Quick Answers / 'Newbie' Questions

Indeed. For this reason, there is no point in mining tiles that are not and will not be in any city's radius (if your goal is to pop resources).

I believe each worked mine has a 1 in 10000 chance of popping a resource per turn, by the way - independent of game speed. Someone else can correct me on that if it's no longer the case, but I'm fairly sure it still holds. :)

1 in 10000 per mining resource you have revealed - i.e. in later eras up to 6 in 10000 per turn :)
 
1 in 10000 per mining resource you have revealed - i.e. in later eras up to 6 in 10000 per turn :)
I'm not quite sure I'm following you. So you mean a 1 in 10000 chance for each of Copper, Iron, Coal, etc? In other words, at the start of the game when you've got Gold/Silver/Gems revealed, you've got three lots of 1 in 10000 chances per turn per mine worked?
 
exactly - there is a dice roll of 1 in 100000 for each of the resources you can see (i.e. at the start you have 3 dice rolls...)
Okay, didn't realise that. Good to know. Thanks! :)
 
of course I had one 0 too many in my last post - it is one in ten thousand as the chance per resource - have to go and get some :sleep: :)
Yes, I just noticed that myself. ;) :lol:
 
What can I do to support my economy during and after an Immortal rush? (Bear in mind this is Vanilla we're talking about, so Cyrus is Cre/Exp.) I've tried it a couple of times now (Prince) and while my military tactics are just fine, I have a lot of trouble recovering afterwards. I figure I should be teching something different, but I'm just not sure what.
 
What can I do to support my economy during and after an Immortal rush? (Bear in mind this is Vanilla we're talking about, so Cyrus is Cre/Exp.) I've tried it a couple of times now (Prince) and while my military tactics are just fine, I have a lot of trouble recovering afterwards. I figure I should be teching something different, but I'm just not sure what.

Build more workers

Research pottery and build cottages and granaries

Research writing and build libraries and hire scientists.

Research alphabet and trade techs and build research

Research code of laws and switch to caste system and hire scientists and merchants and build courthouses

Research monarchy and switch into hereditary rule and grow your cities

Research currency and build markets, hire merchants, and build wealth

continue warring, but don't keep the cities.
 
...I only realise now what a huge difference razing cities as opposed to keeping them makes. Because a player always keeps military forces around, he can easily re-take and fortify a city... But he doesn't keep Settlers waiting around, so if you raze his city, he needs to build a Settler first to replace it, and that takes a lot of time (during which he can't reinforce his military might). So you either permanently reduce his production capacity by one whole city (making it easy to out-produce him), or you prevent him from building forces (making it easy to out-produce him).

I think that may be the solution. I also think I should make better use of Hereditary Rule, Caste System, Markets and Courthouses.
 
Well, ideally you should only bite off what you can chew - in other words, don't keep fighting past the point where it will take an inordinate amount of time for your empire to recover. Personally, I find it usually isn't worth fighting wars where you have to start razing most cities instead of keeping them, because your empire isn't gaining anything much from those wars.

In my games, I will keep almost every city I take in wars - only razing those which are abysmally placed. This way I get the maximum gain out of my efforts. ;)
 
Question:

How does the Apostolic Palace resolution "Stop trading with X" work exactly, if it succeeds? Does it immediately cancel all trades with X for all members? Which deals are stopped - resources, gold per turn, open borders, defensive pacts, permanent alliances (presumably not)? Presumably one-off trades like world maps, gold, city requests etc are not prevented from occuring, it's just turn-by-turn deals?

Also, how does it work after that one point in time where the resolution passes - are people unable to trade resources, sign open borders etc with X permanently? Or can they renegotiate their deals straight away? (In which case, what is the point of the resolution if people can just get their deals back right away?)

Thanks in advance. :)
 
Question:

How does the Apostolic Palace resolution "Stop trading with X" work exactly, if it succeeds? Does it immediately cancel all trades with X for all members? Which deals are stopped - resources, gold per turn, open borders, defensive pacts, permanent alliances (presumably not)? Presumably one-off trades like world maps, gold, city requests etc are not prevented from occuring, it's just turn-by-turn deals?

Also, how does it work after that one point in time where the resolution passes - are people unable to trade resources, sign open borders etc with X permanently? Or can they renegotiate their deals straight away? (In which case, what is the point of the resolution if people can just get their deals back right away?)

Thanks in advance. :)
Speaking from experience rather than analysis of the XML (which is beyond me), the success of that resolution ends:
  • Open Borders
  • Resource trades
  • GPT trades
  • Defensive Pacts
However, any trade deals you made less than 10 turns ago do not end, as these are binding, like the peace treaty that goes along with them. So I have been in the odd position of having OB and all trades with a civ cut off except for one resource or GPT trade that I recently negotiated (or renegotiated--yet another reason why it often pays off to do that).

One-off trades are also effectively ended, as the target civ will refuse to talk with you for several turns. I gather it's the same effect as if you had agreed to "stop trading with our worst enemy"--the difference being that the trades end and the leader gets huffy even if you voted against the resolution. It would be nice if the targetted leader got a little less ticked in that circumstance, and was willing to talk to those who voted against the resolution earlier than with those who voted in favour. Not sure if the game works that way or not, but I kind of think it should.

I don't know much about Permanent Alliances so I can't speak to that.
 
Thanks for that. I doubt it would reverse a Permanent Alliance (effectively the same as breaking up a team), since that might break some of the game mechanics.

I was asking so I could find out if the resolution has any effects on the game mechanics of trades in multiplayer. It sounds like it doesn't, however - the only effect is making the AI unwilling to trade, which isn't relevant for multiplayer games. So it sounds like when playing against humans, this resolution is a bit of a dud. ;)

Ah well, never mind. Thanks once again for the answer. :)
 
Lord Parkin, your question got me wondering. I don't play multiplayer much, so these kinds of things evade my experience: does the AI player ever negotiate trade embargoes between two human players?
 
Question from Vanilla player (I'm hopefully getting the expansions soon!): say Shaka captures an enemy city that has a Barracks, and the Barracks does not get destroyed in the ensuing chaos and rioting. Does the Barracks become an Ikhanda? Or does it simply get destroyed?
 
Military buildings are always destroyed in capture ( except Military academies ), so Shaka has no luck :p This applies to all of the culture providers as well ...

But regarding the core question: If the non-UB equivalent of a civ UB is captured with a city, it gets automatically transformed in the UB. If a Roman captures a city with a market and it survives the capture, it becomes a Forum, or a Persian captured grocer becomes a Apothecary.
 
Lord Parkin, your question got me wondering. I don't play multiplayer much, so these kinds of things evade my experience: does the AI player ever negotiate trade embargoes between two human players?
I haven't played much multiplayer with AI's (it tends to be all humans ;) ). But from my limited experience, I have never seen the AI propose a trade embargo with a human player - though I'm sure it can happen. Certainly, a human player can sign a trade embargo with an AI against another human player. This would certainly stop the other human from trading with the AI, although I'm not sure it would change anything between the two humans (aside from the annoyance that one would have to the other for denying him his trades with the AI ;) ).

By the way, on a completely different note - for some reason, I only noticed this feature just now (where you can click the number of posts in a thread to see stats on who posted). Seems amazing that I have almost 500 posts in this thread - 1/6th of my total on CFC. And I'm only in 3rd place here. :)
 
By the way, on a completely different note - for some reason, I only noticed this feature just now (where you can click the number of posts in a thread to see stats on who posted). Seems amazing that I have almost 500 posts in this thread - 1/6th of my total on CFC. And I'm only in 3rd place here. :)

I have been looking for 10 minutes now and can't find where that information is available. Where is it hidden? :aargh:

On a more serious note: 3rd place, 500 posts.... beginner...

;););)
 
I have been looking for 10 minutes now and can't find where that information is available. Where is it hidden? :aargh:

On a more serious note: 3rd place, 500 posts.... beginner...

;););)
It's as simple as going out to the forum view as normal - then instead of clicking the link to a thread, you click the number in the "Replies" column to the right. It's funny how it had never occurred to you before either. Amazing the things you can miss. :)

I'm impressed at your (almost) 1000 posts... nearly 1/3 of your total. ;)
 
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