Quick Questions and Answers

Can cities cultural flip in CIV 5?
Nope.
What is the benefits of a great artist spreading culture?
All adjacent tiles are given to you. The artist must be in, or directly next to, your borders in order to culture bomb.
 
What am I doing wrong?

I downloaded two mods LEM and Australian Civilization and both only last 100 turns. Am I missing something in setting up a game? I don't want to download mod after mod only to have the same 100 turn limit. I must be doing something wrong, but what?

Thanks
Python_61:confused:
 
I have noticed that the Incan crossbowman or rifleman sometimes retreats when being attacked by a land unit. Is this a bug? I could not find a mention of this as an ability on the Incan civ.
 
Can't you steal tiles by a culture bomb (and @#!*% off the victim as a result)?
Yes. :)
I have noticed that the Incan crossbowman or rifleman sometimes retreats when being attacked by a land unit. Is this a bug? I could not find a mention of this as an ability on the Incan civ.
No, its an ability that all units share. When seeing the combat screen thing when you're on the offensive. If neither of the units will be destroyed, then one will retreat.
 
Yes. :)No, its an ability that all units share. When seeing the combat screen thing when you're on the offensive. If neither of the units will be destroyed, then one will retreat.

Hi, thanks. I meant, i move my unit into the hex of the defender. No battle occurs and the defender unit moves unharmed to the an adjacent hex. Can be quite annoying.
 
how can I skip the movie intro scene when i start the game? it gets irritating really fast when you are trying to conquer the world in a hurry ...
 
Hi, thanks. I meant, i move my unit into the hex of the defender. No battle occurs and the defender unit moves unharmed to the an adjacent hex. Can be quite annoying.
I believe that that may be what the Inca UU is supposed to do as a special ability. That might be a bad thing if the UU is eventually upgraded to a mech infantry then retreats, allowing a great general to be killed. :lol:
 
What am I doing wrong?

I downloaded two mods LEM and Australian Civilization and both only last 100 turns. Am I missing something in setting up a game? I don't want to download mod after mod only to have the same 100 turn limit. I must be doing something wrong, but what?

Thanks
Python_61:confused:

Best off asking the mod creators if its a mod issue.
 
Not a bug. Unlike Civ IV, where all great person votes were pooled and then a weighted but random great person popped out, the tallies for each great person type in CiV are kept separate. If you'd done the equivalent action in Civ IV, your first great person would have arrived three times quicker.

It does seem to be true that you get the additional GP's immediately though, rather than having to wait for an increasingly larger "bucket" to fill up. You can save several hundred GPP's over the course of a game by tweaking it so you pop more than one GP in a turn. Haven't tested this in the latest patch, so they may have fixed this bug.

Example:
pop your first 3 in the same turn:
gp1 costs 100 points
gp2 costs 100 points
gp3 costs 100 points
gp4 costs 400 points
total for first 4 GP's: 700

pop your first 3 in different turns:
gp1 costs 100 points
gp2 costs 200 points
gp3 costs 300 points
gp4 costs 400 points
total for first 4 GP's: 1000
 
So when a unit goes on embark, can you cover that unit with a combat ship on the same tile, as you can with workers and settlers with military units? Or would you have to flank it on all water hexes with a combat ship to keep it safe? What about collateral damage on water with respect to bombardment?
 
So when a unit goes on embark, can you cover that unit with a combat ship on the same tile, as you can with workers and settlers with military units?
Nope
Or would you have to flank it on all water hexes with a combat ship to keep it safe?
:yup: Well, to completely protect it, yes. You can protect some of it in the same way that land units work (can't go around a combat unit easily).
 
That is a bit perplexing. I view that unit in water as no different from a worker/settler. At the same time, it is a ship those units are on and you can't expect the jam battleships in the same tile with the 1upt mechanic. But I'd figure transports are much smaller and hence could occupy the same tile as a battleship. It's an easy way to fix the AI, as opposed to sending troops out to die in open water. At least keep a battle boat on the embarked units otherwise the AI wouldn't dare send units out exposed without some cover.
 
That is a bit perplexing. I view that unit in water as no different from a worker/settler. At the same time, it is a ship those units are on and you can't expect the jam battleships in the same tile with the 1upt mechanic. But I'd figure transports are much smaller and hence could occupy the same tile as a battleship. It's an easy way to fix the AI, as opposed to sending troops out to die in open water. At least keep a battle boat on the embarked units otherwise the AI wouldn't dare send units out exposed without some cover.

Well... it is what it is. I think it works pretty well without stacking. You just have some military navy scouting to ensure the coast is clear and to engage any enemy that does show up. The transports can be kept safe that way... I almost never lose a non-military unit at sea unless I'm taking the risk of going unescorted.

I find it more realistic than stacking, actually. Stacking would make it impossible to attack transports without first engaging the military escort ship(s). That's not how it worked in any real war to date. There are risks to sea transport, especially if someone else has naval superiority. As it should be, imo.
 
How do you turn strategic view on??
Just click one of the two buttons to the left of the minimap in the bottom right corner. I forget exactly which one it is.
 
What is the best modern/future era unit for amphibous attacks?

I am doing a lot of island hopping in the current map.
 
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