Discussion in 'CivBE - General Discussions' started by joncnunn, Oct 21, 2014.
Yes, RT is the unique DLC. Unfortunately.
I built a city 13 hexagons away from my neighbor's border, and he's still complaining about aggressive expansion, is this normal?
I thought 10 was the general rule, but normal or not, some AIs are more sensitive than others.
Is there any way to see what Artifact Bonuses (buildings, wonders, etc.) I have in a current game (CIV BERT)?
In the bottom right-hand area of the main in-game screen click on the "+" (i.e. "Additional Information") icon and at the bottom of the options select "Artifacts Overview".Here's a screen capture for reference - HTH:
I can't believe I hadn't pressed that button before! Maybe, I always assumed it was just the artifacts screen.
What is the calculation for Production costs to move an Aquatic City? It just says it "increases based on the number of Buildings" but not by how much or what the initial cost is. I assume it scales for game speed the same as any other cost, but I would like to verify that too.
I don't know exactly what the calculation is (or where to find it), but I can share my strategy for getting aquatic cities moving fast.
1. At first only build/purchase buildings that will help with moving. My personal choices are: Recycler, Drydock, Water Refinery and Therm Rudder (also the Drone Command if/when you get that). The one exception is the Trade Depot which I always build first in almost every city. Once I have spending money I will purchase the first 3 buildings which allows the Trade Depot to be ready in 2-3 turns, then the Therm Rudder is usually around 4-6 turns and I'm ready to move.
2. Move until you've covered the entire area you plan to work for this city. If the city is taking more than 2 turns to move, send more trade routes.
3. Once it is in its final resting place, go crazy. Depending on the atmosphere, I will prioritize defense buildings since water cities are super vulnerable without them.
How do I add the "title" below my name and the message below my post. EG Legalizefreedom has Inefficiency Expert instead of Chieftain and a "poem" that starts "The cattle...." I want to do something like that.
I'm glad to see this game still has some followers and this thread is not dead.
My question is about... ANGEL.
As you know it has four different perks:
1). +50% when not next to friendly unit;
2). +30% when attacking;
3). +15% per unused movement point;
4). +40% when flanking.
While 50% lone wolf bonus is looking pretty nice, it ruins the whole Supremacy strategy of tight formations and coordination between different specialist units. +30% when attacking looks quite good, but it does not boost ANGEL's suitability against multiple threats of the late game, mostly other ultimate units and advanced tacjets. +15% per unused movement while does boost both attack and defense in some way, but due to hit-and-run nature of the unit you will often find yourself in situation with only half or none of the bonus points applied.
Here we get to flanking bonus. From my experience with other units it's really great and boosts your attack and defense (except there's no bonus against enemy ranged attacks). Played a few games and never had a second thought but became really surprised to see it's not applied to attack. Yes, I know that ANGEL is ranged unit. But in this case if there's no exception for it and it doesn't benefit from flanking bonus while attacking... it's really worthless and worst perk by far.
Please enlighten me.
I always assumed +40% when flanking meant to attack only, so I'm the one who has been enlightened.
Truthfully, I almost always take the thing that works all the time, that is without conditions. +30% when attacking works when you attack no matter the situation.
Hey, legalizefreedom, thanks for answering!
The thing is flanking bonus does not require any special condition and almost always is applied. While I can't say the same about bonus per unused movement and lone wolf bonus.
Flanking bonus works both for defense and offense. There are also two more details about it: flanking bonus is not applied if unit is attacked by ranged enemy and also there's +10% more for flanking bonus on top per every one allied unit that surrounds the target. So for example your units have +20% flanking bonus from perk and there are three of them surrounding the enemy, the flanking bonus will be 20+10+10 for your attacking/defending unit (targeted unit does not count).
Hope it was also helpful!
Flanking bonus requires you to be flanking the enemy, no? That means you need to have at least two units engaged. Not hard to do, but something you have to actively consider all the time and for me usually gets lost in the shuffle. Was it that unit I gave flanking to? No? Which one was it? It doesn't matter anyway. etc.
Also since I can get a flanking bonus anytime without the perk, I'm not too concerned. I like a little of everything in my perks... not a max of one thing.
All good information though, so thanks for that!
Nah, it's not as complicated as you describe. Flanking bonus is applied automatically whenever at least one more friendly unit is adjacent to the target.
Let's take as an example tier 4 Supremacy combat rover - Redeemer.
First upgrade provides +20% while flanking and third one adds +30% while flanking (50% in total).
It has a combat strength of 52. So attacking enemy unit while only one friendly unit adjacent to the target (minimum requirement) will provide to the attacking Redeemer +60% (50% from perks and 10% from friendly unit).
In this case it will attack with combat strength of 83.2 (52*1.6). Maximum bonus will be 100% (50% from perks and 50% from 5 adjacent friendly units around the target - so it's going to be surrounded) and it's 104 combat strength(52*2).
Hope it was interesting for you. I've also attached crude picture.
Yes, that's what I meant. Two units total adjacent to an enemy.
The example you give is notable, since most of the time my Redeemers/Autosleds are solo. I would almost never get a flanking bonus for them.
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