Quick Questions and Answers

So, I understand that you can only get one tech per turn. If you use several scientists in one turn to bulb, do the 'potential' beakers you get carry over every turn until they're used up, or is it better to use one scientist a turn?
 

Thanks I tested it in hotseat and pretty much everything protected from a bombardment on defense, but only a few did when you attacked the city. And cities never do less than ten damage even vs a GDR with all modifiers. The -10% dance only worked on units though, not cities :( And cover did affect the CStrength but never showed on the popup as a modifier. Which UU has the 20 bonus in foreign territory other than FLegion?
 
So, I understand that you can only get one tech per turn. If you use several scientists in one turn to bulb, do the 'potential' beakers you get carry over every turn until they're used up, or is it better to use one scientist a turn?

First off, you can only get 1 tech per science gaining event not 1 tech per turn. If you have 3 scientists and pop them all each one can give you 1 tech assuming you get enough science from each one. Similarly each research agreement that completes is eligible to grant a tech as is Korea's ability if you rush buy a science building. This is all in addition to the one tech you might get at the beginning of the turn from your normal science output.

In theory, all excess science should carry over until the next tech until you finally hit one that you can't finish in one turn. In practice there are a few irregularities and/or bugs that can come up and make you lose beakers. Best practice in my experience is to make sure you have a lot of tech path queued up and, if you have a mix of very cheap and more costly techs available, alternate cheap and expensive to minimize your overflow. Times I've seen science get wasted are when I don't have a tech selected to replace the one that finishes or if I end up in a case with large multiples of the tech cost in overflow (i.e. 2500/200 progress)
 
All right, thanks for the clarification. By the time I do mass bulbing, I have the rest of the game queued up anyways.
 
I've never had multi GSci give me multi techs in the same turn. I would just have one turn for the next if I got enough science. I definitely had multi techs from different events like mentioned though (normal tech/GSci/RA/Korea)
 
What happens when you conquer a city with CN tower? Do you get broadcast tower to all of your cities? Does opponent lose them from all of his cities? With other wonders free buildings are destroyed upon conquering a city but is this also case with CN tower?

Tested this and free building from CN tower is different than free buildings from other wonders. Broadcast Tower isn't destroyed from city when it's captured
 
Tested this and free building from CN tower is different than free buildings from other wonders. Broadcast Tower isn't destroyed from city when it's captured

I can't think of any other wonders in Civ 5 that have "X building in all cities" like there were in Civ 4. Glad to hear the confirmation how this one works though, thanks!
 
If I complete the research of Construction one turn before an archer should be built in one of my cities. Will I get an archer the next turn or the city production will be switched automatically to CB?

I need this info in order to arrange timely CB rush in my MP game.
 
When you'r playing the Inca, is there any point in building a terrace on a hill *not* next to a mountain (say I'd want to farm it instead of mine it), or is one better of putting a regular farm on that, or does it not matter?
 
If I complete the research of Construction one turn before an archer should be built in one of my cities. Will I get an archer the next turn or the city production will be switched automatically to CB?

I need this info in order to arrange timely CB rush in my MP game.

Build will change to a CB. Same with any other techs (trebs to cannons, etc.).
 
QUOTE=anandus;12283362]When you'r playing the Inca, is there any point in building a terrace on a hill *not* next to a mountain (say I'd want to farm it instead of mine it), or is one better of putting a regular farm on that, or does it not matter?[/QUOTE]

Unless the hill is next to a fresh water source, you won't be able to build a regular farm. In that case, your only choices are terrace farm or mine.
 
Anyone know where I can find the police station in the files? For some strange reason it doesn't appear to be with the rest of the buildings.
 
Will the Polynesian UA allow Turtle Ships that you receive from a Militaristic CS move on oceans? Or rather, does the Polynesian UA work on all ships too?
 
Anyone know where I can find the police station in the files? For some strange reason it doesn't appear to be with the rest of the buildings.

Assets\DLC\Expansion\Gameplay\XML\Buildings\CIV5Buildings_Expansion.xml

Will the Polynesian UA allow Turtle Ships that you receive from a Militaristic CS move on oceans? Or rather, does the Polynesian UA work on all ships too?

I've never seen this explicitly with Turtle Ships, but I suspect so. Polynesia's triremes, galleases, etc. can move in ocean from the start so it seems they should as well.
 
What's the price expected to be for One World? I recently got some funds added to my Steam wallet, and was curious to see how much I have free to spend if I want to be able to pre-purchase it as soon as possible. (I'd assume ~30$)
 
I've never seen this explicitly with Turtle Ships, but I suspect so. Polynesia's triremes, galleases, etc. can move in ocean from the start so it seems they should as well.
Oh okay, thanks.

Also, a question about Legalism. Suppose I already built a monument in my capital and the too Legalism without having the tech for amphitheaters(Drama and Poetry I think), would I get an amphitheater?
 
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