Quick Answers / 'Newbie' Questions

what do you do when you are in the middle of the game? :)

well im playing tiny map right now - i have 8towns/cities and i noticed there is a limit in world map of cities.After that the corruption will start grow.
Do you really take care of enemie cities after you capture and give them time to grow or you just destroy enemie cities and leave them with no buildings and in idle ?

Why? because its certain even in tiny world there is about 30cities or more? :)
 
what do you do when you are in the middle of the game? :)

well im playing tiny map right now - i have 8towns/cities and i noticed there is a limit in world map of cities.After that the corruption will start grow.
Do you really take care of enemie cities after you capture and give them time to grow or you just destroy enemie cities and leave them with no buildings and in idle ?

Why? because its certain even in tiny world there is about 30cities or more? :)

That's a BIG question, and much discussed! Look around the forums. Search specifically for "corruption", "OCN" which is the "Optimum City Number" - once you have more cities than this, corruption starts getting really bad, and/or "raze/razing", which means not keeping enemy cities but razing them. You get slaves, but at the cost of annoying all other AIs.

[EDIT: the OCN is the limit on any one civ's cities, not on total cities. Your corruption with >30 cities of your own will be bad - the AI civ with 28 won't feel this effect, yet].

(Razing really mean just razing the enemy city and building one of your own - it's not really about corruption, since that's unaffected, but about resistance).

You have to take care of enemy cities (or your own replacements, if you raze'n'replace) to a certain extent, because that's the only way to get cultural territory (otherwise the enemy will just re-settle there). But it's a hard question what to do with some very corrupt cities.

What I do is put up a cheap Library/Temple if I can (i.e. if my civ is Scientific or Religious) to expand culture, then emphasise food and take as many people off the land as scientists/taxmen as I can. This is surprisingly efficient - scientists/taxmen are not affected by corruption. The Civil Engineer (needs an advance, I forget which one) is also very useful to get buildings up quickly.

After that - build Wealth? I've never known really what to do with these cities. Others have different ways of dealing with it.
 
AmbientOrange, you should never avoid getting more cities for fear of corruption! More cities is always better, even when corruption rises a bit.
Always build the Forbidden Palace; it brings corruption down. The optimal city number on a tiny map is set at 14. If I'm not mistaken, you can build the Forbidden Palace when you hit half that number. But also corruption will already have made a jump when you put your 7th city in. Corruption rises gradually, instead of being a sudden disaster happening when you reach the optimal city number.
 
its a bit boring for me :P i have 12cities and almost no army. (other nations are polite and gracious, except zulu with 2cities ) This time i even learned how to trade, so i often see my cities celebrating emperors day.
The bad thing - i dont have army.Im not certain should i build cities with more than 12pop.
p.s. what is embargo ? :)
 
What is boring? When you say army, do you mean the Army unit or do you mean all your troops collectively? If you have no troops, you are asking for trouble sooner or later. If you just do not have an army unit, that is not important.

The WLTKD is something I do not shoot for as it requires too much investment in happiness, unless you have some goal that it will aid in accomplishing. Better to spend less on happy and more on troops or research.

Embargo is just that, nations agree to not trade with you. It has no effect on me as I do not trade resources, I take them.

What do you mean by the line about 12 pop? If you mean making a hospital to allow cities to become metros, I would rather have a second town. I do not research Sanitation normally.

My view on corruption is it is your friend. It makes you convert towns and cities to farms as they are too corrupt to try to improve. It was meant to limit your empires size.

My rule is more towns is better. Larger towns, IOW cities, is better. Only put into a town what it can use effectively. IOW do not put in a bank in a 100% corrupt town. Do not put in a structure before its time.

That is to say a lib may be a useful structure, but not when you are making 1 beaker. Wait to start it, when you are sure it will yield more than 4 beakers, when done.
 
No, you would have to have an airport. You can connect harbor or airports or roads. Airfields only let you house aircraft.
 
undertoad said:
That's a BIG question, and much discussed! Look around the forums. Search specifically for "corruption", "OCN" which is the "Optimum City Number" - once you have more cities than this, corruption starts getting really bad, and/or "raze/razing", which means not keeping enemy cities but razing them. You get slaves, but at the cost of annoying all other AIs.

[EDIT: the OCN is the limit on any one civ's cities, not on total cities. Your corruption with >30 cities of your own will be bad - the AI civ with 28 won't feel this effect, yet].

Careful here. Perhaps we should table this somewhere else, but I'll put it here for this comment at least. When one passes the OCN it does hold that corruption will increase in subsequent cities as stated here And sure, that does mean corruption may increase a little in each individual city (which you'll only see if it passes the threshold for rounding... i.e. if we round up .5 to 1, then we won't see .4 corruption, but only when corruption >=.5). However, that doesn't imply that total commerce or production of one's empire goes down after you pass the OCN. At least as I understand it, it does mean that the optimum ratios of city production and commerce drop, but that's all that necessarily follows. Maybe I've misread though.
 
Air fields, I believe, allow take off and landings on a non-city/town space and are worker made. Could be useful to build in enemy teritory where you own no cities/towns during a war.
I believe you can base aircraft in any city/town you own.

Airports act as trade hubs and build veteran aircraft. Also make pollution.
 
Hello All,
I have a question I hope someone out there can help with. I have been trying to find a forum for it (having been told of for caridnal sin of using the wrong forum), so trying here.
I am messing around with a mod and I want to create a king unit that can be captured rather than just killed, i.e. the way say a catapult can be captured and becomes your own catapult. I want to to that for a king unit (in this case Theodora). I have tried various settings in the mod creator, but every time I test it my unit just kills the king unit rather than capture it and turn it into my unit.
Any ideas?
Best,
Blaatand
 
Conquest has a king unit already and to make it capture enable should be a simple flag the game already supports. Check in the creation forum.
 
When one passes the OCN it does hold that corruption will increase in subsequent ... However, that doesn't imply that total commerce or production of one's empire goes down after you pass the OCN.

Yep, you're right: I didn't mean to imply that all your cities suddenly become disastrously more corrupt at the point of exceeding the OCN.
 
Hello All,
I have a question I hope someone out there can help with. I have been trying to find a forum for it (having been told of for caridnal sin of using the wrong forum), so trying here.
I am messing around with a mod and I want to create a king unit that can be captured rather than just killed, i.e. the way say a catapult can be captured and becomes your own catapult. I want to to that for a king unit (in this case Theodora). I have tried various settings in the mod creator, but every time I test it my unit just kills the king unit rather than capture it and turn it into my unit.
Any ideas?
Best,
Blaatand
I don't think it's possible. The 'capture the princess' feature also doesn't work, that's a well-known bug. It would work if you gave your king the same type of properties as an artillery unit, but that would be weird, of course.
CivAgamemnon provided you with a link to the Creation and Customization forum. We're not being awkward; that's just where the best knowledge about modding is, because that's where all the modders are visiting. Perhaps you missed the helpful link in CivAgamemnon's post.
 
i have been tryin for about 30 turns trying to produce a military leader i have about 25 elite swordsman and i have about 3 to 4 successful battles each turn... i was wondering if having an unused scientific leader can alter me from creating a military leader?
 
IIRC, that is indeed the case. You can collect SGLs when you have an MGL without a problem, but the code for the MGL looks to see if a "Leader" is currently in your possession. Not MGL, but any Leader. This code is a leftover from pre-Conquests, when the only Leader was the MGL, and was never updated to take that into account.
 
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