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eldar said:
@ TruePurple: to "migrate" a city, set it to build a Settler and stop it growing past size 2. You'll get the "Abandon or etc." options as soon as the Settler is ready; choose "Abandon" to get a Settler and no city. Works in any version afaik.

I tried that, it just waited to build the settler till I got three population.
 
Dianthus said:
I was playing an Epic game, potentially for the HOF. However, my memory wasn't working too well. I just checked and I was right that I had only settled 2 cities, but I had also captured 2, so had 4 :blush:.

No worries, mate! Happens to the best of us.

TruePurple said:
I tried that, it just waited to build the settler till I got three population.

What version of Civ are you playing? And attach a save, that'll help.

Hint: To easily compress the save, do a ctrl-s in game instead of uploading a save file...much smaller that way.
 
TruePurple said:
I tried that, it just waited to build the settler till I got three population.

You have to MM the city's food so that at size 2, it only gets 4 food - if there's any excess, it'll keep growing and pop the settler at size 3.
 
Ever so often waves of unhappiness will hit all my cities sending them into chaos. I am using republic right now. I am at war with a nation but its mostly a defensive battle at the moment. How do I tell what the cause of the unhappiness is. I could have sworn that I was able to check unhappiness cause before. But I can't remember how I did that. Also how do I check how much "war weariness" is playing into the situation?
 
you can click on the unhappy faces in your city detail screen to see what the reasons are - you will get percentages - "give peace a chance" is the one related to WW
 
What Mordack said should be what you're looking for in determining if the happiness is due to WW (sounds likely). Also, there's unfortunately no (displayable) running tally of WW points, but here is a link to an excellent article that'll give you a little better understanding of it:

Oystein's article

(main idea (IMO): try to avoid getting attacked, losing or redlining units, or most of all, losing cities (I still find Republic well worth it myself).) Good luck!
 
yes, more production = more gold from wealth
 
No, but there are easier square by square methods.

Use the 'Clean Map' function. Shift-Ctrl-M, or go to the main menu, select Maps, and use the Clean Map. You can then look for oil without having to see a lot of extra junk.

And if your monitor is big enough, or your eyesight is good enough, you can press 'Z' to zoom out, and see more of the world at once.
 
Or by using a utility like MapStat (in CRpSuite) or CivAssist II found in Turner's signature - both are good ways. The bigger the map, the more resources, so a utility can help a lot, as well as giving the exact location.
 
TruePurple said:
I order my workers to "autorepair damage" they don't do anything. Theres pollution symbles in nearby cities though.

Pollution symbols in cities means that there is a possibility for that city to produce pollution - it doesn't mean there IS pollution currently.

TruePurple said:
How do you use civassist 2 to do it?

CivAssist II shows resources under the Miscellaneous tab (sorry, it doesn't show where they are). MapStat shows it under the Resources, and tells if it is connected/unconnected, and the XY coordinates for it on the map.
 
TruePurple said:
Is armies made without leaders (via military acadamy) any weaker then armies made with leaders?

I have noticed that armies made with GLs (regular) are not as effective as armies that are made at the MA (veteran). I do not know if this is a fact or not but I noticed that a lot of my calvary armies could only attack a city 2 times b4 going in the low yellow-red (vet rifleman defender) while if I used a "veteran" army from my MA I could usually attack all 4 times without going into the red. (And it does say in the Civ Encyclopedia for MA that it improves armies perfomance)

Anyone out there know the perfomance probability for Vet & Regular armies? I've thought about testing with a save game w/preserve random seed and save right b4 I attack w/an army and have both reg & vet standing by to see if the outcome is the same when I load after attacking with one type but I figured I would ask if anyone has done this b4.... no sense in being redundant. ;)
 
Turner_727 said:
There are two reasons you don't get the shield bonus for chopping a forest:
1) You're building a (small) wonder.
2) You've already chopped that forest once.

I think the palace doesn't get the shield bonus either....but I could be wrong. I haven't tried that in a while.

that's the confusing part.... I know that each tile can only perfom forestery ops once per turn.... I tried with 3 separate tiles next to a city and none of them added the +10 shileds to my production que.... the next turn I had the same results with these grassland tiles but one on the other side of the city added the bonus while none of the 4 others did... I eve tried changing the worker assignments inside the city to those tiles b4 harvesting them and I still didin't get the benefit... quite perplexing :confused:
 
GorfTheWanderer said:
... I know that each tile can only perfom forestery ops once per turn....
Incorrect! Once per GAME for the shield bonus!! ;)
 
Are you going to introduce your city naming method now, EMan? ;)
 
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