Quick Answers / 'Newbie' Questions

Currently I have the Options being set to take me to the next unit automatically.

I would like to turn this option off but I am wondering if there is a hot key to take me to the next unit manually.
 
I think W is that hotkey. Enter also works, but if all of your units have moved or fortified already then it will end your turn whereas I don't think W will.
 
Thank you for the tip, I will try that.

Another question – is there a way to cancel (reverse) the latest unit(s) move?

Many time my units are grouped together and I move all of them when I intend to move only one unit.
 
I just noticed that in the graphic options one can choose between displaying units as a single,ehm..., unit or with multiple ones. That was something that puzzled me while reading the Sulla's walkthrough where the multiple option was sure used. What's the point in this ? Why, for example, two units for a worker and 3 for an archer ?:confused:
 
It's just graphics. Nothing changes about how the game is played. 2 workers probably looked better to the designers than 3 and vice versa
 
Despite the incredible inanity of the following question, I'm no newbie; I merely haven't got the game with me, nor do I have the energy to memorize every detail about the game, and I need a quick reference for a plan I'm brewing.

How many tuns in:

A Marathon game?
An Epic game?
A Normal game?
A Quick game?

Many thanks.
 
Normal: 500
Epic: 750
I'm pretty sure about those numbers. Marathon I think is either 1000 or 1500, probably the latter and I have no idea about quick.
 
@Plantagenet_K_W:

That sounds like the black terrain bug that showed up on low spec graphics cards in early versions of the game. It was fixed, at least for some cards, in an early patch, o check if the game's fully patched. 1.74 is the most up to date version.

Thanks Mr Cynical and also ORI
I think that is most likely the problem.
I've never got to grips with the intricacies of graphics cards.

I still can't work out how to tell which one I have installed.
But that's another thread on another forum.
At least I know where I need to start looking to change things.
 
Can someone briefly explain what are the advantages of building roads ? And what does it mean that the worker loses 1/2 of movement per turn ? Thanks.
 
Can someone briefly explain what are the advantages of building roads ? And what does it mean that the worker loses 1/2 of movement per turn ? Thanks.

Roads allow you to connect (land) resources to your cities, adding health and happiness, unlocking various units and bonuses. Units move faster on roads as well, making mobile defense easier.
 
Roads let your units move faster. That is what the "1/2 movement" thing refers to - for every point of movement a unit has, it can move 2 squares of road.

Roads, along with rivers and coasts (once you have researched Sailing) also connect your cities and resources to each other (known as your trade network), letting your cities gain the benefits of resources (such as health and happiness bonuses), and allowing your cities to have trade with each other (thereby generating income for your civ).

Similarly, you use roads to connect your civ's trade network to another civ's, thereby allowing your two civilizations to generate income from trade, and also allowing you to trade resources with that civ.
 
BEATEN EVERY FREAKING TIME *bangs head on desk*
 
I hate when AI found cities on resources. It looks weird and looks like you can never work that tile unless the city was raised. But now I'm wondering if it is a good idea to found cities on resources. Is it?
 
Sorry if this is a really stupid question...

I'm playing the game using the automated switching between units during a turn, but I think that the focus discards some units which I have to manually select. Is this true ? If yes, why ? Thanks.
 
I hate when AI found cities on resources. It looks weird and looks like you can never work that tile unless the city was raised. But now I'm wondering if it is a good idea to found cities on resources. Is it?

I can think of three reasons at least to settle on a resource.

1) Settling on a resource doesn't require an appropriate improvement to utilize it. Let's say that you need a particular resource ASAP. Maybe no workers around or can't wait for the building time.

2) Settling on a resource means that it can't be pillaged. The city itself must be captured. Having a key resource online without the worry of pillaging can be a big strategic boost.

3) Settling on a resource may better utilize other resources in the city radius (big fat cross).

So settling on a resource can be a good idea. The overall game situation and resource distribution in the city radius must be taken into account, however.
 
cleanzero,

The game will ignore units that are fortifying, units that are sleeping, and units that have no movement points left for the turn. Also note that if you group units (using shift, ctrl and/or alt) and one or more of the units in a group has no movement left, the game will skip the entire group.
 
Thanks for the answer. But there is one part where I am scratching my head about... or some expression like that, lol. :confused:

The overall game situation and resource distribution in the city radius must be taken into account, however.

When is it best not to settle on a resource?
 
Almost every time. Oil is something it's okay to settle on because that makes it unpillageable but pretty much every other resource you shouldn't. Maybe the occasional axe rush where you don't want to waste turns building the mine/road.

I generally don't
 
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