Quick Answers / 'Newbie' Questions

One numerous occasions as I'm gearing up to take a city, I've noticed that the AI will have one or more Great People present. After it's all over but the crying and the city is mine, they up and disappear. So my newbie question is this;

Do they move to a near by AI city somehow? Or do they die/fade into obscurity because they weren't really all that great to begin with?

My money is on the latter, but I'd thought I'd ask.
:crazyeye:
F
 
In BTS settled great people do not disappear in conquered cities. In Warlords and Vanilla they do.
 
I mean unsettled (I think that's what you'd call them).
F

If you capture a city which had a great person in its garrison, then the great person is destroyed. The AI does try to move them out of danger (at least with the BetterAI mod, not sure about the unmodded game), but doesn't always succeed.
 
Do they also get killed if you find them unprotected outside a city, or can they be captured like workers?
 
I'm playing a game on Prince and I noticed Jao has mech infantry, but he doesn't seem to have Robotics. From going to diplomacy screen with all of the AIs, it looks like none of them have it. How did he get mech infs?
 
Do they also get killed if you find them unprotected outside a city, or can they be captured like workers?

Destroyed.
 
Culture: it grows borders and improves city defenses.
Anything else? How growth is calculated?
Tax rate: How can you set it? How does it work?
Trade routes: do they activate with open borders?
Commerce: How does it work?
Capturing workers: How?
Palace: can you have just 1? Can you have more? What happens if it changes capital?

thanks!
 
Culture also determines which tiles you get when yours and another civs' cities are close together. The stronger culture overwhelms the weaker culture.

Growth for your cities depends on how much :food: the city has in the tiles it is working. Each population point needs 2:food: to sustain itself; anything beyond that will contribute to the city's growth. For example, you have a city with population 4, working enough tiles to generate 11:food:, with no unhealthiness. It has a surplus of 3:food:, which will accumulate in its storage. Once the storage fills, the city will gain another population point.

Tax rate is the sliders in the upper-left. They convert :commerce: to :science:, :culture:, and :espionage:. Anything left over is converted into :gold:.

Trade routes are set automatically to maximize your total commerce. You need to have open borders to trade with another civ (otherwise your trade routes will be domestic). High-value trade routes go to large cities with good trade multipliers (e.g. Temple of Artemis, harbor, customs house).

Commerce is the :commerce: on the tiles your cities work. The main sources of :commerce: tend to be cottages and precious resources (gold, gems, silver). The city adds up the total :commerce: it gets from its tiles, and then divvies it up based on how you've set the sliders. Then it applies multiplier buildings. For example, if you have the sliders set to 0% except for an 80% research slider, and a city generating 20:commerce:, then that city would allocate 80% (16) of its commerce to :beakers: and 4 to :gold:. If that city had a Library (+25%:beakers:) then it would produce 20:beakers: and 4:gold: each turn.

Capture workers by moving a unit that can attack (anything except workers, settlers, scouts, explorers, and of course oceangoing units) onto the worker's tile. You have to be at war to capture workers. The AI always destroys them instead; I don't know why.

You can only have 1 palace. If you build the palace in another city, then it disappears from your original capital. If you build enough courthouses, then you unlock the Forbidden Palace wonder, which acts like a second palace for maintenance calculations.
 
Why do some cities from a civ cost almost 100% more Espionage Points to be visible (or investigate)?
 
Why do some cities from a civ cost almost 100% more Espionage Points to be visible (or investigate)?
Mission costs vary a lot due to various modifiers. For example, a city you have trade routes to will cost quite a lot less, as will one with your state religion, then some things drive up the costs of specific cities, most notably its distance from your palace and the presence of a security bureau.
 
Thanks. I sent a missionary and the cost to investigate the city dropped from 150k to 80k... lol
 
If you capture a city which had a great person in its garrison, then the great person is destroyed. The AI does try to move them out of danger (at least with the BetterAI mod, not sure about the unmodded game), but doesn't always succeed.

I haven't tried the better AI mod, but in unmodded games I've seen them lose GPs at a level I would consider unacceptable.
F
 
The really sad bit is when the AI civ's last city gets a Great General on your turn as you slowly grind its remaining garrison forces into the dirt.
 
Some starter questions (sorry if they're covered in the last 700 pages :P)

1) I've heard the best route for harder levels is specialist cities. I.E. 1 Financal, then 1 Production, etc. However, how can you see how much money an individual city is making? I know the city index menu will list it in the gold stack colum, however, it always show my capital making XX while all the other cities are at 0? Yes all my cities are connected to my capital. I thought there was a way to open up the city and see it's income? As it stands now it seems to do nothing when I build a bank or market for a city.

2) Is there a trick to completing wonders other than chop strat.? It seems I almost always get beaten by the computer on wonders.

3) Do roads cost money to maintain? Speaking to a friend he said you should be building the minimum number of roads at any given time.

Thanks in advance!
 
1) Banks, markets etc only multiply commerce :commerce: a city is making. You need to build cottages AND work them, and/or work commerce generating resources (gold, silver, sugar etc) in you cities BFC (big fat cross). If its not working commerce resources it wont produce any. You can hover over commerce in the city screen to give a breakdown. Your capital's palace generated income.
City specialisation is definetly the way to go. It means only prod centres need forges/factories, but not libraries/markets. The converse is true for science/commerce cities. Buildings cost maintenance, so only having ones you need it better

2) Choping then later rush buying is usually the way to got. stone and marble help

3) Roads don't cost maintenance, but building lots of them early means wasted worker turns which should be used for improving tiles. You need lots of workers too btw
 
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