Quick Answers

Status
Not open for further replies.
Originally posted by Gainy bo


Ruchelli, if ye want a custom title, just go spam in the Colluseum :D [/B]

Gainy bo,

Thanks for the tip. Ive been comming to this site for over a couple of months and finally registered not to long ago. I think I will have 30 posts in no time.


Cheers:beer:
 
Originally posted by JMK
Thanks ANARRES, I have another one ;)
Foreign workers who have joined a city are sometimes assimilated (I mean will change nationality and become one of your citizen).
I have read that more culture you have, faster foreigners will be assimilated.
Is there a known formula telling you how long it takes to assimilite foreign workers function of civilization Culture?
Foreign Workers could be from existing or dead civilizations.
IIRC this depends on your government type and the percentages are found in the editor (under the governments tab?).

Unfortunately I am not at home so I can't check, but the percentages are a per-turn chance of a foreign citizen becoming yours. Note that this is totally different in concept to resistors and the chance of them being quelled (that is dependant on *both* government types, not just yours).
 
Originally posted by anarres
IIRC this depends on your government type and the percentages are found in the editor (under the governments tab?).

Unfortunately I am not at home so I can't check, but the percentages are a per-turn chance of a foreign citizen becoming yours. Note that this is totally different in concept to resistors and the chance of them being quelled (that is dependant on *both* government types, not just yours).

Thanks again. Will check tonight, once I'm Home.
 
do those legendary-game player reload when frustrated by some unexpected faliure? for examle for those games in the story and tale forum... the 5city deity or 1city or always war deity...
i just don't believe that those player have such good judgement!
 
You have to take risks, but you can often predict what the AI will do, and prevent it by acting before.

For example:

- You have no defense in your inner cities, so you *don't* make RoPs when you have rail, as this means an RoP raping AI could take several cities in one turn.

- You know from experience how to lure the AI out of cities and how heavily they defend different types of cities. This means you are much more likely to send in enough troops when attacking, and it is very rare to see such attacks fail (unless they are 'last ditch' attempts.

- You can (again from experience) fight very defensive wars when pressed: as such you are much less likely to lose as many units when forced in to war.

There are millions of examples like this that mean the players you call "super players" don't get those annoying unexpected failures. There are failures in the Stories and Tales sections - for on the 3CC always war (monarch) game seems like it will end in a loss because there aren't enough turns left to kill everyone, but these tend to happen because people play almost unwinnable variants.

I'm not sure how many Sid SG's there are, but I would expect quite a few of those to fail. Having said that, there are people that beat Sid > 50% of the time...
 
The top players do NOT reload. They have played the game, and studied its mechanics, for a long time. They make many judgement calls, based on the perceived risks of various actions. Check out Charis' 5CC or his Peaceful Mongols in the Stories and Tales forum. He is quite worried about what will happen at times, and not everything goes his way!
 
I was wondering about those quick, one-line messages, like “Disease strikes Washington”. Does the game keep a history of those somewhere or is there a way to keep them on the screen just a bit longer?
 
Originally posted by anarres
IIRC this depends on your government type and the percentages are found in the editor (under the governments tab?).

Unfortunately I am not at home so I can't check, but the percentages are a per-turn chance of a foreign citizen becoming yours. Note that this is totally different in concept to resistors and the chance of them being quelled (that is dependant on *both* government types, not just yours).

IIRC, the conversion of slave workers (or foreing nationality citizens) into citizens of your empire additionally depends on how long they have stayed under foreign rule and your rule. So, the percentages as given at the editor might be subject to further modifiers. But I am not quiet sure about this.
 
No, that is not true Commander Bello, sorry.

The chance of a citizen being converted over 10 turns is more than being converted in 1 turn, but for each turn individually the probablility is the same.
 
So... I'm a little slow. I just finished the Mesopotamia conquest, and "discovered" that while Worker Housing is absolutely incredible in terms of production, you have no way of cleaning up the resultant pollution (not sure how a boarding house creates pollution?!?)... This made me realize that some kind of advance is necessary to clean up the pollution -- I just never realized it, because by the time I normally have pollution (i.e., factories, coal plants, etc.), I must have already researched that advance. What is the advance necessary to clean up pollution?

edit: or is this just a quirk of the Mesopotamia conquest?
 
Does going above the optimal number of cities increase corruption in all your cities or just those farther from your capitol than the optimal numbered city?

What's the quickest way to get rid of cruddy little cities taken in a war? If you raze them, your rep suffers. If you trade them back in a peace deal then a big chunk of terrain in the middle of your newly expanded empire is unpassable by your troops. If you're a monarchy or a nice govt you can't whip the population down to two and then build a settler.
 
Originally posted by wildWolverine
Worker Housing is absolutely incredible in terms of production, you have no way of cleaning up the resultant pollution (not sure how a boarding house creates pollution?!?)... This made me realize that some kind of advance is necessary to clean up the pollution -- I just never realized it, because by the time I normally have pollution (i.e., factories, coal plants, etc.), I must have already researched that advance. What is the advance necessary to clean up pollution?

edit: or is this just a quirk of the Mesopotamia conquest?

It is indeed, unless I'm badly mistaken in epic games your workers come equipped to clean up pollution from the start. As for how boarding houses produce pollution , think again! Human waste, beer cans, etc.
 
Originally posted by a4phantom
Does going above the optimal number of cities increase corruption in all your cities or just those farther from your capitol than the optimal numbered city?
I'm pretty sure it's any city over the OCN gets more corruption.

Originally posted by a4phantom
What's the quickest way to get rid of cruddy little cities taken in a war? If you raze them, your rep suffers. If you trade them back in a peace deal then a big chunk of terrain in the middle of your newly expanded empire is unpassable by your troops. If you're a monarchy or a nice govt you can't whip the population down to two and then build a settler.

Move some workers in there, or starve it down to one and get two more pop points. If over half of the city is your population, and you raze, you don't take a rep hit for it.
 
You mean if you rightclick from the map to "abandon city?" I just found that, it's frustrating too because you don't get any workers out of it. If you do that while it's still a majority foreign city, you take a rep hit? Maybe I'll just sell them to a third party that won't have any cultural history there, so I'll only lose 9 squares of territory. Of course with my luck oil alum rubber and uranium will pop up in those 9 squares.
 
Actually, it's OCN (Optimal number of Cities) and it's in the Editor. I think someone posted it once, but I'm not sure who or when. Ater running a search, this is what I found:
Code:
Optimal number of cities per world size (for corruption purposes):
Tiny        - 12
Small       - 14
Standard    - 16
Large       - 24
Huge        - 32

It may have changed via patches, or the release of C3C. Check out this post for the numbers where I got it from.

@a4phantom - Right, if you abondon it with more of your pop in there, you won't take a rep hit. Nothing saying you cant send a settler of your own there to settle a new city once the old one is gone. ;)
 
I don't really have a problem with foreign majority cities, I usually have a dominant culture and try to decapitate the civ I'm devouring early on (as taking the capitol is supposed to greatly reduce the risk of cities rejoining their empire). My only concern is having a dozen ratty little cities on marginal or horrid terrain that have little potential but put me above the OCN and increase corruption in important cities farther out (like that former enemy capitol). I'm not xenophobic, I'm a crusader against corruption and vice! [pimp] :nono:
 
Originally posted by a4phantom
Does going above the optimal number of cities increase corruption in all your cities or just those farther from your capitol than the optimal numbered city?
Just so there is no confusion:

Capturing/founding new cities will NEVER increase corruption in cities closer to the palace.

The reason cities farther away increase in corruption is because their rank increases - there is no machanism to increase corruption in those cities with lower rank.
 
Thank you anarres. OCN corruption only affects cities farther out? So unless there are important cities further out, there's no harm in keeping those worthless little cities.
 
Status
Not open for further replies.
Back
Top Bottom