Quick Answers / 'Newbie' Questions

I had something to ask about a city's distance from the palace. In the attached image,on the red dot, is the distance 3 or 2? Normal counting would say 2 but crp rings (screenshot attached) shows 3. So what's the deal with this? Is distance calculated in a special way in diagonally placed tiles?
 

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I asked this in the wrong place: what is the 'sentry' order for?

Also, what does the AI do with its GML's? I just killed one (a rare sighting) that emerged from a unit that landed on my shores in a hopeless naval expedition.
 
I asked this in the wrong place: what is the 'sentry' order for?
It's kind of like a soft 'fortify': it sends a unit to sleep without skipping its turn (unlike hitting space -- you can wake the unit up again on the same turn after sentrying).

Difference from 'fortify' is that a unit will wake up automatically when any AI-unit (if you hit 'Y'), or a hostile unit (if you hit 'SHIFT-Y') ends in an adjacent tile. But I believe a sentried unit won't get the fortify bonus if attacked -- kind of makes sense, if he was asleep at the time... ;)

I usually only sentry attack-units (while I'm stockpiling them), and fortify defenders. Don't want my Cavs on defence if an AICiv RoPes/DoWs me earlier than I wanted them to...
Also, what does the AI do with its GML's? I just killed one (a rare sighting) that emerged from a unit that landed on my shores in a hopeless naval expedition.
Can't have been that hopeless, if they got an MGL for it... ;)

The AI will definitely use MGLs if it can, either to rush improvements or to build Armies (which the C3C AI would then fail to use properly, if at all, but never mind!). How it decides what to do with the MGL is another question. The most logical thing for an AICiv to do with a newly-created MGL would be to move the MGL to where it would do the most good overall (even if that took a couple of turns), but the C3C AI is not always logical, is it...?
Spoiler :
Since the AI calculates 'best' moves on a turn-by-turn basis, if I was programming it, I would get the AI to look at all its cities within movement-range of the MGL, and then move it to whichever city had the most pressing need for shields on its current build (e.g. highest fraction of shields missing out of total shields required, giving higher weights to the more expensive jobs). That should ensure that really expensive projects (e.g. Wonder-builds) would be prioritised over, say, finishing off a Spearman. In the event of a tie, or no build reaching preset shield-requirement thresholds, move it to the nearest city and build an Army.
And what it would do with an MGL created on some foreign field is yet another question: it would first have to capture a town in order to be able to use the MGL for any purpose -- and a human player isn't going to let that happen if they can prevent it. And since the AI apparently doesn't know how to re-load units onto ships directly off a beach (it only does so in coastal towns), it would therefore have to capture (or build) a coastal town before it could get the MGL back to its homeland -- but as soon as the MGL arrived in that newly built/captured town, would it be used to rush something...?

So yeah, would be interesting to know for sure...
 
Is there a way to anticipate and prevent periods of unrest in one's cities resulting from such things in war weariness? I know that the loss of a luxury on the lapse of a trade deal will often push some (or all) cities into revolt and that can be catered for with attention. I also know that a city being on the point of growing can be a warning sign. But sometimes, there are outbreaks across the empire that are not attributable to either of the last two causes and the result is a lost turn of production. Is it preventable?

Note: I use Civ Assist and can only blame myself when failing to heed the alerts but it's the unheralded breakdowns that concern me.
 
It's kind of like a soft 'fortify': it sends a unit to sleep without skipping its turn (unlike hitting space -- you can wake the unit up again on the same turn after sentrying).

Difference from 'fortify' is that a unit will wake up automatically when any AI-unit (if you hit 'Y'), or a hostile unit (if you hit 'SHIFT-Y') ends in an adjacent tile. But I believe a sentried unit won't get the fortify bonus if attacked -- kind of makes sense, if he was asleep at the time... ;)

I usually only sentry attack-units (while I'm stockpiling them), and fortify defenders. Don't want my Cavs on defence if an AICiv RoPes/DoWs me earlier than I wanted them to...
Can't have been that hopeless, if they got an MGL for it... ;)

I have a feeling that (if it can,) the AI brings a newly-created MGL to its nearest city, and either completes the current build if that city was building an improvement, or creates an Army (which it then fails to use, in C3C!) if the city was building a unit. Would be interested to know for sure, though...

Thanks tjs282. Do you know whether a fortified flak unit behaves any differently than a sentry one? Will they both fire at enemy planes?

The hopeless amphibious invasions usually bear fruit when I am too busy to notice them and then watch enemy units hammering away at one of my poorly-guarded coastal towns. :(

You mention C3C. I remember that I used to see enemy armies. That must have been in an earlier version of the game. I wonder why they wiped those out? Made the AI too powerful?

New question: what exactly does a fighter do when ordered to perform an 'air superiority' mission?
 
Is there a way to anticipate and prevent periods of unrest in one's cities resulting from such things in war weariness? I know that the loss of a luxury on the lapse of a trade deal will often push some (or all) cities into revolt and that can be catered for with attention. I also know that a city being on the point of growing can be a warning sign. But sometimes, there are outbreaks across the empire that are not attributable to either of the last two causes and the result is a lost turn of production. Is it preventable?

Note: I use Civ Assist and can only blame myself when failing to heed the alerts but it's the unheralded breakdowns that concern me.
Cities won't riot immediately on growth without other factors in play -- you always get 1T grace period to fix growth-unhappiness with a Clown, or more LUX%.

You can get riots if you allow a Lux-deal to expire during an AICiv's turn on the IBT, before your cities' growth/ happiness/ production is calculated. You can get some warning of this by doing one or more of the following: ensuring that you only make deals during the 'active' phase of your turn rather than the IBT (so that they also expire during your turn, 20T later), turn on 'always renegotiate deals' in the preferences, and/or ask CAII to notify you of any deals about to expire.

If you're getting 'unpredicted' (by CAII) riots, that's almost certainly due to WW. You can minimise that by ensuring that it's not you who DoWs first (the AI will often oblige you with WH, especially with a little encouragement!), by keeping units on your side of your borders as much as possible (i.e. attack mainly/ only with fast units, making cross-border strikes on a single city, until it's yours), or by generally making your wars quicker and more decisive, and making peace as soon as your war-aim(s) has been achieved.

Remember also, if you are fighting CivA, and they bring in CivB in an MA, making peace with CivA will then eliminate all WW-effects from that war (even if it was you who shot first), and instead you'll get WH from CivB's DoW. If there was any justice, it would also result in CivB getting annoyed with CivA, but this doesn't noticeably seem to happen! TANJ...

If you overlook or forget any of that, a last-ditch possibility, as soon as you get the first riot-warning in the first affected city on the IBT, is to zoom to that city and turn on the Governator for 'Citizen moods' in 'All cities'. The rioting city's production will be lost, and you risk other cities starving (because the Governator will then make Clowns to prevent riots, so might put those other cities into -ve FPT), but that will at least give you some breathing-space to fix the problem once you have control of the game again, by increasing LUX% or striking a new Lux-deal.

Mrs Effwun will tell you which cities got citizens Governated to Clowns -- if there's lots of them, that's a sign that you might need to raise LUX% or end the war...
 
Thanks tjs282. Do you know whether a fortified flak unit behaves any differently than a sentry one? Will they both fire at enemy planes?
I think so. Flaks (and MobSAMs) don't have a D-value, do they? So fortifying them makes no difference to their AA-defensive capability.

You mention C3C. I remember that I used to see enemy armies. That must have been in an earlier version of the game. I wonder why they wiped those out? Made the AI too powerful?
No, I don't think it was deliberate. The AI could use Armies just fine in Vanilla and PtW, but Armies were not as powerful as they could/should have been (e.g. a 3-Cav Army having only 1 attack per turn, compared to using 3 individual Cavs for 3 attacks per turn), so they got seriously buffed for Conquests (A/D-bonus, +1MP vs slowest unit in Army, blitz, MP-free pillaging).

However, (Lanzelot thinks that) Firaxis forgot to adjust the AI's Army-use routines accordingly, and something came unstuck. So the C3C-AI can still build Armies, but it can't load them properly any more, because it can't find units to match what's already in the Army. We discussed it a little over in this thread.
New question: what exactly does a fighter do when ordered to perform an 'air superiority' mission?
It means the Fighter has a 50%(?) probability of being scrambled against an incoming air-attacker during the following IBT(s), until you tell it to do something else instead, i.e. once you've set it to A-S, you shouldn't have to keep renewing that order on subsequent turns (provided you've de-selected the 'Cancel orders...' boxes in your Preferences!).

One interception is possible per Fighter per IBT, with the outcome of each interception determined by the pRNG (as for land and sea units), based on the Fighter's A-value vs. the incoming attacker's D-value, with no. of combat-rounds based on total HP. So usually an intercepting vFighter will win -- but not always, especially if it's being forced to make interception-runs on several successive IBTs, but is stationed in a city without an Airport, so isn't getting its HP fully-restored each turn.

(Without an Airport, a damaged air-unit has to be fortified to recover its HP -- at a rate of 1HP per turn, IIRC -- or you can Re-base it to an Airport-city to get fully repaired in 1T; but either way, you'd better already have another Fighter in your frontline city to do A-S duty, because you can't set a Fighter to A-S on the same turn as you Re-base it).

Also, Fighters on A-S missions only ever seem to get scrambled to defend cities, not the BFC-tiles -- so you might also want to station a Flak/MobSAM and an Inf/MechInf (in a Fortress?) on any vulnerable resource-tiles (and maybe also put a Radar Tower in the vicinity)...

And finally, since the AI knows where all your units are, it may choose not to risk its Bombers against cities where your Fighters are stationed in the first place...
 
The AI will definitely use MGLs if it can, either to rush improvements

AI will usually use MGL to build wonders such as the pyramids. The difference between MGL and SGL is only implemented via the interface. AI uses no interface.

Remember also, if you are fighting CivA, and they bring in CivB in an MA, making peace with CivA will then eliminate all WW-effects from that war (even if it was you who shot first), and instead you'll get WH from CivB's DoW.

Are you sure about this? Declaring war via a MA does cause no War happyness. But CivA breaking the MA will change it?

I think so. Flaks (and MobSAMs) don't have a D-value, do they?

They do. D = 6 for both.

Without an Airport, a damaged air-unit has to be fortified to recover its HP -- at a rate of 1HP per turn, IIRC

That would not be consistent with 2 HP per turn land units get in cities without barracks.
 
Are you sure about this? Declaring war via a MA does cause no War happyness. But CivA breaking the MA will change it?
It should do, if the game-logic works consistently.

If I DoW CivA, then obviously I get no WH, and the WW-effect becomes noticeable (much) more quickly. If CivA then brings in CivB, then I have not DoW'd CivB, they have DoW'd me (my Foreign Advisor certainly seems to think so, anyway!). In that case, I should get WH from CivB's DoW -- but as long as I remain at war with CivA, then that pre-existing WW-effect will most likely override any WH-effect.

Also, if I have any per-turn deals ongoing with CivB when they sign the MA against me, then my trade-rep appears to stay intact.

If I can then sign peace with CivA, the WW-effect from my DoW vs CivA should be cancelled (although the WW-counter will still need 20T to reset, behind the scenes), but that does not mean that I am no longer at war with CivB, rather that those 2 Civs no longer have an MA with each other against me (because CivA has broken that deal). So all I am now left with, is (or should be) the WH-effect from CivB's DoW.

The game I am currently playing (Random Emp Koreans1) seems to bear this out. I have not broken a single deal in this game (as you confirmed a week or two back, either here or elsewhere, don't recall), and have on at least one if not more occasions signed peace with one half of an MA (my victim, 'CivA') but not the other (my aggressor, 'CivB'), with the result that my citizens' mood improved markedly, more than I would have expected simply from the elimination of WW.

(I have various savegames, up to about Turn 300 so far, and will get round to posting them at some point...)
They do. D = 6 for both
OK. I didn't have my cheat-sheet handy, and I build those units so rarely that I couldn't remember their stats offhand (because by that point in my games, I'm usually either well ahead and don't need them, or getting completely hammered by a runaway AI, and can't build them!).
That would not be consistent with 2 HP per turn land units get in cities without barracks
Really -- 2 HP? Was that changed from Vanilla to Conquests? Because I'm >95% sure that in Vanilla, damage recovery-rate without Rax was only ever 1HP per unit per turn.
 
On the F11 ranking list what, if anything, do literacy, military service and the other not terribly helpful ranks tell you? I get GNP, land area, income per person etc, but not those. Does anyone strive to bring their military service ranking down (or up)?
 
On the F11 ranking list what, if anything, do literacy, military service and the other not terribly helpful ranks tell you? I get GNP, land area, income per person etc, but not those. Does anyone strive to bring their military service ranking down (or up)?
Now that's something I wanted to ask too. [emoji18]
As for literacy, could that be related to scientific advancement?
 
Literacy tells you mostly about progress in scientic building. libraries etc. give 33% each for the city they are in, intelligence center etc. give 50% for the city they are in and great scientific wonders give 100% for they city they are in. Depending on their F11 population an average for the emipre is calculated and if you have a tech for scientic wonders, usually philo or litaratur, than a one tome bonus of 3% is added in the end. Also an upper limit of 100% or 99% applies.
 
Literacy tells you mostly about progress in scientic building. libraries etc. give 33% each for the city they are in, intelligence center etc. give 50% for the city they are in and great scientific wonders give 100% for they city they are in. Depending on their F11 population an average for the emipre is calculated and if you have a tech for scientic wonders, usually philo or litaratur, than a one tome bonus of 3% is added in the end. Also an upper limit of 100% or 99% applies.

Thanks Justanick. It baffles me how you know this stuff. I can't recall seeing it anywhere. Is it in the civilopedia? Also, when playing, do you take any notice of it? I pay attention to things like land area, GNP and so forth, but not literacy or years of military service.
 
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