Quick Answers / 'Newbie' Questions

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.
 
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?
 
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.
 
Never tried that, but I would assume the strongest unit is chosen, just like normal. I guess you can consider them one enemy stack.

Yep, that's how it works.
 
If you and Civ A both have units on the same neutral (unclaimed) tile and you DoW Civ A, what happens? Does it change if it is on Civ B's, a neutral civ, tile, or if you are at war with Civ B? What if you, Civ A, and Civ B all have units on the same tile, you DoW on Civ A, and Civ B stays neutral? Anything else I should ask?
 
And if you read the posts after that one, you'll also see that the article is severely outdated on the subject of 'average over turns' vs 'average over number of points'.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.
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 Hmm, those outdated War Academy articles should probably be replaced (or at least updated) with the newer information, so that people aren't being misled...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 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.
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! ;)

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.
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. ;)
 
Back a ways, someone said that, in BTS, if you launch the star ship with less than the full load of parts but at least the minimum, it would get to Alpha Centauri faster than a fully outfitted ship, with the caveat that there is the possibility of failure of the mission with fewer parts. Is there somewhere that the information about how much faster and at what risk of failure the mission will proceed with various fewer parts? For example, in the game I just finished, an AI launched two turns before I did. Could I have gotten there first by leaving off some of the parts? This is a pure "win the race" question - winning by one of the other options or capturing the capital and other military solutions are not what I am asking about.
 
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.
 
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.
 
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.

You can't get more than 10 xp off of Barbs (and 5 xp off of Barb Animals).
 
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.
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. :)
 
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...

All the articles from the War Academy originate from threads. In this case, the first post of the thread holds the information about the mechanics in vanilla civ4 and later posts in the thread add to that by explaining how it works in later versions like BTS. That's of course far from ideal, but you'll often find the correct information later in the thread linked to the War Academy article.

There are even some threads where I find some follow up posts more interesting than the original one while the original one has become a War Academy article and the follow up posts are almost unknown.
 
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. :)

Thanks for the info. I thought that in the message back several pages someone had lost the space race to an AI even though the AI had launched a turn later and the explanation had been that the AI must have launched without all the parts.

What about the thrusters, since you can also choose to launch with 1 to 5 of them?
 
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?

They are taken into account when deciding the warplan (i.e. when the Civ goes weehorn). Power-related stuff like DPs happening when the attacker is already in weehorn don't make them reconsider.
 
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