Quick Questions , Quick Answers

Withdrawal chance calculated for units when u checking % of atk is correct for units who start withdrawal at lets say 50% of hp? Or ot is just % of withdrawal per battle check?
I don't understand your question. However, if you are NOT playing with the Combat Mod option, Fight or Flight, then any amount of Withdrawal chance over 50% is diminished in effectiveness, the higher your unit's total is. I can never become 100% or higher on the check. WITH the option, you can, however the enemy unit's Pursuit is reducing your unit's Withdrawal Chance point for point directly.

Does this answer your question?
 
I don't understand your question. However, if you are NOT playing with the Combat Mod option, Fight or Flight, then any amount of Withdrawal chance over 50% is diminished in effectiveness, the higher your unit's total is. I can never become 100% or higher on the check. WITH the option, you can, however the enemy unit's Pursuit is reducing your unit's Withdrawal Chance point for point directly.

Does this answer your question?
Forgot about that 50% part. But was asking a bit different thing
Screenshot_3.png Screenshot_4.png So tomahawk thrower got total retreat 8.9%, or per battle check after he fall below 60% hp?
Edit: In this exact battle.
 
I think that's an overall chance that the battle will result in him retreating successfully. I will start trying to retreat at 60% hp or less and has a base 10% chance of retreating when he checks it. I can't see it but I suspect that archer has a little pursuit amount from something. like maybe 5%?
 
I think that's an overall chance that the battle will result in him retreating successfully. I will start trying to retreat at 60% hp or less and has a base 10% chance of retreating when he checks it. I can't see it but I suspect that archer has a little pursuit amount from something. like maybe 5%?
No idea if arher had smth, killed him 3 hours ago or smth ;) Lets agree it is overall chance.
 
A stupid question, but not worth a separate thread:
How are units DAMAGING each other quantity-wise?
Like, say, without any modifiers, a unit of strength 1 (or 10) fights a unit of strength 2 (or 20) - how does the battle MATH go?
Sorry, it's an eons-old concept, I just totally forgot everything.
 
Why there is no link to unit that being replaced by national units (as it was in basic civ4)? i understand that not all of them might have similar basic unit, but still... would be nice for quick comparing national unit vs basic one to check strengths of it
 
Why there is no link to unit that being replaced by national units (as it was in basic civ4)? i understand that not all of them might have similar basic unit, but still... would be nice for quick comparing national unit vs basic one to check strengths of it
There's no such thing as a NATIONAL unit anymore.
Only CULTURAL, and not every culture has a unit (some have buildings instead).
But I agree that the Pedia could be done a tad bit more coherent in this regard as well.
As in, not only what unit REPLACES the one you are looking at, but also from what unit(s) this unit "EVOLVES".
Sure, will be a bit clunky - but informative nonetheless.
 
There's no such thing as a NATIONAL unit anymore.
Only CULTURAL, and not every culture has a unit (some have buildings instead).
But I agree that the Pedia could be done a tad bit more coherent in this regard as well.
As in, not only what unit REPLACES the one you are looking at, but also from what unit(s) this unit "EVOLVES".
Sure, will be a bit clunky - but informative nonetheless.
My bad cultural :undecide:
EDIT: in my mind it was like national = cultural
 
My bad cultural :undecide:
EDIT: in my mind it was like national = cultural
I meant to say that Vanilla and most other mods use the technique of "Civilization equals Culture", so if you play as "USA", you are also "American", and have a "Mall".
C2C has dropped this approach looong ago, though, and I'm sure you know it.
Now, if you play as "USA", you are merely "North American", and you have to actually build "USA culture (or whatever the name)" to get that culture's Unique something.
I really LIKE it, by the way.
In fact, the latest update DISAPPOINTED me a lot - because I had been trying to play a "gather all cultures" game on the Earth Map.
Which is now much harder AND they took out the option to multi-build.
Though I do think I could just revert to yesterday's SVN and continue my quest as before.
Silly me, lol.
 
You still can multibuild, just not wonders and settlers - it was reverted instead of fixing exploits.
Old story.
I still hate that it was reverted after making me get used to using it.
You should at least leave it as an option (or modmod, or I dunno what) for those who want it.
I'm quite sure it will take forever for Toffer to make it "non-bugged", so I can literally forget about it and get back used to slower and dumber game play.
BOOO!!!
 
Old story.
I still hate that it was reverted after making me get used to using it.
You should at least leave it as an option (or modmod, or I dunno what) for those who want it.
I'm quite sure it will take forever for Toffer to make it "non-bugged", so I can literally forget about it and get back used to slower and dumber game play.
BOOO!!!
Main bug of this feature is doubling cultures ai did (double culture-wonder)
 
Hi, I have two questions concerning trade caravans:

1. Is there a way to automate them?
2. What stops me from building hundreds of them and sending them to a neighbouring city every turn again and again? It seems like an exploit.
 
What stops me from building hundreds of them and sending them to a neighbouring city every turn again and again? It seems like an exploit.
Isn't there a limit of 15 for these units (Food and Production). I believe there is. And even if not, how can you actually build "hundreds" every turn. Have you been able to do so in previous versions?
 
Hi, I have two questions concerning trade caravans:

1. Is there a way to automate them?
2. What stops me from building hundreds of them and sending them to a neighbouring city every turn again and again? It seems like an exploit.
1. There was a way of automating them but it used the missionary/corporate executive automate functions. This meant they did not avoid danger and would get killed or captured any time they moved into wild lands. The automation was removed because of complaints about the loss of the units.
2. This is one reason why they should be limited even with unlimited units on.
 
2. What stops me from building hundreds of them and sending them to a neighbouring city every turn again and again? It seems like an exploit.
They should not be giving more than they cost, so no it's not an exploit at all. No more than any other investment that can help where its needed most.
 
Not if you play with unlimited national units.
Okay even with Unlimited how can you build "hundreds of these Food/production caravans in a turn from 1 city much less from a 1/2 dozen. Now if you have 25 cities by the time these units come into play then that is another story. And a solid indicator the player is playing on a way too low Difficulty level. You get these unit available at the back end of the Preh Era.

And the limit is 5 each when Unlimited Option is not used. Sooo if you can build hundreds in this time frame you are playing on the longest GS and a lower level of Difficulty than you should be on imhpo. BUT players play, for the most part and of course there are exceptions, on levels and speeds they are "comfortable on".
 
Okay even with Unlimited how can you build "hundreds of these Food/production caravans in a turn from 1 city much less from a 1/2 dozen. Now if you have 25 cities by the time these units come into play then that is another story. And a solid indicator the player is playing on a way too low Difficulty level. You get these unit available at the back end of the Preh Era.

And the limit is 5 each when Unlimited Option is not used. Sooo if you can build hundreds in this time frame you are playing on the longest GS and a lower level of Difficulty than you should be on imhpo. BUT players play, for the most part and of course there are exceptions, on levels and speeds they are "comfortable on".
noble + increasing difficulty so at start of ancient era i ended up with nightmare, marathon speed + unlimited national units, in theory i can do hundreds of trade caravans, in real life i prefer to declar war on neibour to get for free some techs (u conquire city u get some progress in techs u dont know, why i should even use spies, heh? ;D )
EDIT: oh yeah and i have only 2 neibours.... left... on my continent, 1 behind other, so until maritime trade caravans i dont think i would use such feature.
 
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