Quick Questions / Quick Answers

I used Authority into Progress in my rome game but that was many patches ago pre nerf. Dont know if this strategy is still viable
 
When is the healing effect from medic applied? If the healing unit did not move/attack? If the unit to be healed did not move/attack? Or both?
Or does medic work every turn, no matter what the units did?
 
When playing rome, do you ever go progress/authority? Or authority/progress? I mean I can understand going progress at the start instead of authority if you have a huge land to settle and no neighbours, but this will mean that you miss out on capitalizing on your UU most likely. But do you ever go authority/progress as Rome? And what about if you capture a holy city?
I did a while back and liked it. Now it seems good, not great. You would probably have to play a few times to get a feel for which options are stronger.

In general, the three mid level policy trees are stronger than the early policy trees. However, I think that specifically authority->progress can make a lot of sense, especially for Rome with a big empire.
 
When is the healing effect from medic applied? If the healing unit did not move/attack? If the unit to be healed did not move/attack? Or both?
Or does medic work every turn, no matter what the units did?
Medic works for the medical unit and its adjacent friendly units. If you want to heal, the unit that is being healed need to not do anything that turn, or have a special promotion like March or Survivalism III. The medical unit may have moved. So, if you put medic in a skirmisher, you can use it to fire, retreat and it still will be healing nearby units.

Forgot to mention, Medic promotions don't stack. If you have one adjacent unit with medic I, and another with medic II, only Medic II is considered.
 
A, thanks. Nice to know.

Edit: So how does this melee in front, medic archer behind work when attacking cities then? If I understand you correctly, the melees aren't allowed to attack on order to be healed. And the +15 healing I get from Medic 2, won't help much against city+unit damage...
 
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I just realized that I don’t have a good opening developed for peaceful tall play. When you play tall Tradition, how many cities do you settle, and how quickly?
 
What is the best course of action if I want to conquer my neighbour and he's got the great wall? + decent military? Do I lure out his military as best I can and then slowly move towards his city?
 
What is the best course of action if I want to conquer my neighbour and he's got the great wall? + decent military? Do I lure out his military as best I can and then slowly move towards his city?
Its a giant pain in the ass, there no way around it. Just try to get some units across. Remember if you take a city and claim land that way, you'll have to cross again. If you can use a citadel to claim land it can help.
 
I feel like Im asking questions every day on here..
Is there a way to disable the points system altogether for MP?
Im not talking about toggling from menu. I mean remove option to view points or make everything worth 0
reason being I play multiplayer with alot of people on my modpack and someone is constantly whining about the score or one person snowballing, so we never get close to finishing a game :)
 
I feel like Im asking questions every day on here..
Is there a way to disable the points system altogether for MP?
Im not talking about toggling from menu. I mean remove option to view points or make everything worth 0
reason being I play multiplayer with alot of people on my modpack and someone is constantly whining about the score or one person snowballing, so we never get close to finishing a game :)
Many games are won with low scores. It also helps diplomacy.
 
reason being I play multiplayer with alot of people on my modpack and someone is constantly whining about the score or one person snowballing, so we never get close to finishing a game :)
Disabling score would not change anything. They will whine about their rank in the "demographics pannel", or about the number of cities, the number of techs/policies, ...
In mid-late game, you have enough info to compute by yourself the score.

If some of your players can't stand being loosing, are you sure you don't want to try a coop mod ?
VP is not balanced around teams, so I strongly discourage you to put AIs in teams with each others, but here is the settup that I use with my friends in MP:
1) The 3 of us in the same team.
2) No teams for the AI.
3) We play at ~2 levels of difficulty higher than usually to compensate the unbalance
4) We agree to not abuse free techs and al (only one of us can take "A Great Leap Forward" or other effects that gives free techs)
 
What's the general gameplan when it comes to guilds? Obviously the capital should house all three types, but is the best course of action to always just plant your other two writer/artist/musician guilds in your first settled cities to get them up and running as quick as possible to start collecting them GW/GA/GM points? Some games I like to thematically place guilds in certain cities/locations for fun, but then I end up going 3/4 of the game sometimes without having all my guilds built. Maybe it's ok to save a guild for a future city I know will lack culture generation? Any tips would be cool.
 
What's the general gameplan when it comes to guilds? Obviously the capital should house all three types, but is the best course of action to always just plant your other two writer/artist/musician guilds in your first settled cities to get them up and running as quick as possible to start collecting them GW/GA/GM points? Some games I like to thematically place guilds in certain cities/locations for fun, but then I end up going 3/4 of the game sometimes without having all my guilds built. Maybe it's ok to save a guild for a future city I know will lack culture generation? Any tips would be cool.
I spread the other guilds in the others cities, giving more guilds to the cities with more food available, for you need to work on the specialist slot for this to be good. All three guilds in a secondary city might not be able to work them all.
 
Iron fist tenet among other things makes it so vassals can not rebel or be liberated by other civilizations.
What does the last part mean?
 
My turn, I bulb satellites. I know I'm the first to discover it because scholars in residence is in effect and the tech cost is not discounted. End turn.
America is the first to finish Apollo program.

How the hell is that possible?
Ok, maybe he also bulbed satellites. But you can't hurry projects. He does not have any instant production granting perks like council of elders or anything. And there's only one tile he could've bought that turn in his entire empire for a tiny production boost.
 
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