Which leader is best for a science victory? I was think China for the eurekas and great library, but I'm not sure. Arabia seems great, though the religion system seems complicated to me.

Speaking of religion, is there a way to disable religious combat? It looks really silly, and I find it unimmersive.
 
Might suddenly be Germany. After all it's more of a 'production' victory.

Sumeria is good for getting an early science lead from ziggurats and with them occasional eurekas from barb camps... Though you risk getting carried away and just wiping everyone out.
 
There is no way to disable religious combat. You can disable religious victory but religious units will still come. You can kill them.
 
Thanks guys. I have another, unrelated question. Is there a way to pick how many continents are on a map? Islands? I remember playing Civ 4 with a continent for each civ. Can I do that in this game?
 
No Crake you cannot pick. Maybe someone modded something like that.
 
Hey! :)
A few questions.
1.On marathon,game speed with 1500 turns are those
enough to progress from ancient era to information era?
Ii want to rise up my empire from 0 to the most advanced tech.
its posible?Only with domination victory as condition.
2.Limit turns set on default by game speed or no limit turn?
3.Ii just started the game.Im my tech tree.Last segment from info era
is future tech.(2.649 turns)
how is posible to reach when ii hame only 1500 turns by marathon speed?
Thx
 
1. It's more than enough, I've never hit 1000 so far.
2. Don't understand the question.
3. You'll start producing more science as you develop, so it won't take as many turns as it shows in the beginning (it's calculated based on your current science output). + there are also eurekas, which shorten the time.
 
2.In advanced gameplay setings.Default by game speed than means the game will end in 2050(from here start my question if ii have enough time 1500 moves from ancient to hit info era) or shoud ii select no limit turn.In this last case don't see the point of marathon with 1500 moves if ii don't have a turn limit.
 
2.In advanced gameplay setings.Default by game speed than means the game will end in 2050(from here start my question if ii have enough time 1500 moves from ancient to hit info era) or shoud ii select no limit turn.In this last case don't see the point of marathon with 1500 moves if ii don't have a turn limit.

If you disable score victory, then it's logical to disable (or set a huge) turn limit. Otherwise disabling it is kind of pointless.
 
I've got a question.

Currently I can focus my cities on a few things. Though something seems to be missing there. How do I tell the governor that I AM going for the Culture Victory, and I DO want citizens to work those resorts built on desert tiles? The AI governor seems to ignore them unless the city is really huge...
 
I've got a question.

Currently I can focus my cities on a few things. Though something seems to be missing there. How do I tell the governor that I AM going for the Culture Victory, and I DO want citizens to work those resorts built on desert tiles? The AI governor seems to ignore them unless the city is really huge...
You don't need to work resorts to get the tourism they generate.
 
What is the effect of a pillaged building/district? Does it still give yields? Does it have any negative effects except: 1) the inability to produce a new building in the district before repairing the prerequisite district/building; 2) the -1 appeal to surrounding tiles? I can't find any info on this subject in google.
 
What is the effect of a pillaged building/district? Does it still give yields? Does it have any negative effects except: 1) the inability to produce a new building in the district before repairing the prerequisite district/building; 2) the -1 appeal to surrounding tiles? I can't find any info on this subject in google.
A pillaged farm still gives the yields as if there would not be a farm on the tile. I think this applies to all improvements. I If a building is pillaged, you don't get the yields from it, and also not he GP points. I'm not sure how it is with abilities: can you still build units with only 1 resource in a city with pillaged barracks? I don't know that. If a district is pillaged, you lose the adjacency yield but it can still give adjacency to other things afaik.
 
Can I destroy a Great General (or any other Great Person) of the AI at all? I ran over a Great General with my ship but he slipped away from me. :dunno:

No, you cannot
GP's are perfect for Recon and "controlling"area's to prevent barb spawning.
When they are overrun, they respawn in their nearest city.
 
No, you cannot
GP's are perfect for Recon and "controlling"area's to prevent barb spawning.
When they are overrun, they respawn in their nearest city.
It's a shame that they also relocate when you capture the city they are in. I think in that scenario, you should be able to convert him. If you capture the last city of a civ, and GPs are inside, they just disappear.
 
Is there any way to get rid of antiquity sites other than using archeologists? Problem is I can't build improvements on hexes with antiquity sites. I have never found a way, this is the single most annoying feature for me in the game right now. Problem is that tech is useful so I can get zoos up.

I'm running a map from the Yet another map mod, and unfortunately this map has way too many antiquity sites. I'm just going to have to reload a save and post pone this tech.

The antiquity problem is one reason I try to get improvements on all my squares.
 
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