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that may be but the civ trait gives it an advantage when it comes to production and funding.
 
but with their increased speed and commerce and less cost on sea improvements they get a slight advantage, also they have less of a chance at sinking at sea or ocean early in the game.
 
...which has nothing to do with the post you just posted, but rather relates to the post a few more posts up. (And what does the extra commerce have anything to do with anything?)

The extra speed doesn't have anything to do with straight combat, either. :p
 
Tomoyosan wa ogenki desuka

Does your intelligence agency gain experience from operations, or is it entirely a function of your govt? Also, if you get a city to revolt, does the owner know you incited it or does it look like a culture flip?
 
it depends on how much money you put into the operation for if your caught. If you are then they know who or you may not suceed the operation, if not you get away scot free
 
So if "initiate propaganda" succeeds, it looks like a normal culture flip?
 
A4phantom, I'd suggest to wait for Tomoyo to answer :)

Since I don't really know, I will not take a guess.
 
Good advice, I'll take it. I don't know anything about spy operations, they've always seemed so much more expensive and riskier than invasions, but I'm (like you I think) making the jump to Monarch, so I need all the tools I can get.
 
yeah, I just switched (winning my first game). I stole one tech from AI, after planting spy in communism. Cost me 1700 gold, so I didn't try again. However, planting spys does work much better in communism than democracy.
 
Ginger_Ale said:
Renata, you intrigued me. :) I decided to set up a test giving a Seafaring civ (England) 50 curraghs and a non-Seafaring civ (Rome) 50 curraghs at the start of the game.

My results: England lost 13, and was left with 37 the first attempt.
Rome lost 23, and was left with 27 in the first attempt for them.
The second time around, England was left with 35, and Rome with 20.
Third time: England kept 36, and Rome with 22.

Judging on these three attempts, and averaging them together, I will conclude with saying Seafaring civs have a chance of sinking in ocean of 72% (perhaps it should be 75%?) and non-Seafaring civs with a chance of 46% (perhaps it should be 50%?)

All trials done on Regent, only 1 human civ, no AIs. They were done on the first turn in ocean. If you would like, I can do it to see if 1 or 2 turns in water affects it, or the difficulty level. Or I can try it and see if Sea makes a difference.

No matter the numbers, Seafaring civs definately do have a significant advantage. :)

Thanks very much, GingerAle. :) That's just the kind of thing I should have done myself, but was to lazy to. :p

I bet it is 75%, because I know the non-seafaring chance of success is 50%. As far as I'm aware, too, how many turns you're at sea doesn't matter -- each risk calculation is independent. So a seafaring civ's galley or curragh still has almost a 1-in-3 (31.6%) chance of surviving after a four-turn suicide run. Pretty impressive -- means you can get almost anywhere on a normal map without losing more than a few ships.

Thanks. :)

Renata
 
Why don't I get the luxuries that are within my city's borders? I get them if I build a colony on them and a road to them but I can't do that when my city expands and the luxury is inside my borders. I've tried bulding roads to them but that doesn't work and I don't know what to do. I don't get the luxury bonus' automatically neither or when I make workers work the square that the luxuries are in.

P.S. I play Conquests and I just started playing a few days ago.
 
try building a city on them, ive never had that problem but it may fix it. You could have an error in the game and may want to try reinstalling, just a thought though, should be a last resort.
 
Jakodinn said:
Why don't I get the luxuries that are within my city's borders? I get them if I build a colony on them and a road to them but I can't do that when my city expands and the luxury is inside my borders. I've tried bulding roads to them but that doesn't work and I don't know what to do. I don't get the luxury bonus' automatically neither or when I make workers work the square that the luxuries are in.

P.S. I play Conquests and I just started playing a few days ago.
Is the luxury connected back to your capitol? Also, I didn't realize this at the very beginning but resources like tobacco and sugar are NOT luxuries. They are just bonus resources.
 
The capital doesn't matter unless you want to trade the resource. The resource just needs to be in your territory and connected via road/sea/air to your city for it to be available. As Tubby mentioned, this only applies to luxuries/strategic, not bonus resources.

P.S. Jakodinn, feel free to post a screenshot or .sav with an example if we haven't answered this yet!
 
in some conquest scenarios though, the bonus resources are stratigic (sorry for bad spelling) resources used to make units and buildings.
 
The 'pedia will tell you whether the resource is strategic/luxury/bonus for the scenario you've got loaded.
 
try right clicking on the tile and it should tell you ifit is or not, but that might be the mod i have.
 
EMan said:
Don't you mean NOT sinking!? ;)

Good analysis though, Ginger_Ale. :goodjob:

Yes, sorry, I mean Seafaring = 75% to stay alive, Non-Seafaring = 50% to stay alive.
 
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