Quick Answers / 'Newbie' Questions

Does this mean, that there is a theoretical chance on THREE SGLs in 1 turn? With the full sling, plus trades for the remaining AA techs to get you into the MA, so a third one on receiving your free MA tech as a Sci tribe?
t_x

You can also theoretically get three SGLs as a non-scientific civ; if ToE completes on the same turn as you discover a tech, you could get one each for the new tech and the two free techs.

I've once had twin SGLs from the slingshot, it was very nice.
 
You can also theoretically get three SGLs as a non-scientific civ; if ToE completes on the same turn as you discover a tech, you could get one each for the new tech and the two free techs.

I've once had twin SGLs from the slingshot, it was very nice.
I thought you could only get SGL's from the techs you got at the start of the turn cycle, not though in the middle. So you get them from the slingshot but not ToE.
 
I thought you could only get SGL's from the techs you got at the start of the turn cycle, not though in the middle. So you get them from the slingshot but not ToE.

Maybe you're right... I certainly can't say for sure that an SGL is possible from a ToE tech, I was theorizing.
 
Does this mean, that there is a theoretical chance on THREE SGLs in 1 turn? With the full sling, plus trades for the remaining AA techs to get you into the MA, so a third one on receiving your free MA tech as a Sci tribe?
t_x
I have not seen confirmation that bonus techs from ToE or new age for scientific tribe can give you an SGL. But i suspect it is possible.

Ok, another one. I'm worried I'll be beat to SciMethod & ToE - it's close - and Electricity is going to be an astonishing 10 turns with the Sci slider at 90% (100% doesn't change it) and Lux at 0% (I have 7 luxes due to imports). I tried turning a bunch of citizens into scientists, but it didn't help. What am I missing (aside from being too lazy to conquer territory, which is next on my list anyway)?
Lack of territory is likely your main problem. If you had a decent (but still not huge) territory and decent developed core and semi-core you should have reasonable ease at achieving 4 turns per tech for the reasonably cheap tech electricity.

Say you play a standard size map on emperor and have only 20 cities at size 16. You average at 2.5 base commerce per citizen and 5 per city tile. That totals 900 base commerce. Deduct an assumed 20% corruption: 720. Multiply by 2 for universities: 1440 beakers per turn. Electricity costs 140*240/8=4200 beakers. For 4200 beakers in 4 turns you would need an average science slider of 72.9167%.

Cavalry is the time for war. The early industrial techs are twice as expensive as the late medievial techs. To stay competitive you need grab enough territory early enough and then develop it.
 
Lack of territory is likely your main problem. If you had a decent (but still not huge) territory and decent developed core and semi-core you should have reasonable ease at achieving 4 turns per tech for the reasonably cheap tech electricity.

Say you play a standard size map on emperor and have only 20 cities at size 16. You average at 2.5 base commerce per citizen and 5 per city tile. That totals 900 base commerce. Deduct an assumed 20% corruption: 720. Multiply by 2 for universities: 1440 beakers per turn. Electricity costs 140*240/8=4200 beakers. For 4200 beakers in 4 turns you would need an average science slider of 72.9167%.

Cavalry is the time for war. The early industrial techs are twice as expensive as the late medievial techs. To stay competitive you need grab enough territory early enough and then develop it.
Thanks. I decided to start using my Cavs to go after India, and then possibly Rome after that (though they're close in tech & have Cavs, so...). Hopefully all will go well. Already captured Sistine Chapel (though of course I have no cathedrals) and if can take Bombay I'll get the Great Lighthouse, too. :D
 
I have not seen confirmation that bonus techs from ToE or new age for scientific tribe can give you an SGL. But i suspect it is possible.
I do think I once saw the AI get an SGL for their free tech after gifting them into the middle ages. Dunno if it was because they immediately rushed Sun Tzu, or maybe I guessed it from the replay.
 
I have not seen confirmation that bonus techs from ToE or new age for scientific tribe can give you an SGL. But i suspect it is possible.
I have never gotten an SGL for techs from ToE or from the bonus tech at the age change. The only bonus tech that has ever given me an SGL is The Republic, from the slingshot. I've gotten SGLs from the slingshot many times (and once 2 SLGs on the same turn, as Bartleby did). I've seen many people write that you can get them from the above bonus techs, but I've never seen anyone write that they HAVE gotten one. This makes me believe that you cannot actually get one for any of the non-slingshot bonus techs.
 
Once everything's railroaded and mined/irrigated, I usually just hold onto Workers to clear pollution, or occasionally replace a mine w/ irrigation (or vice versa) if needed to balance food production. (I suppose if I end up conquering Rome on the same continent, which I'm cranking out Tanks for (except for some Marines to take out the last of India), I can use the Workers to improve or repair territory I take.) Is there anything else I could be doing with them that I haven't thought of (like Join City)? Atypically, I don't have a huge ton of Workers this game, but often I do.

On another front, I have more than 30K gold, with around 800+ GPT. Anything I can be doing with that cash aside from protecting it from exploitation by the AI (aside from the few thousand I had to pay China for Ivory to keep LUX% at 0 and SCI% at 100)?
 
I do pretty much what you do -- clean up pollution. I will keep little stacks of slave workers (usually 8) fortified at different places, so they can zip over and clean up pollution in one turn. For roleplaying, I find a nice tile -- maybe a lake, near a mountain -- where I park all of my native workers. Let them rest and relax after 2000 years of keeping my empire improved.

In rare cases, I might send some to "Join City" if I've just conquered a small island town and it needs to bulk up. Yes, that town will be pretty corrupt. Send over a few on a boat, improve the tiles, then join the city.
 
Is there anything else I could be doing with them that I haven't thought of (like Join City)?
Don´t forget there are other worker jobs available, too - especially building radar towers and fortresses. I have also seen a screenshot, where parts of the coastal territory where garnished by outposts. I have never tested if this could stop AI amphibious invasions or this is pure decoration.

All in all these alternatives for workers in the later stages of a game in my eyes are very lame - so in my mod they can upgrade to different unit types in the later game.
 
Don´t forget there are other worker jobs available, too - especially building radar towers and fortresses.
I'll build Fortresses on resource-tiles within AI bombardment-range, especially really important/ rare ones like Coal, Oil and Uranium. I might also fortress Lux-tiles that are at risk of warship-bombardment or amphibious landings. Then I stash a decent defender(s) (or Flaks/SAMs, if an enemy has Flight + Oil = Bombers) in that resource-fortress, to ensure that I can continue to build high-tech units, and maintain happiness and/or trade-routes.

I almost never use Radar Towers, though; I can only remember one (PtW) game where I ever made any systematic use of those.
I have also seen a screenshot, where parts of the coastal territory where garnished by outposts. I have never tested if this could stop AI amphibious invasions or this is pure decoration.
@SuedecivIII does this routinely in his YouTube playthroughs, and swears that it does prevent AI-landings.

I don't usually spam Outposts on every coastal land-tile like he does, but (I also don't play at Sid, and) I will put them on any coastal Hill or Mountain tile which is directly adjacent to one of my towns. Nothing worse than trying to dislodge a just-landed Rifle/Inf from a Mountain, so I can get at the Cavs/Tanks hiding underneath...
 
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Question about the radar tower. I had nowhere else to build it and keep it safe. Does it work when I attack a target outside its range? For example E, SE and SW of the city? Which square counts as the battle square?
 
doesn't it work like City X , the tiles you work from city screen ?
 
doesn't it work like City X , the tiles you work from city screen ?
You mean it is useless in the current position when I am getting attacked in the city?
And also, if I am the attacker, does the attacker's or the defender's tile matter?
 
You can also theoretically get three SGLs as a non-scientific civ; if ToE completes on the same turn as you discover a tech, you could get one each for the new tech and the two free techs.

I've once had twin SGLs from the slingshot, it was very nice.
Wow! This has never happened to me, I assumed it wasn't possible.
 
Another question. An industrious tribe gets in the city square
1. One shield as default
2. One extra shield at city size if the basic terrain includes a natural shield (plains, desert, plains, BG, tundra furs etc)
3. Two extra shields at metropolis size. I was surprised to see than with my own eyes.
A. Is the above correct?
B. If yes, then why does the civipedia say that those tribes get extra shields at "city and metropolis" size?
C. Isn't 2 true for all civs? You need to get size 13 in order to gain something from the ind trait? (except for worker speed of course)
D.If yes, then the carthagenians and the French get at size 13 two extra shields and one extra commerce. A typical "I do not want to pay a hospital" tactic fails to the following simple procudure. Build a hospital, Irrigate a tile, thus losing two shields (doesnt matter if they are corrupted or what buildings for production are in existence), use the two food to grow at size 13, get back the exact two shields you paid for the growth and be left with 1 extra commerce plus a specialist! Even if the commerce is corrupted, the specialist beats the hospital's maintainance cost. Correct or am I missing something?
 
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Another question. An industrious tribe gets in the city square
1. One shield as default
2. One extra shield at city size if the basic terrain includes a natural shield (plains, desert, plains, BG, tundra furs etc)
3. Two extra shields at metropolis size. I was surprised to see that with my own eyes.
A. Is the above correct?
There is a minimum production of 1. That overwrites any case of zero production.

At town size(<7) the tile gives as many shields as the tile would normally give, but at least 1. That does not depend on being industrious.
At city size the tile gives as many shields as the tile would normally give +1. That does not depend on being industrious.
At metro size(>12) the tile gives as many shields as the tile would normally give +3 if being industrious and +2 else.

So a hill(1 shield) with coal(2 shields) gives 3 shields at town size, 4 at city size and either 5 or 6 at metro size.
B. If yes, then why does the civipedia say that those tribes get extra shields at "city and metropolis" size?
The civipedia is wrong. Being industrious gives one extra shield at metro size only.
D.If yes, then the carthagenians and the French get at size 13 two extra shields and one extra commerce.
Being commercial gives 2 extra commerce at city size and 3 at metro size. I do like being commercial. The Iroquois have the best traits and also a very strong UU.
Build a hospital, Irrigate a tile, thus losing two shields (doesnt matter if they are corrupted or what buildings for production are in existence), use the two food to grow at size 13, get back the exact two shields you paid for the growth and be left with 1 extra commerce plus a specialist!
Yes, that is how it works when not being commercial. Also free unit support may increase.

The german wiki has an article dedicated to city tile yields.

 
You mean it is useless in the current position when I am getting attacked in the city?
And also, if I am the attacker, does the attacker's or the defender's tile matter?
just a guess . Otherwise ı don't know . Tried radar towers only once , couldn't tell if they were working .
 
If I DoW Rome while building the Spaceship - America & China are pulling ahead of me notwithstanding my huge gold lead (should I buy Miniaturization to keep up even at an outrageous price?) - would my economy automatically mobilize such that I would be prevented from constructing parts, only military units?
 
Mobilisation is something you have to switch to deliberately -- and as soon as you do, any non-military builds in progress are forced to switch to a military build -- but it ends automatically when your current state of peace/war changes.

So you could mobilise while still at peace, use that period to build up for the war, then DoW, and go back to normal builds. Or if you already have a sufficient military for the initial stages of the war, you could DoW, then mobilise, and then use the bonus-shields to replenish your losses.

If you choose to do the latter, you won't be able to build spaceship-parts while at war. But when you're nearly ready for the war to end, you can use the last couple of turns before you sign a PT to "prebuild" parts using the mobilisation shield-bonus, by switching to expensive builds such as e.g. Battleships in coastal towns or Civil Defence in inland towns.
 
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