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eldar said:
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!

Do you know how that works if you have different units in the army? Is that bonus added to each units attack value, so the actual value depends on which unit is fighting at any one time?
 
eldar said:
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!
That is BONUS, That means that this number will be added to the fighting unit!

Eg. A 3 swordman army.
attack 3, (3+3+3)/6 = 1.5
Attacking with 3 + 1.5 (Do not know about rounding things) make the sword attack with 4.5 (or atleast 4) which makes it just that little bit stronger.
Also It has more hitpoints 3 vet units will have 1 army at 12 hp.

@Ansarking: Never ever ever (well nearly never) add slaves to any city.
1) They are foreignors with the added risk of flips and unhappyness
2) They are FREE workers.
 
Do coastal cities get any bonuses compared to inland? Except for building sea units... I mean should I go for as many coastal as possible or?
 
Sea-faring cultures get a bonus for coastal squares. It can add up, especially with a harbor. Otherwise, there is no specific bonus. However, sea access is important for contact with other land masses. Also, it gives additional squares for cities to work, extending the width of your territory.
 
AnsarKing101 said:
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?
Since you had eliminated the French, you will suffer no flip problems because of it. But namliaM's second point above is still valid: They work for free! If you don't need so many workers, better to join your own nationality workers to your cities, and save the maintenance cost. ;)
 
Bob1475 said:
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!)

Exploit? Isn't it just a good strategy? Or maybe you are talking about something I am unaware of. Could you elaborate?

~Ghostwind
 
Padma said:
Since you had eliminated the French, you will suffer no flip problems because of it. But namliaM's second point above is still valid: They work for free! If you don't need so many workers, better to join your own nationality workers to your cities, and save the maintenance cost. ;)
As I understand it, having foreignors increases flip (or propaganda) probabilities to every civ. Not just 'the mother country'
 
elder said:
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)

Ok by attack [defense], do you mean attack and defense?

Also, are you saying armies created by military academy armies are 50% more powerful then MGL armies?

Are you saying, if you take a single unit, or two units and put them in a army, that army will have much less attack/defense then they would have as individual units?

Would someone please explain it further to me?

All this time I thought that an armies attack strength was based on the individual units in the army. Like if you had a unit with 6 attack, 4 att & 2. The armies first strike would be six, its second 4, and its third 2. And that defense was just that of the best unit in the army. So was I way off?
 
namliaM said:
As I understand it, having foreignors increases flip (or propaganda) probabilities to every civ. Not just 'the mother country'
No. If you have, say, an Aztec foreignor in your city, that foreignor only increases the chance of flipping to the Aztecs. It doesn't affect the chance of flipping to any of the other remaining Civs.
 
TruePurple said:
Ok by attack [defense], do you mean attack and defense?
Yes it goes for Attack and defence

TruePurple said:
Also, are you saying armies created by military academy armies are 50% more powerful then MGL armies?
No an MGL army is the same as a build Army. Except the Mil Academy increases the bonus for every army....

TruePurple said:
Are you saying, if you take a single unit, or two units and put them in a army, that army will have much less attack/defense then they would have as individual units?
No, its just that the army is not as 'effective' as it could be.

TruePurple said:
Would someone please explain it further to me?
Trying to....


TruePurple said:
All this time I thought that an armies attack strength was based on the individual units in the army. Like if you had a unit with 6 attack, 4 att & 2. The armies first strike would be six, its second 4, and its third 2. And that defense was just that of the best unit in the army. So was I way off?
Yep! Well not way, the basic is true. Except well... fill in the formala....
You are attacking with that army....
you get (6+4+2)/6=2 bonus on attacking that means if your 6 attack (Cav?!) attacks its actually attacking with 8.
Then it retriets, then the 4 (Knight I think) is attacking with 6 (Cav?! strength)
If that ultimately retreats and your 2 (horseman) gets in. It attacks with 4.
 
Oh right.. your referring to the bonus, not the attack its self. So if you have a military academy all new and existing armies get their total attack divided by 4 to determine their bonus attack, right? If you don't have the academy its divided by six? It should tell you it makes armies more potent in its description.

You wouldn't happen to know if this number is rounded up or down, would you?

BTW Calvary have six attack and knights 4, but which units have those numbers doesn't really matter for figuring this out..
 
Fractions are rounded down :(

Read all i know about armies in the War Academy

Basicaly it commes more or less to...

Get an army of Knights and they are a multi attack - super strong - Semi Cav.
(4+4+4)/6=2+4 = 6

Suppose they all are vet knight (we never build reg knights right?! and Dont put Elites into army's!) that means you have a 12 hp attacker with 6 attack points when the best defender is only 3 ( Pike ).

So your knight army will be very usefull indeed untill you start running into:
- Rifleman
- Muskets (In metro's)

Tho units in army cannot be upgraded anymore :( thats one down side...
As crusaders do not upgrade... and armies dont either... You just found a place to put your cruisaders!

(5+5+5)/6 = 3.5 => Bonus = 3 + 5 = 8 attack!
Thats enough to last thru to Infantry!!!!!
 
I editted my previous post so please re-read that...

You fight (attack or defence) with your 'current' unit + 'army bonus'

Extreem example:
Your army has 2 tanks and a warrior....
16+16+1/6 = 5

You attack with the army, the first and second tank start of with 21 attack. The last unit attacking (the warrior) then attacks with 6.

Same for defenders. Exept you add all the defensive values together and the 'best' unit will start the fight for you.

Let assume this army
Tank-Tank-Spear

Your army is down to 1 hp. and is attacked Which should be your defender and what is his defensive strength?

Tanks are 8 defense, tho they are an attacking unit. Spear = 2 defense.
8+8+2/6 = 3.

A tank will be defending at strength 11....
 
TruePurple said:
But cultural pressure from another civ can cause that city to flip to its base pop. Like if you have a city with american pop under cultural presssure from the aztec but not americans, it may flip to the americans anyways.
I don't think this is true.....it could only flip to the Aztecs.

Also, remember that if a civ has been eliminated, say America, and you have American citizens, the city can NEVER flip to America. :)
 
If a city has american populations and some of its Big-X tiles under Aztec control, it may flip to both. But the flip chances are counted separately. Aztec pressure don't affect the chance to flip on America, and vice-versa.

Obviously, if a civ has been eliminated, the flip chances are always zero. But if the civ is left with no cities but with a wandering settler somewhere there's still a (tiny) risk of flip.
 
Padma said:
Since you had eliminated the French, you will suffer no flip problems because of it. But namliaM's second point above is still valid: They work for free! If you don't need so many workers, better to join your own nationality workers to your cities, and save the maintenance cost. ;)

The only downside that I didnt like is that slaves took twice as much time to do something. Like 2 turns instead of one to build a road. :rolleyes:

I am REALLY lazy. :lol:
 
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