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RE: Corruption

If you're playing vanilla/PTW then build in rings and you won't see so much corruption.

I hope that you have more than enough cities for FP BEFORE complaining about corruption!

RE: Abandon

You can abandon with a worker as well. You must not be growing (no surplus food produced - yellow town number). The amount in the growth bin does not matter.
 
alamo said:
RE: Abandon

You can abandon with a worker as well. You must not be growing (no surplus food produced - yellow town number). The amount in the growth bin does not matter.

Good news. Is there a Conquests era thread for the transition to Monarch?
 
Question: when you go from level one-sized to level-two (after building an aqueduct), does the granary work for that one occasion of city growth? In a recent game I built an aqueduct in a size 6 city, already had a granary and then when the city built a unit a few turns later I looked back at the place and it was storing food anew.
 
Granaries don't work in the transition from size 6-7, and I think it's the same for size 12-13. They should function properly every other time. Hope that answers your question :)
 
a4phantom said:
Also, do expert players usually build their capital where the settler appears?
This is a VERY Good Question!....that has NO simple answer! ;)

IMHO, it depends on the starting position AND your objectives.

So, if you're just trying to beat the computer you might move the worker/settler/scout around for say 1-5 turns UNLESS the start position has say a Settler-adjacent river/lake and a cow on grassland......a couple of grassland squares with shields is pretty useful too.

If you're trying to beat human scores in say GOTM or HOF, you've got to get that first city settled in say turns 1-3......as they say "Time Is Money!"......BUT, you can use BOTH the Settler and the Worker to explore adjacent squares!

As a REAL example, Moonsinger, who has THE highest score in the HOF AND ran MapFinder program (See My Signature) to get a good start position............she found a good Huge Map with a Domination Limit in excess of 4400(!) and moved the Settler one square before building the first city.

As a Simplified Rule-Of-Thumb: UNLESS the Settler is "sitting" on a Bonus Food Resouce, such as cow or wheat (City Squares don't get Food Bonuses!) OR it's ONLY one square to the river/lake...........Build the city where the Settler starts!.......AND use MapFinder to get a GOOD Start Position ;)

There is no hard-and-fast Rule on this......just my 2 cents worth! :)
 
EMan said:
This is a VERY Good Question!....that has NO simple answer! ;)

IMHO, it depends on the starting position AND your objectives.

So, if you're just trying to beat the computer you might move the worker/settler/scout around for say 1-5 turns UNLESS the start position has say a Settler-adjacent river/lake and a cow on grassland......a couple of grassland squares with shields is pretty useful too.

If you're trying to beat human scores in say GOTM or HOF, you've got to get that first city settled in say turns 1-3......as they say "Time Is Money!"......BUT, you can use BOTH the Settler and the Worker to explore adjacent squares!

As a REAL example, Moonsinger, who has THE highest score in the HOF AND ran MapFinder program (See My Signature) to get a good start position............she found a good Huge Map with a Domination Limit in excess of 4400(!) and moved the Settler one square before building the first city.

As a Simplified Rule-Of-Thumb: UNLESS the Settler is "sitting" on a Bonus Food Resouce, such as cow or wheat (City Squares don't get Food Bonuses!) OR it's ONLY one square to the river/lake...........Build the city where the Settler starts!.......AND use MapFinder to get a GOOD Start Position ;)

There is no hard-and-fast Rule on this......just my 2 cents worth! :)

Thanks pal.

My objective is surviving the Zulus to the north long enough to hit my midgame stride and win my first Monarch epic game. There is an utterly fantastic site to the west, and I guess I'll wander for three turns to hit it. I guess this will have the added advantage of putting my capital slightly closer to the center of the continent.

I really really hate the Zulus, they're aggressive and their land is so underdeveloped it's nearly useless when you take it away from them. Jerks.
 
a4phantom said:
I really really hate the Zulus, they're aggressive and their land is so underdeveloped it's nearly useless when you take it away from them. Jerks.
Could you simply EXCLUDE them on your next game?! :)

On your current game, it sounds like you should have enough time to find a good place for your Capital City.

Good Luck! :)
 
EMan said:
Could you simply EXCLUDE them on your next game?! :)

On your current game, it sounds like you should have enough time to find a good place for your Capital City.


Sure, and when I do choose opponents it's never them, but I wanted to see if I could beat Monarch without stacking the deck (other than to play my beloved Ottomans and use Pangea) so I had all opponents random. The Byzantines are somewhere to the West, but are generally an inoffensive crowd (unless they've read their history . . .).

EMan said:
Good Luck! :)

Thanks eman, I'm going to need it! A sweet starting point, but right next to the 'lus!

UPDATE: I've had a really good start, managed to stay competitive though my excellent starting location (one floodplain wheat, one grassland wheat, and one grassland cow) and grabbing unpopular techs and trading them. However, there is no iron in sight! Those Zulus are going to have me for an early breakfast!
 
I built in rings at the beginning, but as I was forced into war and wiped out other civs the corruption got bad. Now my country is scattered over two continents and a long chain of islands. I built the Forbidden Palace where the worst of the corruption seemed to be at the time, but now I have spread further. Would moving the capital from area to area be of help until I got stuff like police stations and things built?
 
scloopy said:
I built in rings at the beginning, but as I was forced into war and wiped out other civs the corruption got bad. Now my country is scattered over two continents and a long chain of islands. I built the Forbidden Palace where the worst of the corruption seemed to be at the time, but now I have spread further. Would moving the capital from area to area be of help until I got stuff like police stations and things built?

If you're rolling in excess Great Leaders. Otherwise it's probably going to be harder to keep rebuilding your palace than to just build the police stations, which after all can be rushed.
 
hmm its just easierto face it that many of your cities will be corrupt and there isnt much you can do about that.
 
Speaking of which... can 2 countires have forbidden palace or is it like normal wonder - only 1 allowed. And other what small wonder can be build by all civs? (other than Military academy and Espionage Academy)
 
Here is the background:

I am at war with the Romans. This is a war that they started, but I am determined to finish. They have two cities left, and one of those cities will be under my control on the next turn.

"The Romans request an audience."

I said "NO".

Is there an attitidue or reputation hit for refusing an audience?

BTW, the Roman citizens are not under the peaceful rule of the Mayan.
 
I have been told that there is an attitude hit for refusing to talk with them. There is no dissadvantage in agreeing to meet with them (Enter) and then calling off the talks straight away (Esc). 2 key presses for an attitude point, seems fair enough to me ;)
 
attitude? maybe, not sure if it counts during war (doesn't matter, i dought you'll be trying to pull off any trade deals anytime soon). rep? almost certainly not, can't say 100% though. i'm sure someone will correct me if i'm wrong

EDIT: you can check here, after a quick scan i don't think i saw it
 
If I am buy tech from the Zulus, and the only ongoing part of the deal is that I give them 1gpt, if they declare war on me do they get a rep hit?
 
mechoption said:
Quick questions: How do you go about getting Mutual Protection pacts ??
You need an embassy established with the other civ, and you need to have discovered Nationalism. Then you'll find it as an option under "diplomatic agreements" in the trade relations dialog.
 
a4phantom said:
If I am buy tech from the Zulus, and the only ongoing part of the deal is that I give them 1gpt, if they declare war on me do they get a rep hit?

yep

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