Quick Questions and Answers

Well I imagine they start building them when they have nothing else to build.
What I don't get about CS mechanics is when they tech up, because you see that a CS has coal/aluminum/etc, and it's your ally but it won't gift it right away. Does a CS tech up like a normal civ? If so it means it will fall behind from renaissance on but it doesn't. Does it get some free techs once a number of civs already have them? This may be possible, as I once got coal from a cs right after someone stole industrialization from me. What determines the technological level of a CS? Is this known information?

CS get techs which are known to at least 2 major civs
 
I don't quite understand city boundaries. If you click on the city a tile grid comes up with the city tiles clearly marked. Fine. But the city will expand outside that grid and recently the only uranium around was one tile outside of my cities tiles, but too close to another civ to colonize. Just for laughs I built a mine there and surprisingly uranium appeared in my inventory. Huh? Even though it does not appear there can be a citizen on the mine since it is outside the city grid.

How far out from the city gird can you harvest and how does that work with the citizen limits?

Thanks for your usual help.
 
I don't quite understand city boundaries. If you click on the city a tile grid comes up with the city tiles clearly marked. Fine. But the city will expand outside that grid and recently the only uranium around was one tile outside of my cities tiles, but too close to another civ to colonize. Just for laughs I built a mine there and surprisingly uranium appeared in my inventory. Huh? Even though it does not appear there can be a citizen on the mine since it is outside the city grid.

How far out from the city gird can you harvest and how does that work with the citizen limits?

Thanks for your usual help.

a city's cultural borders can expand up to 5 tiles away from the city center. you can build normal improvements on any resources anywhere in those borders, and connect strategics/luxuries. however, you can only assign citizens up to 3 tiles away from the city.
 
a city's cultural borders can expand up to 5 tiles away from the city center. you can build normal improvements on any resources anywhere in those borders, and connect strategics/luxuries. however, you can only assign citizens up to 3 tiles away from the city.

Wow, I wish I had known that :faceplant
 
It's better to make a RA with an advanced civ, and you see the most literate, which I interpret to be the right parameter, when that list comes up on the screen. But when it's gone, I'm left scratching my head where the civs were on the list. Any way to call those rankings back up on vanilla?
 
If you use the selection for "Stop Unit Spawning",...

How does the CS supply units when it is turned back "on" again...?


(Assuming I am the CS Ally without interruption)
For Example:
Will I have to wait the entire cycle of turns that it normally takes to grant units..??
Will I receive a unit immediately if I have "cycles" backlogged...??
Or, if it is granting units ever 25 Turns,.....And I turn spawning back "on" turn 30,....Do I have to wait til turn 50 since I bypassed my opportunity at 25...??



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If you use the selection for "Stop Unit Spawning",...

How does the CS supply units when it is turned back "on" again...?


(Assuming I am the CS Ally without interruption)
For Example:
Will I have to wait the entire cycle of turns that it normally takes to grant units..??
Will I receive a unit immediately if I have "cycles" backlogged...??
Or, if it is granting units ever 25 Turns,.....And I turn spawning back "on" turn 30,....Do I have to wait til turn 50 since I bypassed my opportunity at 25...??
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i dont know why would you do that at all
you can disband units for gold or gift back for influence
 
i dont know why would you do that at all

Your obviously not using this feature to maximize your game play!

There are many reasons to use "Stop gifting units",...Why do you think they included it in the game!?

It is not that I never want the units,....I just want them,...When I want them!


I would still like a answer to my original question,...Please! :)

If you use the selection for "Stop Unit Spawning",...

How does the CS supply units when it is turned back "on" again...?

From what I have experienced recently,...it seems that you receive that unit in a short amount of time,....Not sure on the logic behind the CS actions though...??



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Short version: What exactly determines how much an AI is willing to offer for peace?

Long version: Still playing the same game I mentioned earlier, Boudicca on Emperor. I've taken the capitals of five of the other six civs on my continent. (Dido gets a pass for now because she's been friendly throughout the game even as all the other leaders were scrambling over each other to denounce me.) Every single one of them, regardless of size, has offered up their smallest, crappiest single city in exchange for peace even after I decimated their armies and pillaged most of their lands.

Now I see that Pocatello has an entire continent to himself and is taking over the remaining continent with a military three times the size of my own. He's also got Brandenburg Gate, and if I've learned anything in this playthrough, it's how powerful promotions can be. So I decide I'd better take him before he gets out of control, and now is the opportune moment as he's currently embroiled in war with Ramkhamhaeng (who shares the remaining continent with Pachacuti). I start pumping out units, blockade his continent with my navy, and land my army on his shores, taking his capital and 4-5 other cities while sniping any units that try to cross back over from the other continent. Once he no longer poses much of a threat, I send some forces to mop in Siam, liberating most of Ramkhamhaeng's cities. Having achieved my main objectives, I decide to make peace. And then Pocatello offers me 8 of his 9 remaining cities as part of the deal.

I have enough happiness, between autocracy, pagodas/mosques, and ceilidh halls, that I could take the offer without crippling my empire, though I'm not sure that I want to. But anyway, I'm curious what made him offer such lopsided terms in the first place. If anything, he was in a much better position than my previous opponents had been, retaining the capacity to pump out 1-3 units each turn and with most of his remaining land untouched by my forces. The only factors I can see that might have made the difference are the rate at which I've been taking cities (5-6 in the 3 turns prior to the peace deal) and the size of my military, which drastically ballooned from the small, elite force I had used in previous wars. I also killed a much higher number of units than in previous wars, although he probably still had a slightly better W/L ratio than my previous 2-3 enemies because it was the first time I'd fought an enemy with an air force.

One other question, as well: Ramkhamhaeng still shows up as "guarded" even though he's acting friendly (greeting me warmly, accepting open borders without a bribe - telling me that he can't offer me enough for it, in fact - and giving me 7+ gpt for luxuries). Does this have any gameplay effects, and is there any way to make him show up as "friendly" again?
 
If you use the selection for "Stop Unit Spawning",... How does the CS supply units when it is turned back "on" again...?
The counter starts up from 0 when you turn the option back on. The only reason to turn it off is because you already have more units and gold than you can really use.
 
What is considered as "Friendly Territory?"

E.g. I'm playing as the Iroquois, and forest/jungle in friendly territory count as roads. So obviously my own territory. I would guess CS allies as well. What about just friendly CS? Is there any way the territory of another civ could be counted as friendly (need a declaration of friendship and open borders, perhaps)?

Also, units heal double in my own territory. Is this true of all friendly territory? And does this also count for where units can be upgraded?

Is there anything military units can do in my own territory but not other friendly civ or CS territory? All that comes to mind might be gaining embarkation promotions.
 
The main effect of Big Ben, as I understand it, is to make the gold purchase cost of buildings and units 15% lower. I wondered if this is true for spaceship parts when adopting the Level 3 Freedom tenet allowing for the purchase of spaceship parts with gold. So I tried it.

After constructing Big Ben, the cost of spaceship parts dropped from 3500 gold to 2590 gold. According to math, this means the cost dropped 26%. Is this known to happen? Is it possible I missed another effect that would lower the cost?
 
The counter starts up from 0 when you turn the option back on. The only reason to turn it off is because you already have more units and gold than you can really use.

REALLY? And you have seen this in "The code" of the game, and can verify that it is true?

I have played three games in the last 2 days, and in those games that I was "Allied" with a Military CS nonstop for a extended number of turns,....

I received a unit within 5 turns after turning "Stop Unit Spawning" back "On" again,...

I don't receive a unit within 5 turns of first becoming a "Allly", so please explain how this is possible,....???

(I would assume the counter for gifting units starts on the turn that you become a "Ally", or is there some magical "grace period" that I am unaware of....??)



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There was a thread a while back suggesting using the stop spawning button as "pause" -- so that makes sense to use when one is near to unlocking much better units. I played a few games in a row with that strategy. The results were quite dissappointing.
 
There was a thread a while back suggesting using the stop spawning button as "pause" -- so that makes sense to use when one is near to unlocking much better units. I played a few games in a row with that strategy. The results were quite dissappointing.

Beetle, the strategy is debatable, and it is particularly situation dependent...

I really just want a answer to my question, and when someone answers incorrectly, or changes the subject it bogs down my request.

The counter starts up from 0 when you turn the option back on. The only reason to turn it off is because you already have more units and gold than you can really use.

This is not the first time you have answered incorrectly,....please refrain if your not "sure" of the answer.



In my experience,...Questions on this forum go unnoticed, or bypassed as "Already Answered" when there is response to the question.


I was hoping that someone like "Browd", that knows "the code" would be able to give me a definitive answer to my question.

If you use the selection for "Stop Unit Spawning",...

How does the CS supply units when it is turned back "on" again...?

(Assuming I am the CS Ally without interruption)
For Example:
Will I have to wait the entire cycle of turns that it normally takes to grant units..??
Does it "pick up" where it left off?
Will I receive a unit immediately if I have "cycles" backlogged...??
Or, if it is granting units ever 25 Turns,.....And I turn spawning back "on" turn 30,....Do I have to wait til turn 50 since I bypassed my opportunity at 25...??



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I have a question about a weird aspect I found in a recent game. I was pursuing a Domination victory with India, and both Babylon and Korea were in the game. Right after conquering the Babylonian capital I checked the victory progress screen and I found that Korea was one spaceship part away from winning the SV. From the icon it seems that they required the SS Cockpit to build, and surely they had Satellites by then. They also had a great engineer laying around Seoul (they went order but I'm not sure they had the level 3 tenant), and 3 aluminum to spare, but Seoul was working on International Space Station. I was 2 capitals away from DomV and both were held by the Koreans so I immediately DOWed them.

I had 7 turns to XCOMs which I needed to take the Korean capital, so I thought the game was lost. But the Koreans never attempted to build the last spaceship part even after the ISS was completed. For 7 turns I just bombed the Korean capital with Stealth bombers and killed everything in sight. I could para-drop a single Paratrooper right next to Seoul due to the limited range (I only had one tile in my borders that was close enough), just to get some extra sight and bomb everything around the Capital. The Paratrooper never survived till next turn.

I managed to take the capital after I researched Nanotechnology and surrounded the Capital with X-Coms and won the Domination, but I am puzzled because the AI had plenty of opportunity to win the Science Victory and didn't. I had spies in 3-4 of it's cities just for sight and the AI was not building it elsewhere. I also checked the trading options screen and Koreans had 9 techs I did not have (I never went beyond Atomic Theory on the upper part of the tree), and it's very unlikely that they did not research Satellites. I also had 2 techs which the AI did not have, maybe one of them was Satellites? I find it quite odd that the AI researched Nanotechnology and did not research Satellites.

Why didn't they build the last space ship part? Is the Victory Screen for Science victory bugged? I first thought that they needed SS Stasis Chamber in order to win which would make sense, because it's the hardest, but the icons don't match, the one they required was the one right in the middle after the SS Boosters. One thing that comes to mind is that they started building it in a city with crappy production and refused to switch and build it in the capital after the war started, and this delayed them, allowing me to win. Another thing that I thought of is that the AI abandoned the idea of SV and started pursuing something else, but that would be rather stupid at that point.
 
This is terrible advice, do not be worried about your "score" in that regard.



There's still the 5% science penalty, but remember that's 5% base. So if you have 20 cities already then adding a 21st will only be a 2.5% penalty. There is no cultural penalty (in fact it's a net gain as a result) and no great person generation penalty.

Generally speaking you keep a city with wonders, strategic locations, or important luxuries/resources. Otherwise, if your happiness is great then you can puppet it if it's simply a well developed city with things like religious buildings.



The only time *not* to puppet is if you're Order with the level 3 Domination tenet. If you puppet with that tenet, you won't get the free Courthouse. Otherwise, yeah, always puppet initially.

LB, when you say "keep a city" you mean keep it as a puppet?

If I annex instead, is the only other penalty to happiness?
 
LB, when you say "keep a city" you mean keep it as a puppet?

I mean not raze it. Most cities the AI builds, especially later in the game, aren't worth keeping.

If I annex instead, is the only other penalty to happiness?

10% increase in social policy costs (7% as Liberty). Keep in mind that's additive, so if you have 10 cities already it's going from 200% -> 210% = 5% actual increase. You'll also have to build a Courthouse to avoid happiness penalties, which costs an extra 4 gold per turn. And any Great People generated by a puppet (mainly merchants) don't count against YOUR Great People counters...but if you annex then they do count.

On the flip side, annexing removes the 25% penalty to science and culture. Also obviously gives you direct control over production and what tiles/specialist slots the city is working.
 
I mean not raze it. Most cities the AI builds, especially later in the game, aren't worth keeping.



10% increase in social policy costs (7% as Liberty). Keep in mind that's additive, so if you have 10 cities already it's going from 200% -> 210% = 5% actual increase. You'll also have to build a Courthouse to avoid happiness penalties, which costs an extra 4 gold per turn. And any Great People generated by a puppet (mainly merchants) don't count against YOUR Great People counters...but if you annex then they do count.

On the flip side, annexing removes the 25% penalty to science and culture. Also obviously gives you direct control over production and what tiles/specialist slots the city is working.

Thanks, also if you annex you can buy units and put them right into the battle.
 
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