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scoutsout said:
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.

Ahh, that's why I couldn't do it :) Unfortunately it seems the AI has beaten me to the punch with this anyway, casuing them all to gang up on me !!

Oh well, thanks for the quick tip !!
 
Hey I have a question-
In the editor, what does the increased army value mean?
Because there is already a build larger armies flag
 
If I were to guess, and it would be just that since I have never even opened the editor, but I would say that it might be the increased stats for the army.

After you build the MA, armies get a bonus to att/def stats. That flag may allow you to build the improved armies right away...
 
scloopy said:
I built in rings at the beginning, ... 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?
I wouldn't ruin a good core of productive cities just to help out some backwater.

How are you going to win? Most victory conditions are easier to reach with a productive core building culture or troops.

If you simply want to have ALL your towns semi-productive then go to communism, which spreads the corruption around (the corruption IS the government).
 
Alamo: I beg to differ. One of my favorite tactics is to build my FP right next to my capital, then when I conquer a really nice chunk of land, fully developed by the previous owner, I use a GL to plunk my capital right in the middle of this new territory. This will give me two productive cores. The nearness to the capital will allow my new cities to build markets & libraries without having to deal with massive corruption, while my existing core will stay productive thanks to the FP. In the right conditions, I might move my capital 2 or 3 times in a game to develop new areas. It should be noted that once the capital leaves the second sight, corruption jumps, but once you've got you improvements (markets, banks, harbors, libraries & courts), you'll still be able to have happy citizens and be able to add (though more slowly) new improvements (universities & commercial docks, etc).

I should note that this tactic DOES NOT WORK in C3C.
 
@Denyd: have you ever done RCP around your FP to use this trick?
 
You don't need to. All cities closer to the FP than to the palace are treated as the level one distance corruption cities.

To use a world map example, if you had your capital in Paris and built you FP in Berlin. By moving your palace to Chicago, all you European, African & Asian cities would have the same distance level corruption factor.

Of course you'll still have number of cities corruption to deal with, but in most cases, you'll get quite a jump in value.

As a real game example: In GOTM 27 (America), when I moved my capital from the original home continent (originally shared with Spain & England) to the Zulu lands south of the Greeks & Babylonians, my income jumped over 150gpt and all those new cities in the Zulu & Russian territories, were now able to build markets & aqueducts in 15-20 turns.
 
'nuther question, about deals: if you have an ongoing deal with another civ, and that civ gets destroyed... do you take a reputation hit?

Gainy bo said:
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 :)

Thanks!
 
'nuther question, about deals: if you have an ongoing deal with another civ, and that civ gets destroyed... do you take a reputation hit?

This came up a few pages ago (actually, I asked it). I'm of the mind that you do, believing that I read about it in a bug report somewhere, not that I have found it since....

There seems to be no "accepted" answer to this one, and quite simply, I'm too lazy to try it out.

I have spoken to people on these boards, experienced players at that, that are of both minds. Hope that helps...:rolleyes:
 
I am pretty sure the answer is: "it depends." :p

If you are paying them gold-per-turn, for instance, and they get destroyed, you will probably get a rep hit, because you didn't fill your part of the bargain.

If they are paying YOU gpt (e.g. for a tech), and get destroyed, then you are okey, because you held up your end.
 
That makes sense, although it sounds bad to say I didn't fulfill my part of the bargain! I did my best! :D
 
Hey thanks. Several good ideas about solving the corruption problem. I have improved things by irrigating and turning people into tax collectors and scientist which enables me to build police stations (are they not best against corruption and flipping?) as well as temples and court houses. Then I build a library followed by marketplace. Am I heading in the right direction?

The building the FP next to the capital sounds like a fairly good idea as the capital is movable and the FP is not.
 
I've been told that there's something wrong with the "Scientific Golden Age" . . . what is it, and has it been patched by 1.22? I've never cared before because I'm a Wonder addict, but now I'm pushing for metallurgy and then military tradition so I can sweep the continent with Sipahi. So there are no Wonders on the horizen.
 
Yes, there's something wrong with it, and no, it's not fixed yet.

Basically, you're supposed to get a 20% boost in science when you start the scientific golden age, and while the program says it's happening, it's not.
 
Turner_727 said:
Yes, there's something wrong with it, and no, it's not fixed yet.

Basically, you're supposed to get a 20% boost in science when you start the scientific golden age, and while the program says it's happening, it's not.

So I should have saved the SGL. darn.
 
Turner_727 said:
Yuppers. Maybe you've still got the save?

I do, now I just have to remember what I did with each city and unit for 3 turns. I have "preserve random seed on" and I'm trying to be honest with this game!

1. Which victory types are most common for AI wins?

2. How does the AI size up your military? Number of units X best unit? Does it know the quality of all your units?
 
1. Depends. I guess it's space, UN and histograph. 20k seems likely on a tiny map with few civs, but overall cultural victory is generally not common, unless there's only 1 superpower outpacing any other civ.
Note that a military loss for the human does not mean that there's just one AI left (OTOH: human military win= you're the only one left), but if you regard that like an AI victory, it's of course likely.
Domination is rather uncommon.


2. The AI knows your military strength, both quantity and quality (plus apparently current defensive bonus) are considered.
The inner workings of the strength comparison (F3, pick civ in question, click on 'more' under advisor's saying until the weak/average/strong comparison arrives) are described by ProPain here:
http://forums.civfanatics.com/showthread.php?t=83599
PP's thread also contains a link to Oystein's investigation about the same topic.
 
a4phantom said:
So I should have saved the SGL. darn.

Be careful of this, especially with a continental sweep, as you say. While you can always get another SGL when you discover a tech first, you will not be able to get an MGL while the SGL is still around. Might want to find something to use him on before you go warmongering.

Odd little rule, but one that is good to be aware of. :)
 
I don't think it's a rule, I think it's a bug of the way MGLs are generated. They should be seperate, but aren't.

Oh well, save it for the next patch.
 
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