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Great Leader question (CSC): do the actions of GLs change with the age you're in? I was under the impression that Scientific GLs can create a science golden age (broken?) OR be used to rush production in a city, while a military leader could only be used to build an army. However, in a recent game, I got a military leader in the modern age (after I had built the War Academy), and he could rush production. I also got a Scientific leader, and he could not rush production (thinking back, I was attempting to rush an ICBM -- is this a special case?). Was this a glitch?
 
That explains it. Thanks!
 
I know that Shakespeare's allows the city it's built in to grow beyond size 12 in C3C. Two questions:
- Is the same true for PTW?
- Does it really function as a hospital, in the sense that it eliminates disease as well?

tnx :)
 
No, it is not the same for PTW.

Not sure about the disease aspect. Probably not, as the editor tag is "Allows city to grow beyond 12"
 
Thanks Turner!
Now I can go back to my other favorite (Dutch) forum and brag about my profound knowledge of the game :)
 
I’m a successful monarchy player trying to break through into emperor.
I’ve read in several posts here about settler factories. In most posts, it sounds simple, you just find a place where you can get five extra food a turn, get a granary, and voila, settlers every four turns. My problem is this: Rarely, if ever, have I found a place, near my capital, where I can get five bonus foods. If there’s no cow tile, (or there is but it’s not able to be irrigated), the best I can do is three, or four at most, extra foods. My next thought is, with settlers costing 30 shields, how do you get them produced in four turns? How can a size four city, unless it has several bonus grass tiles, generate eight shields of production?
Should I just restart the game again and again until I get favorable settler factory conditions?
 
You could do that. I probably would. Or you could create your own maps, and ensure that you have such a place in mind.

Some purists, however, would say play the hand you're dealt. Up to you, really.

If you're going to be playing MP, I would go with the harder starts. Your opponent might not always want to restart...
 
Would it still make sense, then, to have a slower settler factory? maybe produce settlers every eight turns? (Based on getting three extra food per turn) The other civs churn out settlers so fast, I'm afraid they'll beat me to all the good resources and luxuries, which brings me to another question, when settling, should I focus on making a "city ring" or just send my settlers to wherever the luxuries/resources are?
 
In my current game, I have a productive core, but no bonus grassland. During the expansion phase, I had 3 settler/military pumps that produced a settler and a military unit every 9-12 turns. I had a worker pump that turned out one worker every 5 turns. And, two other cities that produced a military unit every 10 turns.

Your core cities need to spew settlers and military until expansion end can be seen. Then choose a city at the other end of the empire to build a forbidden palace and surround it with another core of cities. I like my cores to be 4 to 6 cities about 3 squares from the capital or FP. Place them where they will be effective: on rivers, with lux, with resources, etc. Exact ring placement will help with corruption, but I think the other factors usually out-weigh exact ring placement.

Manage each city carefully during expansion. Build road, mines and irrigate to maximize each city's potential. Try to connect up resources and lux. Don't waste worker turns improving squares that aren't being used.
 
I'm looking for tips on how to get a culture flip in a Civ city that I covet.

The city is almost surrounded by my cities, one of which will soon have a forbidden palace.

Should I wait for the FP and stack military and culture in the surrounding cities?
Or what?
 
The following are the variables that control flipping:
  1. Relative distance between the city and your/their capital. You can change this by moving your palace near to the city you're trying to capture.
  2. Relative overall culture. You can obviously change this by building more culture buildings.
  3. Local culture (in the city in question). You can't do anything about this.
  4. Number of resistors in the city. Again, you can't do anything about this.
  5. Number of the city's 21 tiles owned by you. You can change this by settling as close as possible to their border and building lots of culture to push t he borders back.

Edit: Oh, and I forgot to mention, capitals can't flip, so if the city is the AI's capital you might want to give up now :).
 
The chances of culture flips is primarily based on the number of squares in the 20-tile radius controlled by the opposing civilization and the number of foreign citizens (the latter is 0, I assume). It is also affected by local culture (not possible in your situation to be helped there), if the city is in WLTKD or rioting, the culture of the two civilizations, the relative distance to your and the other civ's capital, and the number of garrisoned units.

Probably the only thing you can change is by getting more culture everywhere, unless it's possible to get some of that city's working tiles (eg in the second radius of its and one of your city's borders, but belonging to them).
 
How about the distance to the forbidden palace? Soon, the FP will almost on top of the other city. If nothing else, I'll have good production in the cities close to the other city and can build culture.

How about military units? Will fortifying offensive units on the boarder make any difference?
 
Markus5 said:
How about the distance to the forbidden palace? Soon, the FP will almost on top of the other city. If nothing else, I'll have good production in the cities close to the other city and can build culture.

How about military units? Will fortifying offensive units on the boarder make any difference?
The forbidden palace makes no difference (apart from the extra culture).

The military units don't directly make a difference. In fact they might make it worse as it may make the AI feel threatened, in which case they may garisson more troops in that city!
 
Markus5 said:
How about the distance to the forbidden palace? Soon, the FP will almost on top of the other city. If nothing else, I'll have good production in the cities close to the other city and can build culture.

How about military units? Will fortifying offensive units on the boarder make any difference?
No effect (except possibly some cultural influence), and no effect.

Edit: cross-posted with Dianthus the second time in a row!
 
I captured shard of the cross from the Germans, carried it to Jerusalem, now what? Do I have to captur the town in order to deliver the relic?
 
I've sorta been tryna cheat with my espionage.... :blush:... and I'm trying to sabatoge some cities without being caught. But everytime I retry I get caught, did they make it so that you had to be caught once before you can succeed in sabatoging cities??
 
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