Simple questions, simple answers

Isn't there supposed to be an updated version of the conquest of the new world scenario with BNW?
If there is, where is it?

yeah I also seen that on some Gameplay before the release of BNW, the "Conquest of the New World Deluxe" ??
I want to play that Updated Conquest of the New World.

EDIT: maybe its a MOD Scenario???
 
I have a question about bulb popping with Great Scientists. If my average for the previous 8 turns is 320, why is my Great Scientists showing that it will add +1788 to the current tech when that's a 224 average?

How did you calculate that average? Did you pay attention to your science output each turn?

I'm asking this cause GS pops exactly the same amount of science as you've earned in last 8 turns. Science per turn constantly changes due to population growth, trade routes, buildings being built, specialist alocation etc. So for (simple) example, if for 8 turns your science output is 1, 2, 3, 4, 3, 4, 5, 5, then popping GS would give you 1+2+3+4+3+4+5+5=27 science.

For this reason, it's a good idea to save your GS till you have a spike in science output, and then wait 8 turns more. For example, you have 4 cities with a total of 300 science per turn. You then purchase +33% science building in every city in the same turn. Now you'll have 400 science per turn, but your GS still looks at last 8 turns when you had 300 or less. If you wait 8 turns, popping GS will give you 8x400=3200 science, plus additional science you might have increased your science output with in those 8 turns. So that's at least 800 science more then if you popped GS in same turn you purchased those buildings, when you'd get 2400 science max. That's a 33% incease! Oh, what a coincidence. ;)
 
How does the system calculate the turns that a trade route will run for?

I am currently in Renaissance for 5 land routes. Two of them ended in the same turn, but were not created in the same turn. When I looked at the trade routes left, I found that I had :

Edinburgh to Ulundi for 35 turns - 13.9 and 5 gold, 1 and 1 science, 0 and 13 religion
Edinburgh to Stockholm for 16 turns - 15.5 and 7 gold, 1 and 0 science, 0 and 16 religion
Dublin to Stockholm for 5 turns - 10.8 and 7 gold, 1 and 0 science, 13 and 13 religion

Both Sweden and Zulu are on my religion and the religious pressure was mine.

I created two new routes :

Edinburgh - Yekaterinburg for 27 turns - 8.2 and 1 gold, 3 and 0 science, 0 and 27 religion (my pressure onto Russia's different religion)
Edinburgh - Kwasukuza for 24 turns - 11.5 and 3 gold, 1 and 1 science, 9 (Catholic ex Spain, was Zulu's religion before I converted them) and 13 (mine) religion

When the Dublin to Stockholm route expired, I created a new route :

Edinburgh to Timbisha for 26 turns - 7.5 and 1 gold, 3 and 0 science, 0 and 13 (mine) religion

When the Edinburgh to Stockholm route expired, I recreated it for 30 turns.

Why is there a difference in the number of turns, given that I have not made any technologies that would affect it.
 
Caravans and ships travel at certain move speed and trade route can only end when they return to your city. They can make several trips during the trade route, but it must end when caravan/ship is back in your city. Since they have same move speed, but different distances to travel, it results in variation on trade route lenghts.

Not sure how exactly it's calculated, but I expect the game has a "target" of 25 or 30 turns and then finds nearest trade route lenght that would complete it.

For example, if that target is 30 turns and your caravan needs 7 turns to complete 1 voyage to target city (there-and-back-again), trade route will last 28 turns, or 4 voyages (since it's closer to 30 then 35 turns, or 5 voyages). If it takes 6 turns for a voyage it will last exactly 30 turns (5x6), but if it takes 11 turns it will last 33 turns (3x11).

If my theory is correct, only thing that remains is to figure out that "target" trade route lenght.
 
i have a simple question
why cargo ship has many foods/hammers than caravan?

Over Sea routes were made to be more powerful. They are more costly, and much harder to defend.

To expand on Randall's answer, there are 2 main reasons:

1. Cargo Ships have much bigger range so you can connect trade routes with distant cities. Later in the game, with appropriate buildings and research, Cargo Ships can easily connect to cities over ocean on another continents.

2. Trade routes made with Cargo Ship generate twice (2x) the amount of income compared to trade routes made with Caravan. This doesn't just include gold, but Food and Production as well, when you're trading between your own cities.
 
Interesting, I have checked through the map and the autosaves to check the turns per route. It does appear to be the number of cells between the cities, possibly plus an extra 1, multiplied by a factor to bring it above 20. Presumably, if a road is involved it will count as a single, or more, cell dependent on the length of it. The number of cells between cities excludes the cities.

Edinburgh to Ulundi - 17 cells - turns = 34
Edinburgh to Stockholm - 9 cells - turns = 29
Dublin to Stockholm - 10 cells - turns = 21
Edinburgh to Yekaterinburg - 8 cells - turns = 26
Edinburgh to Kwasukuza - 11 cells - turns = 24
Edinburgh to Timbisha - 12 cells - turns = 25

I have calculated the turns as follows - number of turns on the first save that the route appears plus 5, less the number of turns left on the previous route for the caravan in the previous save.

Does not work out exactly, but is very close. Suggests that you might need to consider the distances and decide if you want a shorter or longer number of turns.
 
How does conquering an enemy capitol affect their spaceship progress? It seems it doesn't destroy the spaceship parts already built, does it at least prevent the AI from adding more parts until they reconquer their capitol?
 
How does conquering an enemy capitol affect their spaceship progress? It seems it doesn't destroy the spaceship parts already built, does it at least prevent the AI from adding more parts until they reconquer their capitol?

No. When their capital is conquered, another city automatically becomes their capital and the new destination for SS parts. The partially completed SS is also teleported to their new capital, where additional parts can be attached.
 
With a spy, the higher level brings greater returns in stealing technology etc.

Does the level make any difference to a Diplomat?

No. Agent can only earn a promotion while performing spy actions, and those promotions also affect only spy actions. A diplomat works in the open and does'nt need levels. :)
 
Is the AI allowed to save social policies for later use? I've seen them found or improve their religion and get the reformation belief in the exact same turn several times. (I don't think they save their GP that long, usually they rush their religion as fast as possible)
 
Is the AI allowed to save social policies for later use? I've seen them found or improve their religion and get the reformation belief in the exact same turn several times. (I don't think they save their GP that long, usually they rush their religion as fast as possible)

I've been under the impression that the Reformation belief can be added when the religion is founded, if one isn't founded when unlocking the policy.
 
Is the AI allowed to save social policies for later use? I've seen them found or improve their religion and get the reformation belief in the exact same turn several times. (I don't think they save their GP that long, usually they rush their religion as fast as possible)

Finishing the piety tree gets you a free Great Prophet, so they probably just finished out the tree then founded their religion with their reformation belief.
 
Is my game broken? When doing air strikes with fighters, I see a red range indicator similar to the one when using ranged units (except obviously much larger). However, when doing air sweeps I don't see the indicator even though the range is (I think?) the same - if I click outside the range the sweep just doesn't happen and the cursor leaves the "air sweep mode". I also don't see the range for relocating (although I do see the orange circles for eligible targets when relocating).
 
Is unit maintenance any different? Are unit types still irrelevant for unit costs?

Also do barbarian ships spawn from land encampments? So if you want an overseas trade route you need to clear the encampment first if they are getting attacked?
 
Also do barbarian ships spawn from land encampments? So if you want an overseas trade route you need to clear the encampment first if they are getting attacked?

Yep, they spawn from encampments like the other barb units.
 
When it's my turn to propose a resolution at the world congress, am I forced to propose a resolution? If not, how do I forgo proposing one?
 
Can I queue production in cities? If not are there any plans to implement one similar to Civ 4?
 
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