Grotius
Prince
- Joined
- Jan 7, 2002
- Messages
- 409
This is my first post here, so forgive me if I've chosen the wrong section of the board. Several of my questions do relate to strategy, but some are also about general gameplay. Here goes:
1. Are the effects of Solar Plants cumulative with those of Hydro Plants (and the Hoover Dam)? If not, is it wisest simply to build the Hydro plant (or, ideally, the Dam) and be done with it?
2. What precisely do the stats for an army mean? I've played 2-3 complete games now (on Warlord), and I've only created one leader, who I used to create a wonder. So I've never made an army, and I don't understand why the army's stats aren't simply the sum (or average) of the army's constituent units.
3. I know that Republicans and Democrats <g> take a war-weariness hit if they end a turn with a unit in enemy territory. So I assume it is OK to transit enemy territory? To bombard it without entering it? To bomb it with bombers?
4. Why build the marine? I can transport tanks just as easily, it seems.
5. Why build frigates or ironclads? They seem to go obsolete fast, and they don't upgrade.
6. What to do if you DON'T build the UN? Seize it by force, or try to suck up to the AI civs? In my current game, I sucked up to the AI periodically, granting each civ a small cash gift. Most were polite to me. The first vote was still 1-1-1 with 3 abstentions. If I do that poorly with all that ingratiating behavior, imagine how I'd do if I were being nasty!
Anyway, do most of you make a big push for the UN wonder? Conquer it? Ingratiate? Disable UN victory?
7. What precisely are the rules for Cultural victory? The Civ-pedia is a bit ambiguous. I *think* it says you win by either: (1) creating a city with 20K culture, or (2) creating a civ with 100K culture AND doubling the Culture of the next-closest civ. My precise question: does the "double Culture" requirement apply to the city-culture win as well? If not, the city-culture win would seem to be quite a bit easier, and might suggest that one should place all your Wonders in one city.
Thanks.
1. Are the effects of Solar Plants cumulative with those of Hydro Plants (and the Hoover Dam)? If not, is it wisest simply to build the Hydro plant (or, ideally, the Dam) and be done with it?
2. What precisely do the stats for an army mean? I've played 2-3 complete games now (on Warlord), and I've only created one leader, who I used to create a wonder. So I've never made an army, and I don't understand why the army's stats aren't simply the sum (or average) of the army's constituent units.
3. I know that Republicans and Democrats <g> take a war-weariness hit if they end a turn with a unit in enemy territory. So I assume it is OK to transit enemy territory? To bombard it without entering it? To bomb it with bombers?
4. Why build the marine? I can transport tanks just as easily, it seems.
5. Why build frigates or ironclads? They seem to go obsolete fast, and they don't upgrade.
6. What to do if you DON'T build the UN? Seize it by force, or try to suck up to the AI civs? In my current game, I sucked up to the AI periodically, granting each civ a small cash gift. Most were polite to me. The first vote was still 1-1-1 with 3 abstentions. If I do that poorly with all that ingratiating behavior, imagine how I'd do if I were being nasty!

7. What precisely are the rules for Cultural victory? The Civ-pedia is a bit ambiguous. I *think* it says you win by either: (1) creating a city with 20K culture, or (2) creating a civ with 100K culture AND doubling the Culture of the next-closest civ. My precise question: does the "double Culture" requirement apply to the city-culture win as well? If not, the city-culture win would seem to be quite a bit easier, and might suggest that one should place all your Wonders in one city.
Thanks.