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I haven't read every post in every thread that discusses issues with the patches, but I only recall one issue - someone reported a problem with a unit .ini file in the German version. You might want to repost your question in one of the Conquests threads concerning the patches.
 
Thanks Wilbill, it is exactly what I did yesterday and they suggested me to post here for a quick answer. :lol:
By the way I noticed that with patch 1.12 everything seems to be ok, but not with patch 1.13 and 1.15 :confused:
 
Originally posted by afterware
Thanks Wilbill, it is exactly what I did yesterday and they suggested me to post here for a quick answer. :lol:
By the way I noticed that with patch 1.12 everything seems to be ok, but not with patch 1.13 and 1.15 :confused:

Sorry Afterware, that was me. My guess is that not really many people here know a lot about ITalian versions / patches.

BTW: the current patches are beta patches. That means they are for testing purposes. I wouldn't be too surprised if these patches do not support the Italian version.

My guess is that as soon as there is an official patch, it will all clear up.

Since the 1.15 is coming closer and closer to a decent patch, I think it will be there pretty soon.
 
Ok, what's the deal with how many food the center square produces? For some of my cities, the center square produces 3, for some it's 2. The terrain type is grassland, no bonus in all cases, size is various. Govt type is Monarchy.
 
Originally posted by nooneagain
Ok, what's the deal with how many food the center square produces? For some of my cities, the center square produces 3, for some it's 2. The terrain type is grassland, no bonus in all cases, size is various. Govt type is Monarchy.
Just a guess, but are you playing as an aggricultural civ in [c3c] and are the 3 food cities on a river?
 
Is there any easy setting somewhere to keep my cities from switching off of producing Wealth?

I was in the late game and was building Internet when all my cities wanted to keep producing Research Labs. Every turn I had to cycle through about 12 cities and get them to build wealth.

BTW I just learned the easy way of sorting by what the city is producing so at least all the Reseach Labs were grouped.
 
Originally posted by tigerden27
Is there any easy setting somewhere to keep my cities from switching off of producing Wealth?

Are you using governors? If so, turn them off so you can select your own builds. Also, check your preferences and make sure you don't have build last unit/facility checked.
 
The food-at-the-centre thing confuses me. In a despotism, a town built on grassland with wheat produces only two food, whereas it could be irrigated to produce more. In fact, looking at my current game I am completely bewildered; I'm an agricultural monarchy, and my size 12 plains cities produce 3-2-2 (Food/shield/trade), whereas another city built on grassland-wheat produces 3-1-2, making plains a more attractive target to build on that wheat. Confuzzlement aplenty!

Another question: Why did an enemy pikeman just take a passing shot at a longbowman as I moved around a city? Does this mean units in cities get a ZOC? :confused:
 
How do guerrillas work? Do they have some capabilities other ground units do not? They don't seem to be explained in the rules.

Warlord2
 
Guerrillas don't require resources. That's it? They don't have some special power to sway cities to switch sides? They can't operate in enemy territory without setting off all the alarms like Privateers?

Do people build many of them? In my first game I built a few, just to see what they were, and thought I must be missing something. The AI players also built a few, but by that time I had tanks and aircraft so they were pretty ineffective.

Thanks Silver.

Warlord2
 
They don't have some special power to sway cities to switch sides? They can't operate in enemy territory without setting off all the alarms like Privateers?

They have no special powers :p
They are generally only built if/when ye do not have the required resources to build, Ie, Infantry or tanks. And since they are able to be upgraded from Medieval Infantry, you may find some rich players doing that.
If you've got a remote town on an Island, that isn't connected to the rest of your cities via a trade route, then these can be quite useful as defensive units, as you won't be able to build anything better, and they are fairly cheap to rush (If you were getting attacked)
When I don't have saltpeter, and am in the middle of a war, then i'll build 'em too -- although I hardly ever get to this stage in the game.

That's about all the uses I can think of, so I hope that answers your question.
 
You don't need saltpater to build infantry anyway do you? I thought I read in the Civilopedia that saltpeter's so common by the industrial age you don't need it for those units. Or something.
 
How long does your civilization stay in anarchy in a revolution? If you're religious it's only one turn, but what if you're not? I heard someone say 8 turns, but I think I've finished it faster?
 
Total anarchy length consists of two components:
0-3 turns depend on empire size (I suspect that the actual number of cities in relation to OCN determines this contibution)
1-5 turns by random

So it's 1-8 turns for non-religious (in C3C, you *could* get 9 turns max, but I think they changed that back)
 
Anarchy length
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I *think* the random part of anarchy duration is not completely random: The better your approval rate (F11), the quicker your empire will make the switch.

Again, I am *not* 100% sure about this, but experience from my games leads me to believe that this is a contribution factor.
 
Resources question
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I should know, but please help me on this one: Say you are currently producing a unit/SS component that requires Aluminium to build. Then into mid-production, you lose your source of Alu for whatever reason: will the unit/SS part be completed nevertheless (because you had Alu when you started) or will production be stopped?

My suspicion is it will be completed still, but I'm not sure.
Thanks!
 
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