Quick answers

Could someone briefly explain the SGL concept to me. I've never encountered it.

How does one arise?

What can you do with one?

How do they affect GA?

Will there only be one (like a GA?)
 
Again from the CivFanatics units list:
The Scientific Great Leader (SGL) may appear whenever a civilization is the first to research a new technology. The chance of appearance is higher for scientific civs. You can use SGL to rush any city improvement, including Great Wonders, or to increase scientific output of your cities by 25% for 20 turns. SGL can not be used to create an army.

Still looking for specific odds on that.
 
You have a 2% chance (5% if you're scientific) of generating a SGL when you're the first to research a technology. If you do, you have two choices as to what to do with him: rush anything (including a wonder) or have a "scientific golden age" where science production increases by 25%. Unfortunately, I've read that this scientific gold age is bugged and broke, so they're basically wonder rushers. Unlike military great leaders, there's no limit into how many you can have. They do not effect normal golden ages.
 
Awesome! I've never seen the info on the odds anywhere! (I'm probably just blind.)
Thanks Regent Man!
 
Thanks all.

Wow. Simply Wow. If we are able to set along a path, and be the first, we could conceiveably bang out a couple wonders w/o sacrificing dozens of turns to produciton. That's be something. The trick would be to forecast a) the path of most research success, and b) the path that yields a high Wonder Density.

Do they have to be used immediately? Or are they like a Great Leader, with movement points and fortification ability?
 
also, SGL's are really rare, we shouldn't be expecting any, they're just a nice bonus when they come along, don't choose what research based soley on the idea of getting more SGL's.
 
peter grimes said:
Do they have to be used immediately? Or are they like a Great Leader, with movement points and fortification ability?
They act just like a military great leader with regards to movement, fortification, 0/0/3 A/D/M rating, etc.
 
:bump: I don't want to open a new thread so with resurrect this one ... :D

This follows from a conversation with the Prez :salute: ... we were discussing Embassies ... I am big for getting them set by us and NOT the other way round :headshake:

:hmm: When founding an Embassy in a foreign country (team) ... do both teams get a snapshot of the Capital??? :crazyeye:

I recall 90% the answer being snapshot only for the team who spends the cash to establish embassy ... but have a niggle (don't worry not catching :p )

Therefore I see great benefits for it being us to do so ...

City Screen of their Capital :woohoo:
>All connected Luxes
>City Tiles and improvements
>What they are producing
>etc
:mischief: even the p(i)ssoff factor is worth the cash IMO

:eek: also it would be bad if it happened to us :mad:
 
We can see a safe coastal trade route to KISS' capital. If we both had harbors could we trade, or do they have to have the trade route uncovered also?
 
Hey Chamnix ... I asked the question on Quick Answers Post 609

Trade Requires

1. Clear sea route, unobstructed from enemy units and/or boarders.
2. A harbour in your kingdom and that of the potential trade partner.
3. Map Making technology (coastal tiles)
4. Astronomy and Navigation are required for trade via sea and ocean tiles respectively.
 
Thanks for posting that, Feaurius, but this part still confuses me:

101rstImperial said:
You can see the route and trade partners city correct?

In multiplayer, what happens if we can see the route and their capital, but they can't see ours? It sounds like we should be able to trade with them, but they shouldn't be able to trade with us - which is it?
 
There's been some more responses...

Bartleby said:
You mean like only one trading partner has the tech to allow the trade? in SP games (I know nothing of MP), only one side needs to know. Same for Mutual Protection Pact, etc., if only one civ has nationalism, you can propose MPP to them. Only one civ has Navigation, you can trade across the ocean with them. It would make sense to me that these things are the same in MP.
This was also my gut instinct on this.

and...
TimBently said:
I think they can still trade. I suspect that if only the one that can't see the route has the necessary technology, they couldn't trade (if I can get around to it, I'll post results of testing). I don't know of any differences between route requirements in single player and multiplayer. By the way, the Great Lighthouse and magnestism are alternate requirements for sea and ocean trade, respectively.
Again... makes sense.
 
Being familiar solely with Vanilla, I have not been able to determine if the Wonders (both Great and Small) have the same bonuses, effects, expirations, and modifications if Conquests or not.
 
Hmm, by now it’s hard to remember what is new, and what was in vanilla. I think new Great Wonders were added for C3C (Temple of Artemis, Mausoleum of Mausollos, Statue of Zeus, and Knight’s Templar come to mind). The only changes to existing wonders I can think of are that Shakespeare’s Theater acts as a hospital in the city that builds it (it can grow above size 12), and I think the Tourist Attraction feature is new (certain wonders start producing income after 1000(?) years).

As far as small wonders, the only thing I can think of is that Wall Street requires 5 stock exchanges (I think it used to require 5 banks, and stock exchanges didn’t exist).

You may want to review these threads. This one is a guide to all great wonders in C3C – you are probably better able to tell what changed than anyone else. This one is a list of the changes that were made in C3C – I’m not sure it’s really complete, and I don’t know if there were other changes from vanilla to PTW that you wouldn’t know about, but they should be good places to start.

EDIT - The first post in the C3C changes thread didn't look that complete to me, but if you continue through the thread to Arathorn's posts, I think it probably covers everything.
 
Thanks for that - after I posted, I realize that the rest of you probably are at a deficit regarding the Wonders of Vanilla (sounds like a great Essay title).

Those you did mention: ToA, MoM, SoZ, and KT are indeed new to me, as is Tourist Attraction status. For what it's worth, the Wall Street you described is the same as in Vanilla.
 
peter grimes said:
For what it's worth, the Wall Street you described is the same as in Vanilla.

no, you misunderstood, before the chain went marketplaces--->banks. With [c3c] it's marketplaces--->banks--->stock exchanges which are available with "the corporation" and you need 5 stock exchanges to build wall street.

things added in [ptw]:
  • internet great wonder (don't worry, we'll never get that far)
  • zero range bombardment. certain units (archers, longbowmen, guerillas, TOW) have a bombardment capability, but zero range. this gives the effect that if they are on a square with another unit, and the other unit is attacked, they get to use their defensive bombard to attempt to wound that unit (the same way putting a catapult beneath a stack would work)
  • new units: guerrilla, and medieval infantry. Don't worry about guerillas (or TOW infantry which was added in [c3c]) they come to late to matter. the medieval infantry is 4.2.1 available with feudalism, costs 40 shields requires iron. is an upgrade from sowrdsman.
  • armies have gotton some bonuses
  • upgrades cost more
 
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