his team (a mod that tries to improve the AI).

Maybe we shouldn't clutter this quick answers thread with this discussion. I don't think many people would hate us for it, but it doesn't really belong here. A last question: do you want to add more human players or just we two in a team against AI-teams? I'm ok with it either way.
Well, if anyone else would like to join us then they'd be most welcome to. (Just say so!) Either two, three or four human players in total would be optimal. And sure, we'll switch this discussion to PM soon - I don't want to clutter up the Question Thread either. :)

That's correct. All that the amphibious promotion does is remove the penalty for an amphibious attack. As the penalty is quite large (50% for a sea invasion, 25% when crossing a river IIRC), this promotion can be useful in specific situations. However, I seldomly use it as it's usefulness is too irregular.
Actually, in one particular multiplayer game I was in, the Amphibious promotion turned out to be exceptionally useful. My teammate and I had several Grenadiers and Catapults in a fleet of ships just off the other two human players' coasts, hidden in the fog. The Amphibious promotion, combined with the element of surprise, allowed us to raze both of their capitals in a single turn before they could gather any sort of counter-force, or draft any extra defenders. (That's another thing actually; in most ways most human players are smarter than the AI, but they can also be fooled in ways that the AI cannot. In this case we had sent a small 'token' force from the opposite direction (and inland) a few turns before the attack, to attempt to draw their military away from their coastal cities. Since they had no idea of the incoming attack from the sea, our endeavour was hugely successful.)
 
You'd have to use something like ImageShack, which creates thumbnails automatically when you upload a file (no need to register, create an account, etc.). Then, you can put up to 10 images in a post instead of 5 as attachments.

Thank you. :)

Ah, I never noticed those options. I've always played (unknowingly) with them off. Personally, I don't think it's a very big deal though... it's usually fairly simple to deduce what moves have been made in between the turns. :)

Also, I believe that if you play last in the turn order in the PBEM, you'll see all the AI and barbarian moves anyway. So perhaps that's a solution.

It's not a big deal to me. I just wanted to know how it exactly worked with these options. It's good to know that you can't see enemy moves within your line of sight.

It does make it a bit easier to do dirty tricks. For instance, the fleet of ships in the fog of war that you talked about. You could have moved a fast ship up to their coast, scouted out the defences in a city and moved back into the fog of war and they would never have known that you were there. It is good to know that such things are possible in Play by email.;)
 
Thanks for the excellent article on Watermills by the way, Roland. I'm also a 'perfectionist' type player, and just tried out your findings on a game of my own, thereby maximising the number of Watermills I could build (and increasing my population as a result). :)

Incidentally, what do you think about the State Property civic as a whole, compared to the others in its category? I hadn't actually used it until my most recent game (preferring Free Market), but having so many colonies in the new world, the distance maintenance was actually costing me more than the extra trade routes from Free Market, so I switched. The extra food for Forges and Watermills seems to be a huge addition of icing to the cake, though. I think I might try out State Property in more of my future games, now. (Those that manage to reach that era, anyway. :) )

Oh, and are you sure the Watermill is "better than any other improvement", as you said? Were you not the one advocating that towns are far more valuable than anything else, since gold rushing is more powerful than hammer building? Still, I guess that the extra food might just push Watermills over the top.

It's not a big deal to me. I just wanted to know how it exactly worked with these options. It's good to know that you can't see enemy moves within your line of sight.

It does make it a bit easier to do dirty tricks. For instance, the fleet of ships in the fog of war that you talked about. You could have moved a fast ship up to their coast, scouted out the defences in a city and moved back into the fog of war and they would never have known that you were there. It is good to know that such things are possible in Play by email.;)
Actually, most PBEM players I know would not do such things without submitting a log of units moved in their line of sight. (It would be a rare occurrence anyway, since there's very few situations in which you would not simply send your military directly towards their cities.)

Anyway, in the case of the teams game I was playing in, it would have been impossible for us to do such a thing - we would have required a minimum of 6 movement points to do so (3 in to view the cities, then 3 out again into the fog), and all of our ships had only 5 (Galleons and Frigates with the circumnavigation bonus).
 
You can go right here (click the "Upload" link on the bar above your post). Upload it, and it'll give you a link you can post on the forums.

Welcome to CFC! :beer:
 
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