RB games use no non-standard game files 99.9% of the time. This isn't an exception to the general rule.lurker's comment:
I assume the answer is no, but when you switch from a non-charismatic leader to a charismatic one, do you get to assign extra promotions to your existing units?
Are you using Bhruic's unofficial patch? The odd resource trading shouldn't happen then, it does occur in normal BTS 3.13 though.
This is a great, interesting game to follow, good luck!![]()
The differences would be that we have our tiles much earlier, we have more tiles per city, we can stay in other Econ civics, we don't have to spend all the worker turns, and by far most of all, it's a true bonus. In other words, we aren't giving up the 2/1/7 town tile.lurker's comment:
Regarding Oporto, essentially this is the same as having grassland/river tiles with (electric) watermills in State Property, isn't it?
So while having this on sea is uncommon, it doesn't seem too overpowered to me. Adding dikes though...
Ahh - I wondered why I didn't get the Woodie III option. Guess it is time to change my default medic unit to an ... err ... chariot?As a Charismatic civ, I actually had enough XP to get the uber Medic III/Woodsman III combo, only to find that Recon units can't take the Woodsman III promotion. D'oh!Well, that's still a pretty nice healer anyway.
Just finished a game as the Dutch on a 'big and small' map. Made all my cities coastal and whipped in dikes when available. Production went through the roof!Sullla said:Take a look at Oporto! The double-lighthouse + Moai Statues combo has this city rocking a crazy mixture of food, commerce, and shields. If we ever draw the Dutch and their overpowered unique building, this game is OVER!![]()
RB games use no non-standard game files 99.9% of the time. This isn't an exception to the general rule.
Ahh - I wondered why I didn't get the Woodie III option. Guess it is time to change my default medic unit to an ... err ... chariot?
Sulla said:Next turn we discover Rifling, and will also be 5 turns from our last civics swap, so we can pop into Nationhood and start drafting. We may want to spend those 5 turns in Theocracy as well, for a little extra XP. I'd probably go for Chemistry as our next tech, but Constitution/Democracy is another decent possibility. If we get a Great Engineer out of Madrid for our next Great Person, I'd hold it for use on the Statue of Liberty
Ahh - ok. What healing power does a Medic III have? What about a Woodie III? And the combination of the two? Does someone have that information?Only melee units can get Woodsman III, so if you want the Medic III / Woodsman III combo for maximum healing, a chariot won't help.
I've never really used drafting to construct an army. The only experience I have with it is decimating my cities for 20-30 turns. I'd definitely switch to Theocracy at the same time.
oldsaxon said:Could someone explain to me what the point of maxing out food boxes is? Why bother to fill them up each time, just for the food to disappear later... what's wrong with having an empty granary?
I found this post which shows a Medic III, Woodie III will heal 50% outside of a city. That is, a unit that is full str 5 (eg cat) and currently at 1.8 will heal to 4.3 (1.8 + 2.5) in 1 turn. So any damaged unit will need a maximum of 2 turns to return to full str (in home territory, outside of city).Ruff, the Woodsman III unit gets an additional healing benefit to all units on the same tile; I think it's another 10%. With Medic I, II, and III stacked on top of Woodsman III, you're getting a bonus 35% or so to healing, which is insane. It's tough to get that combo (only Jaguar warriors have a real shot), but extremely powerful if you can pull it off!
I have also wondered about the *rush* to refill the food. I understand about granaries and the like but my initial thought was that the first population increase will be slow (ie fill the entire food bin) while other population increases will be 'as per normal'.Sullla said:The reason why I set all cities to max food immediately after each civ swap is to get those food boxes filled again, and allow for rapid growth. The sooner our cities get back to growing normally again, the sooner they'll reach larger sizes, which means more tiles worked, more specialists, more commerce and more production! Good news all around.![]()
I find it quite nice to use my (initial) warriors. I just promote them the woody line (which about everyone does), attach a GG and start on Medic. Then I upgrade him to an axe and try to win some battles (woody-3 gives 2 first strikes, quite nice) to get to medic-3 which doesn't take that long.ruff_hi said:Ahh - I wondered why I didn't get the Woodie III option. Guess it is time to change my default medic unit to an ... err ... chariot?
I have no information based on code or stuff (doubt I'd understand it, really, if I'd find it...) but it never took more than 2 turns to fully recover. Which is hugeruff_hi said:I found this post which shows a Medic III, Woodie III will heal 50% outside of a city. That is, a unit that is full str 5 (eg cat) and currently at 1.8 will heal to 4.3 (1.8 + 2.5) in 1 turn. So any damaged unit will need a maximum of 2 turns to return to full str (in home territory, outside of city).
Toku's capital had 1 CG3 LB and at least one CG2 LB in our last war, and it's on a hill, so I'd plan with 1.5 Rifles per defender, and assume 6 defenders. Three units can be drafted per turn for 3I'm more concerned with how to decide which cities to draft with and when to stop. Do we have any sight into Toku's cities so I'll see what I'll need?
I have bad news, I am unexpectedly away for quite some time from friday onwards, so I will need to drop out of the roster and lurk after this turnset.