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Hamshore said:
if you build a city with a barb hut in its radius - do you aways get a tech? just happened twice to me in a demi-god game where I've switched to never opening hut (too many barbars...)

Nope, that's just (good) luck!! :)

However, if you found a city 1 tile from a goody hut, you will NEVER get barbarians.

Read this thread for more info about goody huts.
 
Ginger_Ale said:
Nope, that's just (good) luck!! :)
Unless you want to win the game by Turn 6 (viz. 3750BC)....then a Warrior would be nice! ;)
 
Thanks - I've got a couple of huts next to city sites - so with any luck I'll be trading like mad! It feels like a lucky game - I got a settler to a choke point one turn before the Americans coming the other way...

(rumble of thunder in background)... - what the heck - oh no the RNG gods think I'm taking the micky - the English are doomed!
 
<snip>....
 
At what point in the game does crossing a river stop automatically costing one movement point (even when there's a road going "over" the river)? What is the logic behind this shift?

Thanks :)
 
commodified said:
At what point in the game does crossing a river stop automatically costing one movement point (even when there's a road going "over" the river)? What is the logic behind this shift?

Thanks :)

Researching Engineering. (allows bridge-building)
 
Questions about barricades: do they stop units moving adjacent to them, or only directly on to them? Do they work to stop units in neutral territory, or only in your own territory?

Renata
 
Renata said:
Questions about barricades: do they stop units moving adjacent to them, or only directly on to them? Do they work to stop units in neutral territory, or only in your own territory?

Renata

They stop units ONLY directly on them. edit: Read watorrey's post for the second question.
 
Thanks!

Renata
 
Got my idiot hat on today and can't quite remember how the Wonder Victory Condition works. Is it when the final wonder gets built?
 
Thanks. And if you're modding from the standard rules but you want the game to be contained within one single age - Middle Ages - do you have to delete all the post-Middle Age wonders in the Editor? So the final one in the MA is the final one that's built or is there an easy check box?
 
If I have a peaceful realationship (even a ROP) with a civ that has not contacted anyone but me yet and I break it, will it still damage my reputation with the other civs, or are they none the wiser?

Thanks,

Stunner :goodjob:
 
I've read that if you give a worker to an AI, they get less favourable to you (the opinion seems to be that the AI thinks it must have been at war with you to get the slave - so it likes you less). Does this work if I sell a slave from one country (A) to county (B)? Will county A be less favourable to B?
 
Breaking a deal with a civ no other civ has met will not damage your rep IF, and only IF, they are destroyed before they meet another civ.

Selling slaves: I have always assumed this is true.
 
In custom units, there is often a text file with suggested stats for the unit. One of the stats often included is suggested cost. I've always found these to be really low, i.e. suggested cost for a tank be 10. Am I missing some sort of assumed multiplying factor?
 
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