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namliaM said:
IIRC you allways get halve the pop in slaves if you raze. Rounded down.
pop 10 => 5 slaves
pop 11 => 5 slaves
pop 12 => 6 slaves

No matter what your culture.... or his or theirs or whatever...
Thusly razing a pop 1 town = 0 slaves

This is what it seems like to me, but it the attached game it is size 7 (it would be 6 after capture) and I get no slaves :confused:
 
Another question, I made a defensive army by mistake composed of 3 Muskets cause I heard they were good(DEfensive Armies) and I was wondeing , how do I use it? :confused:

P.S- I am in war.
 
Defensive armies are also very good for pillaging. Just walk the army through enemy territory and pillage their iron/saltpeter and luxes.
 
Dianthus said:
Yes. You could even get another SGL and save that too!

I thought that you could not have 2 GLs at the same time - hafta use it or you won't get another. Not the same for SGLs?
 
Correct, not the same for SGLs. You can have more than one SGL at a time. Great for the Theory of Evolution, Hoover Dam exploit. (Never happened to me, just would be great!)
 
Oddible said:
I thought that you could not have 2 GLs at the same time - hafta use it or you won't get another. Not the same for SGLs?
I believe the only problem is that you can't get an MGL if you have unused SGLs, but you can get SGLs when you have an unused MGL.
 
namliaM said:
IIRC you allways get halve the pop in slaves if you raze. Rounded down.
pop 10 => 5 slaves
pop 11 => 5 slaves
pop 12 => 6 slaves

No matter what your culture.... or his or theirs or whatever...
Thusly razing a pop 1 town = 0 slaves
Seems like there has to be some advantage to razing a city, as namliaM suggests.............else, why not capture it and abandon it this turn.......or next........or never!? ;)
 
Oh, there are advantages. Poor city selection by the AI, unable to defend it, chance of Culture Flipping....there are reasons to raze.
 
This will probably sound like a really stupid question to most folks but:

Is it worth it to have 4 unit armies? It seems to me like a 3 unit army (used properly) works quite well but in the case of a slow moving army, I've lost 1 attack turn...adding another unit loses an additional attack turn. So for every 4 unit army I have lost two attacks. So is it worth it?

FYI -
C3C 1.22, Monarch
 
Turner_727 said:
Oh, there are advantages. Poor city selection by the AI, unable to defend it, chance of Culture Flipping....there are reasons to raze.
My point is: If you don't get any "free" slaves from a city "Raze", you can always Abandon the city the turn you capture it and that has the same effect as a Raze! ;)

Tman65 said:
Is it worth it to have 4 unit armies? It seems to me like a 3 unit army (used properly) works quite well but in the case of a slow moving army, I've lost 1 attack turn...adding another unit loses an additional attack turn. So for every 4 unit army I have lost two attacks. So is it worth it?
I would say Yes!
1. Armies can heal in enemy territory......so you can leave them in attack positions and hammer away......and then let them heal. Without Battlefield Medicine, individual units are not going to heal in enemy territory.
2. The AI is very reluctant to attack an Army in the Field.
3. The Attack/Defend power of an Army is greater than the sum of its parts. :)
 
Tman65 said:
This will probably sound like a really stupid question to most folks but:

Is it worth it to have 4 unit armies? It seems to me like a 3 unit army (used properly) works quite well but in the case of a slow moving army, I've lost 1 attack turn...adding another unit loses an additional attack turn. So for every 4 unit army I have lost two attacks. So is it worth it?

FYI -
C3C 1.22, Monarch
Yes, very much so. There are 2 big advantages of the 4 unit army. One is that it has an extra 1/3 as many hit points. The other is the way the attack and defence values are calculated. This is the sum of the vales of all the units divided by 2 or 3 I think (depending weather you have the millatry accademy). So if you have 4 units you get an extra 1/3 on the A/D values as well.

I am not certain on this, but I think that is how it works.
 
EMan said:
My point is: If you don't get any "free" slaves from a city "Raze", you can always Abandon the city the turn you capture it and that has the same effect as a Raze! ;)

If you really want the slaves, and have the time to do it, just keep making workers.
 
Samson said:
Yes, very much so. There are 2 big advantages of the 4 unit army. One is that it has an extra 1/3 as many hit points. The other is the way the attack and defence values are calculated. This is the sum of the vales of all the units divided by 2 or 3 I think (depending weather you have the millatry accademy). So if you have 4 units you get an extra 1/3 on the A/D values as well.

I am not certain on this, but I think that is how it works.


You got that right 4 unit armies is the way to go.
 
Just for the record:
The attack [defense] bonus for an Army is (Sum of all attack [defense] values in the Army) / (4 if Mil Acad, 6 if no Mil Acad)

So adding that 4th unit does indeed make a difference!
 
Is this a stupid thing? :mischief:

After I eliminated the French, I had about 20 Frech slaves and since I had built Shake's Theater on my capital, I made them join my capital, but then I remembered they would turn into foreigners.

So was that a good thing or a bad thing?
 
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