Quick Questions / Quick Answers

After some experiments with Japan... seems like i can get a religion consistently now in Inmortal, unless there are like 5 religious civs.

I'm a Emperor player trying to win consistently in Inmortal, today i was in this situation:

I was Japan, with two neightbours in my continent: Greece, and Persia, and one neightbour in the north in a island. Both of them declare war on me in early game, and fortunely i have a jungle start, so i manage to develop my cities (6 exactly) going progress and playing defensively with walls and goddess of protection (i didn't go authority because fighting two early unique units while trying to get a religion is too much).

they were throwing a bunch of units, but they were barely hurting me, i never saw a siege unit. I belieened to get dojos and go for samurais, after that, i thought of two plans:

1) Defend my cities with just some units from greece and persia, while attacking Otomai in the north, who begun isolated in a island and was running away with 10 wonders and 11 cities.

2) trade with Ottomai, wait for Scholars in residence, and conquer both greece and persia since they were so behind throwing a bunch of units on my very defensive cities.

My questions are:

I chose the first option, and i played bad the war with Otomai (i declared war in Medieval with samurais after stealing gunpower from him) apart from starting in a isolated island, the cities near me were in desert, that, with his unique unit (Samurais + Cannons vs Knights + Janissaries) make me lose the war after managing to take one city, but being bad at holding positions.

In that situation, was conquering both greece and persia a better option?, Should i have gone for authority and fighting them early with swordsmen and woodsman promotion?
 
In that situation, was conquering both greece and persia a better option?, Should i have gone for authority and fighting them early with swordsmen and woodsman promotion?
I would have beaten up Greece and Persia using Samurai. Highly promoted units from those wars would make attacking the Ottomans much easier
 
Emperor difficulty, it's mid-game and Pachacuti has 134 units (see picture) and Harald 121. My limit is at 74. Granted Inca's are bigger (22 cities vs. mine 17, and 443 pop vs. mine 319) but it's ~30% diff, not x2. And Harald is practically the same in size (18 cities, 377 pop) and yet he has massive army, almost the size of Inca. Similar tech levels (Inca 51, me 48, Harald 46). Are we sure that Military Supply Cap works as intended?
 

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Emperor difficulty, it's mid-game and Pachacuti has 134 units (see picture) and Harald 121. My limit is at 74. Granted Inca's are bigger (22 cities vs. mine 17, and 443 pop vs. mine 319) but it's ~30% diff, not x2. And Harald is practically the same in size (18 cities, 377 pop) and yet he has massive army, almost the size of Inca. Similar tech levels (Inca 51, me 48, Harald 46). Are we sure that Military Supply Cap works as intended?

What is the exact formula to calculate unit supply? That's the only way to know whether it's working as intended.
 
What is the exact formula to calculate unit supply? That's the only way to know whether it's working as intended.
"As intended" - I don't mean that there's an error, rather that those kind of doom carpets weren't supposed to happen any more?
 
Seen the same in my emperor level game, only way to defeat them was naval superiority and behing ahead in techs. Thats why I dont understand people calling for nerfs for eg the cruise - how are you supposed to win against this in land vs land fight when attacking.
 
"As intended" - I don't mean that there's an error, rather that those kind of doom carpets weren't supposed to happen any more?
First, it has more cities and more pop so more supply

Second, it has more production (handicap), so most likely Avery building increasing the supply cap.

Third, it is quite controversial but hight difficulty AI has higher supply cap (since they are bad at using units, they need more units for the same efficiency).

Lastly, it would not surprise me if they are over supply cap when at war.

"Is it working as intended?" is a tricky question since we have two contradictory goals:
1) Having a game fun for the human, so not too many units to take care, and fight that look balanced.
2) Having a game balanced for high level players, so carpet of units (they require less strategy, so the AI is less bad), and massive advantage to the AI (because the AI will always be bad with the time and memory that the game allow to use)
 
@Moi Magnus When Caps were introduced, two main reasons were given. A) make smaller armies, both on AI and human side, so warring will not be so tedious b) somehow stop AI producing endlessly units, leading to carpets of doom.
Maybe it still needs tweaking...
I didn’t know about higher supply cap for AI. How much higher? Maybe this is the reason. Because I invested heavily in infrastructure, I’m pretty sure I have barracks and dojos everywhere.
 
I didn’t know about higher supply cap for AI. How much higher? Maybe this is the reason. Because I invested heavily in infrastructure, I’m pretty sure I have barracks and dojos everywhere.

In DifficultyMod.xml, it is the "AIUnitSupplyPercent" line. In emperor, it is +25%.
 
In DifficultyMod.xml, it is the "AIUnitSupplyPercent" line. In emperor, it is +25%.
That make sense. Without that, they would end up with ~95-105 units, which is closer to difference in empire size. Plus they certainly go over limit, I think. Thx!
 
Hi, attacking Washington from the sea right now and San Francisco heals ~220 hit points every turn. Is this normal? Brought it down to 150/950 and next turn it is back to 370/950...
 
Hi, attacking Washington from the sea right now and San Francisco heals ~220 hit points every turn. Is this normal? Brought it down to 150/950 and next turn it is back to 370/950...

That might be possible with the defense process, I noticed this too and it seems a bit overpowered. However, recall that if you blockade a city, it can't heal and usually you can take those cities like that.
 
That might be possible with the defense process, I noticed this too and it seems a bit overpowered. However, recall that if you blockade a city, it can't heal and usually you can take those cities like that.
You blockade, pillage the city. Do whatever it takes to make sure the defenders are demotivated from fighting. This results in however a longer repair process. It's a risk vs reward process.
 
Hi, attacking Washington from the sea right now and San Francisco heals ~220 hit points every turn. Is this normal? Brought it down to 150/950 and next turn it is back to 370/950...

I was told in another thread that this is a bug that was hotfixed. So you might try installing the latest version (which may be save-game compatible, depending on what version you are currently using).
 
How can I tell how long the various promises will last? Thing like promises not to invade, settle, claim tiles, that sort of thing? There doesn't seem to be anything in the UI, and I can't find which file(s) it's defined in.
 
I was told in another thread that this is a bug that was hotfixed. So you might try installing the latest version (which may be save-game compatible, depending on what version you are currently using).

It is a bug. Instead of 10% of production is used for defence, its 100%. Someone posted, how you can fix it yourself, but I didnt remember how or where it was posted, but the newest version 15/12 has solved that bug.

How can I tell how long the various promises will last? Thing like promises not to invade, settle, claim tiles, that sort of thing? There doesn't seem to be anything in the UI, and I can't find which file(s) it's defined in.

I dont know if promises are influenced by gamespeed, but with normal speed, it is 50 turns. If you use EUI, it should be shown. Talk to the leader and hover over his opinion, there you can find it.
 
If I have just signed a peace treaty with Carthage, and Carthage has a Defensive Pact with Babylon, will I get a negative diplomacy modifier for breaking the peace treaty with Carthage if I declare war on Babylon?
 
I couldn't find anywhere on the wiki where it said what a theme bonus is or how to activate one on a world wonder. Is this something in the late game that I am missing?
 
I couldn't find anywhere on the wiki where it said what a theme bonus is or how to activate one on a world wonder. Is this something in the late game that I am missing?
Theme bonus works the same as in vanilla. You put Great Works into slots and if they match some criteria, you get bonus (more culture, faith, gold. etc) Each theme bonus might have different criteria and grant different bonus - it all should be explained in the tooltip.
 
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