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I was able to get some food out of my high-yield mountain city. The City is surrounded by mountains with lots of gold and sheilds and two desert squares. It turns out that a square can be irrigated if an adjacent square is irrigated. I irrigated the squares one-by-one across the desert and up the pass to the mountain city. I was then able to irrigate the cities desert squares. I got a little more food, and was able to use more of the high-yield squares.

Regards.
 
Markus5 said:
It turns out that a square can be irrigated if an adjacent square is irrigated.

Once a square is irrigated, it can even be 'cut off' from the original source of irrigation. So if you're desperate for irrigation but don't want to lose a particular mined square in the irrigation chain permanently, you can always re-mine the square once you've irrigated (or, as I always say, 'irriTated' :)) past it.

Neil. :cool:
 
Markus5 said:
I was able to get some food out of my high-yield mountain city. The City is surrounded by mountains with lots of gold and sheilds and two desert squares. It turns out that a square can be irrigated if an adjacent square is irrigated. I irrigated the squares one-by-one across the desert and up the pass to the mountain city. I was then able to irrigate the cities desert squares. I got a little more food, and was able to use more of the high-yield squares.

Regards.


If a city is on a hill and touching irrigation you can irrigate any other flat square touching the city, even if that means the water technically goes over the hill through the city. So if there is a mountain range which at some point is only one hill thick consider putting your city on that hill. Sometimes that's the only way to get irrigation to a region before electricity. Plus of course there's a defense bonus to cities on hills.
 
Dianthus: thanks for the tip about the "one square at a time" movement. I'll try to make use of that the next time I'm on an archipelago with no iron--which seems to happen pretty much every time I'm on an archipelago.
 
a4phantom said:
So how can I drive up their WW? I have some unfilled armies while I wait for MA, I could fill a couple with Mech Infantry and land them to do some pillaging, would that help?
Let us forget about boarder violation for a while.

You will get the same wwp hit as them. Are you willing to get lot of wwp yourself? If you are in monarchy and dont have war happiness, I guess so. Then let him attack you. Create some size 1 cities, and let him raze them. If you are in republic or want to keep wh, it is not so good idea. Then it is no way to get drive up their ww quickly.

What about boarder violation then?
Oystein said:
And I think the check is in the begining of their turn.
Oops, I was wrong here. It look like the test is taken for all civs in the beginning of the turn. And since the human always is first, the AI will get penalty for going into your territory even if he get killed as soon as possible. But this is only 1 wwp each turn, so it takes 30 turns for anything to happen.
 
Oystein said:
Let us forget about boarder violation for a while.

You will get the same wwp hit as them. Are you willing to get lot of wwp yourself? If you are in monarchy and dont have war happiness, I guess so. Then let him attack you. Create some size 1 cities, and let him raze them. If you are in republic or want to keep wh, it is not so good idea. Then it is no way to get drive up their ww quickly.

Fortunately the citizens of the Democratic People's Ottoman Empire do not get war weary. Or I would run their counterrevolutionry hides down in the streets with tanks.

So the voters will punish a rep or dem govt for wartime successes but not failures?
 
Hi. In the new Conquests patch (1.22), whenever I begin a game, the units flash every split-second and change to a different color. Also, whenever I build a city, the borders are black. Is this a problem? WWhat can I do to fix it?
 
Weird...can you upload a save? I'm guessing this didn't happen before the patch was applied. You could try reinstalling. That might work.
 
Quick Q: Can anybody provide a reference for the number of years per turn for all periods in the game?
 
eg577 said:
Quick Q: Can anybody provide a reference for the number of years per turn for all periods in the game?

25-Turns @ 50-Years = 1250y (4000bc-2750bc)
25-Turns @ 40-Years = 1000y (2750bc-1750bc)
40-Turns @ 25-Years = 1000y (1750bc-750bc)
50-Turns @ 20-Years = 1000y (750bc-250)
100-Turns @ 10-Years = 1000y (250-1250)
100-Turns @ 5-Years = 500y (1250-1750)
100-Turns @ 2-Years = 200y (1750-1950)
100-Turns @ 1-Year = 100 (1950 - 2050)
 
JaseEmtP said:
Ok, with enslaved workers (barbarians) is it best to use them for labor or to add them to your cities.

Keep them, they're annoying but free. When you start to hit your support limit or conquer new cities, start adding your own workers to to them to dilute the population of foreigners, which cause corruption and possible revolts. Do not add captured workers to cities, because this will cause corruption and the chance for culture flipping to increase. If you really have too many slaves, either sell them, turn them into watchtowers/airfields/radar stations/colonies, or put them in a city and on fortify or sentry duty until you need them to clear pollution or railroad. At some point I usually have no native born workers, only hundreds of foreigners, which allows me to use my unit support for a huge army. Of course this is somewhat wasteful of the Industrious trait.

On the other hand, be a mate and add one Barbarian worker to a city and let us know what nationality he assumes. I assume you're Maya?
 
If i build a line of fortresses with my (so many spare) workers along my border will the enemy get the 50% benefit if he gets in one of my unguarded fortresses? ie. Does it matter who built the fortress, or only who is in the fortress?

Cheers!

ps. I've had a search and cannot find the answer.
 
It doesn't matter who builds the fortress. An enemy unit will still get the benefit from it even if you are the one who built it.

Welcome to CfC :)
 
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