Some interesting Civ ideas....

Requies

Prince
Joined
Nov 15, 2005
Messages
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that I stumbled on in the Civilopedia!

These are things that may be known to some but were a shock or surprise to me while I was browsing through the Civilopedia. Any wrong information is solely to be blamed on the person who wrote the Civilopedia :p.

Air Units:
- Gunships can cross peaks
- Fighters are proficient at attacking naval units (and are the only airplane which can be put on aircraft carriers)
- Bombers are less effective vs. naval ships
- Ground units have a chance of interception when the airplane is attacking the square it's on OR an adjacent square

Animals:
- Will not move into areas within National Borders (this includes if you found a city right next to them, they will move OUT of the Borders created).

Cities:
- Cities cannot be constructed on space which provide no production, commerce, food, or resources (deep desert) [I'm guessing this is a 5 by 5 desert with no resources :eek:
- Cities cannot be constructed in another civ's territory
- We Love the King Days (WLTKD) occur in cities of size 8 or higher w/ no unhappy citizens and no food loss to health. Effect = No city maintenance for 1 turn.

City Network:
- Cities on the coast are linked if the coastline is in your borders or (in a neutral areas AND you have the Sailing Tech)
- Ocean in your territory ALWAYS connects your cities

Combat:
- One turn fortification = 5% defense bonus (25% max)

Culture:
- City must revolt 2 times before flipping (it flips after the second revolt)
- City conquered militarily will never flip back

Diplomacy:
- Immediate Items (e.g., Gold, Maps, Technology) and Annual Items (gpt, resources, peace treaty) can only be traded for items of a SIMILAR TYPE (i.e., Immediate for Immediate and Annual for Annual, NO Immediate for Annual)
- Annual Trade Items last minimum of 10 turns. They cannot be cancelled except through declarations of war
- Defensive Pacts are nullified if either partner attacks somebody
- Cease Fire - All units are vacated from each other's territory. However, either side can declare war immediately after it's declared :eek:
- Nothing can be combined w/ a Cease Fire treaty

Draft:
- drafted unit = best "standard" foot soldier and he has 1/2 as much experience as he normally would when made in that city

Golden Age:
- Every space that provides production produces 1 more, same with commerce.
- Last 8 turns and if you start another one while you have one those 8 turns start after the first 8 turns end.

Happiness:
Causes of Unhappiness:
- Overpopulation (1 unhappy face/ citizen)
- War weariness
- Cultural Inferiority
- Undefended cities
- Slavery and Draft
- Emancipation
[Note: Difficulty level does NOT cause unhappiness, you just have fewer happy people :lol: ]

Causes of Happiness
- Resources
- Buildings
- Wonders
- Civics (Free Speech w/ Broadcast Tower) [ Does this actually work or did they change this ability?]
- Culture Slider

Health:

Bad Health is Improved by:
- City Sited By River [It says you get health for each tile on river you work, but I believe it's changed to a flat +2 bonus]
- Improve Food Resources
- Buildings and Wonders
- Healthy Technologies
- Forest Tiles
- Civics

Hurry Production:
- Pop growth
- Improvements
- Buildings and Wonders (Three Gorges Dam = +10% all cities productivity) [ Has this been changed to providing power?]
- Great Engineer
- Specialists
- Civics - Organized Religion
- Universal Suffrage
- Bureaucracy
- Slavery
- Nationhood

Lowering Maintenance Costs:
- Courthouses
- Move your Palace
- Add Seats of Government
- State Property

Movement:
- Railroads give 1/10 MP
- Rivers negate Road MP until Construction

Nukes:
- Adjacent squares are hit just as hard as the targeted square
- Wonders cannot be destroyed by nukes
- Nukes never damage roads or rails.

Production:
- If you wait too long to go back to a partially completed item, there will be a 'decay" of production over time.

Promotions:
- Drydocks = Barracks for sea units (Airports are not, though)

Religion:
- Each missionary costs 2 gold/ turn to maintain.
- Benefits:
- All cities w/ state relgion receive 1 happy face and 1 culture/turn
- Holy city gets additional 5 culture/turn
- Shrines generate 1 gold/turn for each city w/ shrine's religion

Resistance:
- Resistance Duration is less if:
1) Population is mostly of your civ
2) If foreign city was under a lot of cultural pressure
3) city shares your state religion
- Great Artist can immediately end resistance w/ a Great Work

Transport:
- Galley can carry any 2 land units
- Caravels and submarines can carry 1 Great Person, Missionary, Scout, Explorer, or Spy and can cross enemy borders
- Galleons carry 3 land, Transports 4 land
- Aircraft carriers can carry 3 fighters or jet fighters

UN:
- Secretary General = majority vote
- Resolutions and Diplomatic victory = 60%

Wealth:
- If you run out of money, cities go "on strike" (i.e., cease production) and you may lose units and buildings :confused: you cannot afford.

Req
 
There are three total "seat of government" wonders:
1) The palace national wonder, which also gives +1:), +8 commerce, and +2 culture, and makes this city recieve the benefits of Bureaucracy. It requires a minimum number of cities to build (move).
2) The Forbidden Palace national wonder, which requires a number of courthouses and a minimum number of cities. Unlike the palace, it cannot be moved.
3) The Versailles great wonder, which requires Divine Right. No other prerequisites.
All the minimum city/courthouse requirements vary by map size; at standard, the manual lists them as 4 cities for palace and 6 courthouses and 8 cities for Forbidden Palace.
 
Requies said:
We Love the King Days (WLTKD) occur in cities of size 8 or higher w/ no unhappy citizens and no food loss to health. Effect = No city maintenance for 1 turn.

Yes, but what is the probability, and can you do anything to increase it? (E.g., does a higher ratio of happiness to unhappiness help?) The chance seems to be pretty low, but maybe I'm not doing the right things to raise it.
 
DaviddesJ said:
Yes, but what is the probability, and can you do anything to increase it? (E.g., does a higher ratio of happiness to unhappiness help?) The chance seems to be pretty low, but maybe I'm not doing the right things to raise it.

Don't know. I do know that the last time I went for a culture win I was getting quite a few of them when I had culture up to 100% :D.

And riot_girl, Khaim is exactly right.

Req
 
PekkaM said:
I'd add that submarines can go under polar ice regions.

Heh, you noticed that too, eh?

But I don't believe that was in the Civilopedia file I was looking at (Game Concepts).

Basically, this was just an amalgamation of all info I found interesting in the Game Concepts part of the Civilopedia.

Req
 
Production:
- If you wait too long to go back to a partially completed item, there will be a 'decay" of production over time.

Has anyone done more testing on this? I knew that this happened but I want to know how long it takes to start decaying and how fast it decays.
 
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