Quick Answers / 'Newbie' Questions

Shl707-sounds OK to me, assuming the home island is core-worthy.

Basic question- I thought I understood unit healing but now I'm not so positive. Can someone explain how damaged units heal and where they can do it?

Damaged units can only heal in neutral, or your own territory. You cannot heal in enemy territory unless you have battlefield medicine or whatever that wonder is.

I believe a unit needs to be fortified to heal, and I also believe a unit heals the fastest if fortified in a city. someone correct me if I'm wrong
 
Damaged units can only heal in neutral, or your own territory. You cannot heal in enemy territory unless you have battlefield medicine or whatever that wonder is.

I believe a unit needs to be fortified to heal, and I also believe a unit heals the fastest if fortified in a city

yes Battlefield Medicine is the wonder you mean.

It is not necessary for units to be fortified they must only be still. If you are in a jungle, you don't want to fortify.

Units only fully heal in one turn when in a town with barracks.
 
Your units can always heal in your borders and in neutral land. They heal 1HP per turn, if they do not move. Armies can heal in any land and heal 1HP per unit in the army.

Units in a town with a barracks will heal fully, if they did not move.

Edit way late I see.
 
Your units can always heal in your borders and in neutral land. They heal 1HP per turn, if they do not move. Armies can heal in any land and heal 1HP per unit in the army.

Units in a town with a barracks will heal fully, if they did not move.

Edit way late I see.

Did units not heal faster if in friendly towns? IIRC (I might be mistaken)

Units heal 1 hp: if they do not move on friendly or neutral territory.
Units heal all HP if they stay entire turn unmoved in town that has barracks.
Units heal 2 hp/turn per turn they stay unmoved in friendly town that has no barracks (I might be mistaken about this)
Battlefield medicine minor wonder allows units to restore 1 hp /turn when stay unmoved on enemy territory.

Key of restoring HP is not moving, this even means that 1/3rd movement point you waste to go to the city means unit won't recover that 1 or all hps. As Fortifying and/or sentry orders do not take turns, same rules apply to fortified units - guaranteed they did not move before fortifying.

You can skip unit moves with space bar and can see if unit has moved thanks to green bulb that is near unit.



I avoid building too much improvements on pangea but arch is different thing

Don't think "I should avoid building improvements at all costs", think "What long term benefit would city gain if I build improvement there and is it worth losing those 80 shields at the moment". If you need to drive AI off your isle, then building 2 swords and a spear could be much more valuable than building marketplace.

I feel that I should have every commerce unit available to me and can't resist the temptation to build all multiplier building available at the the home island, also using many sea tiles for commerce harvesting by building harbor is also too tempting. The improvement building starts after researching construction. If needed
Look at corruption, if town has more than 50% corruption, building anything is not worth in it - just convert these towns into science farms - try to produce as much excess food as possible and then remove as many citizens from working and make them into specialists.

If town has less than 50% corruption, building courthouse followed by whatever other improvement is usually worth it. Think it about - why would you waste your time and money onto town what could produce 5 breakers max, after 100 turns (until you build courthouse, harbor etc.). instead of wasting your time you could hire 3 specialists who build 9 uncorrupted breakers + min. 1 gold (by building wealth) per turn

shl7070
I will even slowly depopulate some towns to increae efficiency of the main cities (by building workers then disband at 1 pop). Overseas cities get nothing except that one city on each island have barracks (and harbor if there is connectable resource).

Your core is your center, it needs to be improved. There's nothing wrong about building workers from size 4 capital - it'll quickly get its pop back to size 4 and will improve itself and other core towns around it. On other islands - keeping one spear in every coastal town and maybe 1 or 2 offensive units per island is far more than you usually need even on monarch :)

I keep one 'static defensive unit' in every larger group of towns. Every border town (that Ai can reach) gets 1 spear and 1 spear and/or horseman is fortified "behind town" so they reach several (seven or more) border towns within turn or two - this guarantees that AI does not capture my towns.
 
Did units not heal faster if in friendly towns?

It is not the town; it is the barracks that does the quick healing. That is why we like a barracks town (or Sun Tzu) in a border town during wars.
 
It is not the town; it is the barracks that does the quick healing. That is why we like a barracks town (or Sun Tzu) in a border town during wars.

For some reason I could swear it was two :(
 
The manual specifically states that units heal fully in one turn with a barracks... unless y'all can find a sure statement that says a town will heal in a single turn... I just ain't buying it.
 
The manual specifically states that units heal fully in one turn with a barracks... unless y'all can find a sure statement that says a town will heal in a single turn... I just ain't buying it.

No, I'm stating that units in town wo barracks recover 2 hp's instead of one.
so Veteran swordman with 1 hp would gain be 3/4 full hp if he waits one turn in town. I might be mistaken, but I believe it was like that.
 
Healing in a town with no barracks heals 2 hp per turn. It is better than in the open, but not as good as a barracks.
 
Yes, one extra food. :)

is the despotism penalty exclude food? or is the cow just special?

Can you fill me in on exactly what the despotism penalty does? I always thought it means any tile producing more than 2 of something would only produce 2 aside from bonus cows getting you 1 extra usable food.
 
No, the Despotism "penalty" includes food.

Remember, cows produce 2 extra food.

Any food produced in excess of 2 would be decreased by 1.

So, in the case of the grassland cow, you wil get 3 food unirrigated (grass=2 + cow=2 - penalty=1); 4 irrigated. The penalty of 1 food only applies once per tile. :)
 
No, the Despotism "penalty" includes food.

Remember, cows produce 2 extra food.

Any food produced in excess of 2 would be decreased by 1.

So, in the case of the grassland cow, you wil get 3 food unirrigated (grass=2 + cow=2 - penalty=1); 4 irrigated. The penalty of 1 food only applies once per tile. :)

damn. thanks. I've been missing out!

oo another question: If you have more than 1 of a type of lux, do the additional counts do anything? If so, is it still better to have 2 different than 2 the same? ie spices + wines -VS- 2x wines
 
The Despo penalty is: any tile that produces 3 or more of food/shields/commerce, will have that number reduced by 1. EMan's math above is correct, just adding it applies to all tile bonuses.

The extra luxes can be used for trading, but otherwise do nothing for your empire. So it's better to have 2 different, though you can trade your extra to an AI for one of theirs (though they most likely will want something in addition to the lux).
 
The Despo penalty is: any tile that produces 3 or more of food/shields/commerce, will have that number reduced by 1. EMan's math above is correct, just adding it applies to all tile bonuses.

The extra luxes can be used for trading, but otherwise do nothing for your empire. So it's better to have 2 different, though you can trade your extra to an AI for one of theirs (though they most likely will want something in addition to the lux).

That's what I figured. Just making sure. I'm glad I know how the despo penalty works now haha
 
No, I'm stating that units in town wo barracks recover 2 hp's instead of one.
so Veteran swordman with 1 hp would gain be 3/4 full hp if he waits one turn in town. I might be mistaken, but I believe it was like that.

I want to offer my apologies for doubting youse guys. I did a quick test in my game and you were correct. This is good to know since I would sometimes leave a unit outside a city as I didn't know it mattered. :thanx:
 
I want to offer my apologies for doubting youse guys. I did a quick test in my game and you were correct. This is good to know since I would sometimes leave a unit outside a city as I didn't know it mattered. :thanx:

:mischief:

You always learn new things, that's why civ serie is cool :P
 
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