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How are "happiness" factors applied to citizens?

E.g. at Emperor and above I have a size 12 city, assuming 0% lux tax, no whipping, no war weariness, 100% native population (just too keep it simple).

The base citizens will be:
CUUUUUUUUUUU

Where "C" = "Content" and "U" = "Unhappy"

What determines which of these become happy and which become content and which remain unhappy after applying things such as Luxes/Markets, happiness improvements and Wonders (HGs, Bach's, etc.), and MPs (if in the right govt).
 
Apply contentness modifiers first (buildings, Wonders, military police). For example, if you have a temple and (non-obsolete) Hanging Gardens in another city, and you're in Monarchy with one MP, you have three additional content citizens for

CCCC UUUUUUUU

Then apply happiness modifiers (luxes. Luxury tax falls into this category as well, but applies only at lux tax rates of at least 10%, and I still haven't figured out the rounding rules, so I'll leave that out). Make the content citizens happy first, then start with the unhappy ones -- for those it takes one happy face to get to content and a second to get to happy. Assume for example that you have a marketplace with five luxes in the city described above. That's (1+1+2+2+3 = 9 happy faces from the luxes.) Your city would therefore go from

CCCC UUUUUUUU

to

HHHHHH C UUUUU

Renata
 
I'd like to get some flavour from you vets about where to start with town 1 on day one, and some of your earliest cities.

I have been going warrior, settler, granary, settler, temple, settler worker and want to know what you think of that.

If you want to post any of your standard starting techniques (ie. first 40 turns) that would be great also.

Thanks,

Stunner :goodjob:
 
It depends greatly on the start. If you have enough food for a settler factory / have no bonus food, I usually build a granary to speed up growth. If you have some bonus food, but not enough for a settler factory, you usually grow fast enough to not need a granary - but it varies.

If you can post a save of your situation, that would help!

PS: I doubt you will need a temple that early in the game. Use the luxury slider (by the science slider on the F1 screen) to control happiness instead! :)
 
hi im sure some of these have been asked before but anyway...

1 How do I encourage Ai to use art,sea and air units?
2 Can I disable tech trading until a certain date or not allow trading for particular civs?
3 Why do some settlers need up to 10 squares instead of 8?
4 Will the AI ever settle in a crowded area where there is less than 8 squares?

thanks
ps Im on PTW, without patch
 
Hi, I've never posted before so if I stink of Newbie I apologise.

My Question is this: Why can I only rush some wonders with Leaders? I assume it alters depending on the level I play but I've found that I can't rush any wonders at all on Emperor. I also had an early leader in a Persian DemiGod game that wouldn't rush ANY buildings or even build an army.

Anyone any ideas why this is or was it just a one-off bug? I need to know as I am seriously considering changing my warmongering ways and resorting to a long boring cultural win!!
 
Hi PrinceOfLeigh!

Welcome to CFC! :dance:

Are you playing Conquests? Military Great Leaders (MGL) can't hurry Great Wonders (only small) in Conquests. Scientific Great Leaders (SGL) can hurry Great Wonders. You may get SGL if you are #1 to discover a tech (3% for non-scientific, 5% for scientific civs).

:)
 
Thanks for the quick reply Trooper.

Do you have any ideas why this particular Persian Leader didn't want to make a Glorious Army of Immortals for me to unleash upon the Ottomans? I'm guessing it was an error as he was stationed in his capital at the time.

I had to disband him for insubordination.
 
A leader has to be in a city with a Barracks in order to create an army.

Looks like you may have disbanded a perfectly good leader :eek:
 
PrinceOfLeigh said:
I had to disband him for insubordination.

:lol:

Court-martial...

I can't think of anything else than what Frollo said, or that you need 4 cities for every army.

Edit: and congrats on the promotion! (Wigan).
 
stunnerwhat said:
I'd like to get some flavour from you vets about where to start with town 1 on day one, and some of your earliest cities.

I have been going warrior, settler, granary, settler, temple, settler worker and want to know what you think of that.

If you want to post any of your standard starting techniques (ie. first 40 turns) that would be great also.

Thanks,

Stunner :goodjob:

Well.... it does depend on what civ you play and how you want to play but building a temple in your first city is usually a waste of time.... you get the same happiness bonuse from your first warrior as you do your temple for a LOT less shields....you will keep this bonus until you get out of despot and go republic.... (if you go Monarch you will still keep it)

If I start with pottery and no industrious.... I will usually build one worker (if build & grow time don't waste) then start imediately on a granary.... If no pottery... then I will build a warrior/worker/barracks.... As soon as I get pottery I switch baracks to granary... Then I build nothing but settlers in the capital until my expansion phase is over.... I usually use my 2nd or third town as a Barracks->Warrior (MP) factory
After I have pottery I go for the philosophy->literature(free) and use the techs for trade(iron work, HB riding, etc....) Don't trade literature until you get your GL (pre)build to within 1-3 turns. (I've had AI's switch a GW to GL and complete b4 me when I had only 6 turns left to complete)
I usually use the early warriors for scouting until they are to far from home or stranded beyond AI boundaries... then I disband and use my vets for MP...

I am hardly an expert at the game but this tactic has served me well up to Emperor level (so far so good).... Hope this helps...
 
Frollo said:
A leader has to be in a city with a Barracks in order to create an army.

No... you can build an army in any city you own (even resisting cities).... after you create the army you can then move him/her around the field and load troops into the army anywhere...(C3C)
 
gmaharriet said:
I still play on Warlord level. Today I had 2 cavalry disembark from a galleon and snag up 3 of my workers. I sunk their galleon with my bombers and mowed the cavalry down with TOW Infantry, but the workers had just disappeared. :p

Yes.... I have seen (or more acurately NOT seen) my workers disappear after they get captured but I did not know that they were being disbanded.... huh... Dastardly AI! :mad:

A moment of silence please for the non-combatants lost.....
 
stunnerwhat said:
I'd like to get some flavour from you vets about where to start with town 1 on day one, and some of your earliest cities.
The flavours vary depending on your objective! (viz. Victory Type.)
And, it's not a bad idea to decide how you're gonna win the Game.....just like you decide on Which Civ? Which Level? Which Mapsize? etc....BEFORE you start the game.

Let's say you go for a Conquest/Domination victory.
1. Get a good Map (Use MapFinder if you want a Great Map.)

2. Settle your first town adjacent to a river, preferably without moving the inital Settler (To save Time.)

3. There are no "Book Opening Moves", so you might want to try some things and see how it suits you. I would definitely agree with GorfTheWanderer that building Warriors, Granary, Settlers & Workers has to be a priority BUT the build order is not so easy.

4. I like to build a few Warriors early on for several reasons:
A. They're cheap and quick to produce
B. They act as MP's (Very useful at Emperor and above)
C. They're good, cheap scouts
D. When you build or capture a city that is close to enemy territory, Warriors can help prevent your city from "Deposing you as their Leader" and 'Flipping' to another Civ!...this is an advanced play consideration.....but when it happens, and it does.........you think "Oh Lord, I should have prevented that!".
E. You can use them to keep the AI off "Your Continent" by "planting" them on all the Coastal Squares!.....this can be particulary effective at high levels.........until the AI gets Marines, which are a long way off, they can't land on your island or continent! ;)

5. If you've got a cow or 2 in the starting position, a Granary in the Capital city is a must and I usually build this before any Settlers or Workers.........'cos it's easier to "re-grow" the lost citizens if you have the Granary.

6. Other than the Warriors, I don't build ANY defensive military units, even on Sid level, ONLY offensive units AND preferably Fast Units only....like Egyptian War Chariots, Horsemen, Knights and Cavalry. For most games, Cavalry is the most powerful unit you'll need to win the game (But, Horsemen may be plenty!!)............perhaps supplemented by Catapult-thru-Artillery Units.........After enough battles.........you'll usually get MGLs with which to build Armies.........the AI won't generally attack Armies.

7. I like to build Barracks in any city where I'm gonna build an Offensive unit....for 2 reasons:
A. Veteran units are produced as opposed to regular units
B. You're that much closer to getting an MGL!

A lot of the opening moves will form a pattern depending on your style of play........Builder/Farmer v Warmonger v Culturer v Astronaut/Diplomat. :)
 
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