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... but if you have fresh water and, say, only 1 grass cow in your city radius, you hit the magic +5 food-per-turn (even in despotism) with an agricultural civ.
If you have also some decent shield gain there, that's your perfect settler factory.:)
 
........here's a "SID Bonus" for you:

This is DaveMcW's penultimate HOF Sid-Level Domination Limit Victory position:

http://www.civfanatics.net/uploads7/DaveMcW_150_BC.sav

(Looks to me like a brilliantly played game!)

You can download the start position from the Sid-Level HOF Table. :)

P.s. Since there's been a lot of chit-chat about the Agricultural civs, this game was played as the Celts (Agri) entirely under Despotism! :)
 
Originally posted by Padma
Yes, it dampens the trait. We found in beta-testing that Agri was waaaay too powerful, otherwise. ;)
Well I guess there was a good reason after all..........although I don't know how you'd EVER figure it out!.......unless, of course, you visit CFC! ;)
 
Originally posted by Gainy bo
Well in that case, you must not have attacked B whilst in their territory. If you did, then their MPP with D must have expired by then (since they didn't declare war).
S declared war on B, because B must have attacked you in your territory -- thus activating yer MPP with the Spanish.

Hope that clears things up :)

Ahh, I was unaware that attacks had to come in the target's own territory to trigger MPP's. I believe that your sequence is correct, though; I moved a bunch of my troops to an empty mountain square outside one of their cities after declaring war. I did not have any troops in their country when I declared, since I am under the impression that doing so leads to an attitude hit from the other civs like a broken ROP (yes?). They attacked me first, and may very well have come into my lands to do so once or twice.

So it is the attack and not just the declaration of war that triggers an MPP?

-- WC
 
since I am under the impression that doing so leads to an attitude hit from the other civs like a broken ROP (yes?).

I'm not sure if it gives ye an attitude hit, but it definately affects your reputation.
So it is the attack and not just the declaration of war that triggers an MPP?

It's not the declartion at all, purely because of attacking -- although I think there's something else involved which I can't remember...
 
Originally posted by Turner_727
Whimpy - Guerillias are part of the upgrade chain from Warriors to Swordsman to Medieval Infantry. They also upgrade to TOW Infantry, which under the right situations can be as good a defender as Mobile Infantry. So while I don't go out of the way to get them, they can be useful units. The defensive bombard GB was talking about does make it worth it. Especially when they upgrade to TOW Infantry.

"Under the right circumstances?" Do you just mean that under a radar tower, or in a city or something, they can have as high (or higher) defense than infantry? 'Cuz all other things being equal, the infantry will always have a higher defense. On the other hand, that defensive bombard can equal things out!

BTW, what exactly does 'TOW' stand for?

-- WC
 
Whimpy, not true. The TOW Infantry will always have a higher defense than the Infantry. TOW Infantry is 14, Regular Infantry is 10. I suspect that you're actually referring to Mechanized Infantry. Big difference there.

However, the point I was making was that TOW Infantry is available immediately. You don't have to wait for your trade network to catch up. You take/build the city, and you can start building them. That, plus defensive bombard, makes it a nice little unit when used properly.

Of course, putting them under a radar tower, a civil defence improvement, on a hill, across a river, will really ramp up it's defensive bonus'.
 
Originally posted by WhimpyCiv

...

So it is the attack and not just the declaration of war that triggers an MPP?

-- WC

It's not just an attack, just staying (respectively ending up a unit'S turn) on foreign territory triggers MPP. So if you move troops on foreign turf (not actually attacking, just ending movement in there) and are in a state of war with that civ, you'd get a war declaration from your foe's MPP partner.
Same with bombing, pillaging and capturing - as long as such hostile action takes place on the territory of a civ that has signed a MPP.

Note: The troops-on-foreign-territory-thing can get very annoying if your foe signs a MPP with another civ in the middle of the war. Depending on the playing order, it could happen that such a MPP gets triggered 'immediately' (when your troops are actually staying on your foe's territory, of course). You'd get a pop-up like: "Civ X [your foe] signed MPP with civ Y [neutral towards you]" and directly after that: "civ Y declared war on us... blabla...because of MPP with civ X" during the inter-turn.
The playing order can be derived from the contact menue which shows up if you click on the "D" next to the info box: playing order is sorted from bottom to top.


about the attitude and reputation thing:
like Gainy said, you'd get a rep hit if you declare war while having troops on foreign turf (it's treated like a ROP-rape - whether you had a ROP or not).
Apart from that, your attitude could even get better after performing such a ROP-rape - that is, if some civ regards your foe as "common enemy" (they are at war that foe as well). That attitude boost is probably only temporary, though, while your rep is trashed for the rest of the game...
 
nada - 8 players is the limit in MP games...
 
Is there a rep hit for eliminating another civ (assuming that the war was started honorably, no ROP rape or other such ill-mannered behavior)? My rampaging forces are about to eliminate the fledgling Aztecs (What can I say? They're between me and the iron) but I'm afraid that the blabbermouth English with whom I also share this continent will tell tales when we meet other civilizations. Would I be better off leaving one Aztec city?

Thanks.
 
Originally posted by Halcyon
Tube-launched Optically-tracked Wire-guided (missile).

It says in the Civilopedia.

They're tank killers, used extremely well by the Egyptian Army on the first day of the Yom Kippur / Ramadan War in 1973. They are an extremely odd choice for a unit!
 
Whenever one of my cities finishes building the last item in the queue, it automatically starts building a combat unit, even when I am at peace. Manually selecting Wealth or making Wealth the last item in the queue only generates wealth for one turn. After that, it switches to some combat unit or other.

How can I get the cities to generate wealth untill I tell them to do something else? This is sucking a lot of the fun out of the game, turning it from a grand strategy game into an accountant's nightmare.

Help me, Obi-Wan!

--SSgtBaloo
 
Does your game need patching? I agree that the switch to combat units is annoying (I don't have a solution to suggest), but I've never had a city switch away from wealth. Oh! Do you have the governor programmed to control production?

I have 2 quick questions:

1. How exactly does air superiority work?

2. Is there a complete listing of keyboard commands that's current through Conquests?
 
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