Quick answers

Great to see the recent developments and thanks to fe33 for pestering me.

So is the long term plan to lay Kiss over a large stone and treat them like something from 120 Days of Sodom? That guy Whomp deserves a bit of darkness in his life.
 
General_W said:
I don't understand how between turn 104 and 105 we dropped from first down to second place in GNP and Productivity.

Our Productivity dropped from 326 to 314, and our GNP dropped from 282 to 276.

I was enjoying seeing us on top in those categories? I can only assume that KISS has now passed us.

I believe, though I could be wrong, that there are 2 separate factors at work here.

Our absolute numbers dropped due to workers being produced: Citizens who had been plowing fields and accumulating shields came off the land and set out to build roads.

Our relative standing dropped, possibly because we are neck and neck with KISS, or possibly because KISS cities rose in population (resulting in more citizens working the land), or possibly both.

Make sense?

Also - I'm just thinking things through here, I really could be way off. I hope someone corrects this post if I've mislead.
 
I now keep track of population Peter the post under the KISS Capital Screenie in the Looking Glass and also in the summary which is the last page.

From What we can wee, KISS onlu raised pop in one city.
 
Ok – I suppose that makes sense.

I'll try not to let it bug me!

Thanks gentlemen! :hatsoff:
 
peter grimes said:
Chamnix' question raises one of my own that's been bugging me for a while. Sometimes Chamnix will post 'At least 1 other civ knows tech'. How does he know this? I understand that this affects the beaker cost.

Since two civs know engineering, does that mean that TNT's beaker cost to reserach engineering is TOTAL - 2/7(monopoly cost)?

sorry if this really belongs in the Quick Answers...

To answer your second question first - yes, TNT's beaker cost to research Engineering has dropped.

Which really leads to the answer to your first question. We know how many beakers per turn we are producing (by adding all the beakers in F1), we know how many beakers it takes to get a monopoly tech, and we can see how many turns it would take to complete a tech by letting the pointer hover over that tech in F6.

For example, Engineering takes 1080 beakers as a monopoly for the MTDG map. Suppose we are producing 100 beakers per turn. Engineering should take us 11 turns if nobody knows it. You can go to F6, and let the pointer hover over Engineering. It may say 8 turns, so we know that Engineering actually costs between 701-800 beakers instead of 1080. So 1080 * 6/7 = 926 which is still too high, but 1080 * 5/7 = 771, so we know that 2 civs know Engineering.
 
I know that coal appears on jungle, hills, and mountain tiles. My question is if you clear the jungle prior to coal appearing, does it still appear on the tile that was formerly jungle?

Same question for oil with marshes.

And rubber with jungles and marshes.
 
The jungle is an overlay on the tile. If you clear the jungle, the resource on the tile beneath remains.

I read that somewhere, so don't hate me if I'm wrong. But I'm pretty sure it's correct.
 
:agree:

Does anyone have much experience with fortresses/barricades?

Here is why I ask - I think KISS may be making a big mistake by chopping jungle on our border. If we keep our jungle, then KISS cannot attack us in one turn - they have to move units into our jungle where they will be stopped and we can attack them. By chopping their jungle, they are making it possible for us to declare war and attack their town directly before they can attack our (vulnerable) offensive units. So they have to keep units in their towns for defense (as opposed to our keeping units between towns for flexibility), and we can investigate the town and make sure we have enough to raze a town or two on turn 1 of a war.

What options does KISS have once the jungle is gone? They could plant a forest there to stop our knights, but that won't protect them from cavalry. They could put a fortress/barricade there. If it's a fortress, then I think they have to have units defending it (and we can see how many units there are so we can plan properly again). If they build a barricade, can a barricade be destroyed with artillery-type units first so that it doesn't actually help them?

Is there something KISS can do to prevent an informed MIA sneak-attack or is chopping the jungle as big a mistake as it appears?

(Posted here because I really just want to know about fortress/barricades - this is not intended to start a war strategy discussion).
 
@Chamnix: I agree, removing the jungle is a big mistake. We should be able to destroy Barricades with artilery like every other terrain improvement. Maybe someone could test to make sure? Sorry, I've never had to deal with enemy barricades before!

I'm posting here because I have my own question.

Does anyone know (or have a link) to how the fighters air defense works? I have very limited experiance with it, and I've never really undersood how it works. It's never seemed to do much, but I'm usually so far ahead by that point in the game, it's never mattered.

Thanks for any help!
 
@General_W - I have almost no experience with aerial war either, so I had the same question. Yesterday, I found this, but I'm not sure I really understand it. It doesn't actually talk about fighters, but the concept should be the same.

@Fe3333au - I think the answers are no to both - at least I can't think of any.
 
@Fe- I think a paratrooper could be considered invisible, as it can project its presence onto a 10-tile radius.... Or am I confusing this with Civ2?

As for air defense, I can tell you how the AI has used it against me, but I've never had to resort to it for defense. The AI frequently will kill 1 or two of my bombers in an attack of 6 to 10 bombers. That's not a scientific result - just from my own observations.

But I've never had fighters on Air Defense in my cities, so I don't know if the number translates well against another player.
 
From reading that thread you linked Chamnix, It seems like the intercept rate is 50% - personal experiance makes it seem like it's not nearly that high.

Is there anyway we can test this? Or am I just reading that wrong?
 
Welcome back, Emperor. This thread will give you the major events through turn 100. Most of the recent action has been in the KISS Files and the Grand Strategy Meeting threads as we try to determine if we want to formally split our continent with KISS and sign another long term peace deal.

@General_W - I agree that thread is very confusing. I read it (with respect to SAMs at least) as the 50% chance of "intercepting" means there is a 50% chance the SAM will "fire" and divert the bomber from its target. The chance of actually damaging the bomber is calculated separately and is considerably lower.
 
A Question on Multiplayer:

If General_W (playing as the vile Hicks) investigates one of my noble New England towns, how will I know about it? Will I know about it in all cases, or will I only know if the mission fails?

On singleplayer, there have been many times where my spy mission failed. But, having never played multiplayer, I wonder how the target civ is notified of the failed mission.
 
Turn 131 ... Invention discovered by two teams ...

Can this be accounted for by ...
Turn 130 ... KISS get Invention and sent to Nuts with Accept ???
 
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