Two civs (A and B) who have open borders with another civ (C). Can A and B fight a war in C's territory?
Okay, so you're at war with civ A and B. A and B have units on the same tile. How do you determine which one you attack?
Never tried that, but I would assume the strongest unit is chosen, just like normal. I guess you can consider them one enemy stack.
That's good to know. I had a feeling that I'd read somewhere that the mechanics had changed with BTS, but couldn't remember where to find it, so just had to go with the older article. Hmm, those outdated War Academy articles should probably be replaced (or at least updated) with the newer information, so that people aren't being misled...And if you read the posts after that one, you'll also see that the article is severely outdated on the subject of 'average over turns' vs 'average over number of points'. So since BTS, it fully functions like you would intuitively think it would: If you gather 50 prophet GPP, 100 Merchant GPP and 50 scientist GPP during the creation of a 200 GPP's Great Person, then the odds are 50/200 = 25% to create a Great Prophet or Great Scientist and 100/200 = 50% to creat a Great Merchant no matter how you got those great person points. It doesn't matter what great persons you were generating during one turn vs the next or how many 'sources' of great persons were used to do it. The only thing that matters are the total numbers of great person points of each type created in the city during the construction of the great person.
On a different note, I noticed in a recent game that the bug still exists where an event can inadvertantly reveal an unknown civilization's name. Example: If I'm the Aztecs and I know the Koreans, then I might get a notification that "an arranged marriage has collapsed, souring relations between the Koreans and the English" - even though I have not met the English!The random events you might be referring to are the "City X has been hit by a powerful hurricane" etc. It shows these events for all civilizations. These events occur randomly and are not related to espionage.
You do not get news of espionage missions which aren't related to you. Only the ones you perform or the ones performed against you. It should be clear from the event text whether it's a random event or an espionage mission against you which causes the effect.
You know, that's a pretty cool idea. It's not in the game, but I'd kind of like it if it was. Especially for multiplayer games - that way it wouldn't be super-obvious to human players that someone was sabotaging them... they wouldn't know for sure if it was an event or a Spy.Ah, okay. I just thought it would be cool if instead of saying a spy blew up your mine, it said something like a fire was accidentally started by a careless worker, because the spy covered up it's tracks. Thanks.
I have a unit, an axeman, that has fought in many battles and has woodsman I, II, and III. But every time he fights a battle, he gains no experience. Why is this? I've only fought barbarians, if that matters.
The exact stats:It doesn't get there in a faster amount of turns, but the reason why people say that is when you launch without completing all the parts, you're effectively launching a few turns earlier.
However, if you miss either a casing or a thruster (I forgot which) it means you have a 20% chance of failing. Personally, I've never had that happen since I make sure to launch with all pieces.
Ah, that's lame, but at least now I know.
That's good to know. I had a feeling that I'd read somewhere that the mechanics had changed with BTS, but couldn't remember where to find it, so just had to go with the older article. Hmm, those outdated War Academy articles should probably be replaced (or at least updated) with the newer information, so that people aren't being misled...
The exact stats:
Each Casing = +20% chance of success (minimum one = 20% chance, maximum five = 100% chance)
Engines do not affect chance of success, but you must build at least one to be able to launch. If you build the second engine, the time to reach AC goes from 12 turns to 10 turns (on Normal Speed). So you can work out from that whether it's worth waiting for the second engine to be completed or not before you launch.![]()
Do AI's take defensive pacts into account when they plan on wars? I.e. they won't declare war if the "victim" has 1.5 times their power so what is the case when 2 civs with D.P.'s have .8 and .8?