I have seen a video where the guy was using heavy cavalry with ram and siege towers.
"Pillaging. Harassing. Finishing off. Scouting, if nothing else."
Do they have a bonus that make them better for this purpose than heavy cavalry ? I find HC more resistant.
 
I have seen a video where the guy was using heavy cavalry with ram and siege towers.
"Pillaging. Harassing. Finishing off. Scouting, if nothing else."
Do they have a bonus that make them better for this purpose than heavy cavalry ? I find HC more resistant.
The video is probably old. The game changed considerably in these years.
If promoted to Depredation, light cavalry only uses 1 movement point for pillaging instead of 3, so it is much more mobile. It can pillage a district with all its buildings and run away.
 
Regarding game setup: I saved my preferred settings, including the desired natural wonders. I want a random game though. Is there a way to randomize seeds so the saved setting doesn’t always give the same map?

I can get around this by restarting, but it seems random seeds should be an option?
 
Do you have less penalties if you enter a war after a diplomatic trade ?

For the space race, you can build two different station that accelerate the courses of the ship that colonizes the exoplanet. So there is one if you have too much aluminium and on if you have too much electricity ? I see the electricity you have in the city but where can you check the electricity you spend ?

I just won at king level and I am proud of it. It is a pity that the level is not written in the hall of fame. I am a bit frustrated to have not fought during antic and medieval time. My strategy is as long I can expand I do not enter a war. But it lacks of fun. I hope I will reach this goal to make more wars in ancient times. But I do not know how.

Does the units heal faster when they are inside its territory ?

For the government of trade republic, what does the +15% production in districts mean ? Does it increase the speed of production of the buildings insides districts? Or does it mean the number of shields in an industrial zone for example is increased of 15% ?
 
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Is there a known bug with the AI being willing to give up all of their cities in a peace deal? I got DoW'd around T80 by Cleopatra and held off her attack. She asked for peace and in the trade screen, I wanted to see if she would give up her nearest city, and it turned out she was willing to give up all of her cities (5 non-capital cities). I selected all the cities and said "Make this deal more equitable", and then without anything changing in the trade, it gave me the option to Accept Deal. Before the war, she had the strongest military in the world, and at the time of peace, she had the second weakest.

If it matters, this is on Prince.
 
For the space race, you can build two different station that accelerate the courses of the ship that colonizes the exoplanet. So there is one if you have too much aluminium and on if you have too much electricity ? I see the electricity you have in the city but where can you check the electricity you spend ?

If you hover over the red/yellow symbol of Power on City Banner it tells you how much Power the City has and how much it needs to be Powered. Plus City View has tab for Power.

For the government of trade republic, what does the +15% production in districts mean ? Does it increase the speed of production of the buildings insides districts? Or does it mean the number of shields in an industrial zone for example is increased of 15% ?

It means when you are producing District, you produce it 15% faster.

When you tell City to make something through the cog icon, it is producing it dedicating Production each Turn towards its completion. Anything that says +X% Production towards Y increases the Production it dedicated each Turn (the speed at which it produces it) by X If you are currently producting Y (district, building, wonder, unit, project).

So +15% Production towards Projects finishes Projects faster, +15% Production towards Military Units has you produce Military Units faster.

Regarding game setup: I saved my preferred settings, including the desired natural wonders. I want a random game though. Is there a way to randomize seeds so the saved setting doesn’t always give the same map?

I can get around this by restarting, but it seems random seeds should be an option?

Can't you just rewrite the seed at the bottom of setup?
 
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Do you have less penalties if you enter a war after a diplomatic trade ?

[...]

Does the units heal faster when they are inside its territory ?

I don't think you get less penalties if you trade yourself into a war. I'm not 100% sure about this though.

Units heal 5 points per turn in enemy territory, 10 in neutral territory, 15 in your own and 20 in one of your own cities.
 
I play with Congo. I have Apostles that appears sometimes. I do not have any religious building. How is that possible ?

I use canons (upgrade of arbalest) for siege. I thinks it is very efficient because you can use them for fighting as well at the contrary of bombard canons. Are archers good as well for siege ? Because I have read they are not but they are of the same class than canons.

If you raze an ennemy capital does it count as penalty in diplomatic points ?
 
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I play with Congo. I have Apostles that appears sometimes. I do not have any religious building. How is that possible ?
That is from your Leader ability. Do take a minute or two to read what are the features of the civilization and the leader you play, then you'll know better how to use them.

I use canons (upgrade of arbalest) for siege. I thinks it is very efficient because you can use them for fighting as well at the contrary of bombard canons. Are archers good as well for siege ? Because I have read they are not but they are of the same class than canons.

Archers, x-bows, field cannons belong to the ranged unit class and all of them suffer -17 combat strenght penalty while bombarding city defenses. They are primarily used to destroy units in the open field. You may find field cannons efficient for siege because probably you're using them as advanced units against someone's backward technology. It still suffers the same -17 CS penalty against cities, you can check it in the combat stats bottom right, when you're aiming.

Units of the siege class: catapults, bombards etc. do full damage to the city defenses, but suffer -17 combat strength penalty against the units in the field.
 
It still suffers the same -17 CS penalty against cities
Thx. To be honest I do not understand how the damage to the two colored lines is calculated. You are not attacking any unit when you hit the walls. When I bombard them The health of the walls is not reduced by the amount of the attack written at the right.

When an enemy unit is fortified. Does it beneficiate of the -17 malus against canons ?

Is the anywhere you can see information when you fortify an unit and you want to know what is their advantage ?

I discovered steel. It makes the walls obsolete. But I guess they are still efficient for their bonus of habitation (with monarchy for example) ? It reads something about support siege units that are not efficient anymore. Are they the siege units you keep inside you walls ?

Since a long time in this game I try to settle a trade post in the far away Indian city of Agra. So I sent many trade carts there but no trade post was installed. I wanted to build many trade routes far away using this trade post : I was thinking they were very profitable. Am I right ? (that long distance trade routes are very profitable).
 
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The damage is based on the combat strength difference. If the strength is even you will deal around 30 damage (a little bit is tied to luck). 5 strength more are already 20% more damage dealt (and less taken incase of a melee attack). 10 strength is is already 50% more. 30 strength more than your opponent equals 100 damage if you are not super unlucky (so enough to one hit a unit).

The -17 only applies against districts (City Center, Encampment and Oppidum). A fortified unit will get a smaller bonus itself though. 3 strength in the first turn of fortification and 6 from the second turn.
 
I can not trade with other civilizations because they are too far away. I am on the map where there is the North Pole at the middle. I could send a trade route to one city but no trade post was created. Then I could not reach other cities. Can not understand trade post.


It reads for gold that exploited tiles are 23 but how ? I have few buildings on luxury resources that is it.
 
I can not trade with other civilizations because they are too far away. I am on the map where there is the North Pole at the middle. I could send a trade route to one city but no trade post was created. Then I could not reach other cities. Can not understand trade post.
Trade posts are only created, if the trader completes it's route. If the trader gets pillaged, the destination or origin city gets captured or loyalty-flips, the trade route gets cancelled. Reachable distances are 15 tiles on land and 30 on water, iirc, from the nearest trade post.


It reads for gold that exploited tiles are 23 but how ? I have few buildings on luxury resources that is it.
You're probably getting 18 gold from specialists working in the Commercial Hub, then 4 come from worked spices and tea and the last 1 from the worked lake tile, that add up to 23.

Specialists working in the districts are counted as working a tile, for some reason. Usually CH specialists yield 4 gold, but if CH is fully developed, that is to say, it has all possible buildings built, then every specialist yields 6 gold.

As you have a lot of citizens in the city, they got automatically assigned to work, and as specialists too. You can check where your citizens work in the Citizen Management tab - select a city and click on the head icon. Worked tiles will display a white head.

In smaller cities you can micromanage and lock them to work tiles you need the most. You can also set yield preferences by clicking on those small circles next to respective yields, just above the city name banner, bottom right, then your citizens will be automatically assigned to work the tiles giving those yields first.
 
One question, I read on the civ wiki that trade routes take more and more time to complete as time passes (each new era adds more turns to the duration for the creation of trade posts). How is this so?


Should not be the other way around?

I mean, as time goes on, the technology makes trade routes go easier and faster (better roads, new transportation and cargo improvements, etc...)

Why this decision?

I also wanted to ask if there are any ways to check how many turns the trade route will take in total? I have the conversion table on the wiki but I'm not very good using it :p

So I was wondering if there is a mod or something in the main game to check it!

Thank you!
 
I do not understand what is the use of the number of turns for trade routes. Is it realted to build roads on the field ?
 
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I do not understand what is the use of the number of turns for trade routes.

The number that appears when you have to send a trader? this number means the distance of the other city, so if thenumber says 12 that means that the other city (the city where you are sendind the trader) is at 12 tiles.
 
How is it useful ? Have the longest trade routes a better income ?

The number next to the arrow in the trade routes list is the number of tiles from the starting city to the destination city center. The tooltip for it says "Total number of turns to complete this route." which can be interpreted several ways.

The civilopedia page says trade routes last at least 20 turns on Standard speed. It also says it will not end until the trader returns to the origin city's center.

So the way I interpret that is if you have a city that is 10 tiles away, the trade will go there and back in 20 turns and the trade route will end. If the city is 6 tiles away, it will go there and back, there and back for 24 turns and then end. If it is 15 tiles away, it will go there and back taking 30 turns and then ending.

What is the interest of this system ?
 
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How is it useful ? Have the longest trade routes a better income ?

If you have Hunza yes (+1 gold for every 5 tiles), it could be good too if you have a very long commercial route and the trader goes through a lot of commercial posts (+1 gold each).

Apart of that, I do not know more advantages...

Disvantages are that the routes are more vulnerable (barbarians, enemy pillaging, etc.) and it takes many turns to finish (longer as the world eras advance).
 
Can we escort a trade cart with a military unit ?

Can we make a naval trade road through a city that has no docks but that is on the coast ? (using water tiles for movement)
 
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