That does not matter. At larger maps distance corruption tends to be lower.Also, at larger maps you'll have more cities at a greater distance from the capital.
Distance corruption is proportional to 1/(MapW+MapH). So at huge(160x160) distance corruptopn is half as big as on small(80x80). If you cover a circle with twice the radius you do cover four times the area. A lower average distance corruption is to be expected.What i am reading in that thread is that the optimal number of cities is proportional to map size, but not the distance…?
Yes, but it generally not the best idea because these slaves dont cost maintenance or count against the unit cap. So, it is better to keep them around for tile improvement.Question about workers: If you obtain workers (whether captured or purchased) from an AI civ, can you use those to bump your own cities' populations? I know it doesn't sound like the best idea in the world (and I probably would not do it), but I'm just curious if anyone knows if it's possible. (Just reading articles & thinking of stuff.)
- Put them on a ship to another continent?Another question pertinent to my last game (Russia/Monarch/Large/Continents): what to do with scouts once I have the whole land map? Only thing I could think of was to disband for the shield value.
Cool idea. I don't do mods (and don't know how anyway), but I would consider trying that one just to avoid the units becoming totally obsolete.Bc they are quite useless after exploration is done, I modded them so they can build resource colonies.
It is something I only recently did, so I dont know yet if the AI actually uses this feature.Cool idea. I don't do mods (and don't know how anyway), but I would consider trying that one just to avoid the units becoming totally obsolete.
Ok, I made a new .biq file with a change (actually picked "join city" instead of "build colony"). How do I run it instead of the default?It is something I only recently did, so I dont know yet if the AI actually uses this feature.
I will test it out further this evening.
In the editor, all you have to do is go to the units tab, find the scout unit and click the "build colonies" checkmark.
IIRC that's all.
Ok, I think I've figured out how that works. Thanks.Rename your .biq into something like "colony scouts" , place it into the folder of scensrios and pick it while starting a new game , choosing it like any other scenario.
I've always played the standard game & have never added a mod or scenario. Going to try now (since I can't sleep anyway).Do you always play the standard game or do you have any mods or scenarios added ? Always keep the originals of biqs you have modified , might want to get back to them .
Rename the biq and put it in the scenarios folder. Then instead of "new game" you select "scenarios" in the main menu.Ok, I made a new .biq file with a change (actually picked "join city" instead of "build colony"). How do I run it instead of the default?
Yep, got it working. Testing by playing Russia/Monarch/Small/Continents.Rename the biq and put it in the scenarios folder. Then instead of "new game" you select "scenarios" in the main menu.
I know ... lol. Hopefully I won't disappear too much into it.But beware. Once you start modding, you'll get drawn deeper and deeper into the rabbit hole.![]()
AFAIK, the AI won't carry out any Worker-actions if the unit doesn't have the "Terraform" AI strat -- which you can only give it (in the Firaxis Editor) if all the Worker-actions are checked for that unit.It is something I only recently did, so I dont know yet if the AI actually uses this feature.
Looks like I could still use the Scouts to "Join City," then build Explorers/Conquistadors from scratch, and that this might be a better use than upgrading the Scouts. I'm testing some stuff out on a game I probably won't finish (the new Russia game) for that purpose & might now start a Spain game for that as well.@WeirdoJoker: Even after the map is fully explored, in the event that you get surprise-attacked by a neighbour, upgrading your Scouts to Explorers (10 shields --> 20 shields = 30g) can make them useful (again) for finding/ pillaging that AI's unguarded Resource/Lux tiles. With M=2 and All Terrain As Roads, Explorers can reach and pillage any tile up to 5 tiles into the AI's territory within a single turn (though they will almost certainly then be killed over the following interturn).
Of course, when Explorers are so cheap to build from scratch, whether it's actually worth keeping (and paying maintenance on) your Scouts in between finishing exploring your landmass, and learning Astronomy, is a question that would have to be decided based on your game's current circumstances.
The Spanish Conquistador is also brutal for pillaging, if you can make an Army of them. With the Army's free pillaging, bonus move-point (i.e. M=3 for a Conq-Army) and ATAR, they can pillage up to 9 tiles within a single turn. That said, it's almost never worth upgrading Scouts to Conqs (10 shields --> 70 shields = 180 gold per capita).
Ooooh, this is awesome, actually. Such a simple and elegant solution. It makes expansionist civs a tad stronger because they can establish colonies more quickly.I modded [scouts] so they can build resource colonies.