some noob-questions

Lord Katana

Warlord
Joined
Jan 22, 2009
Messages
178
Hi all!

Long time veteran Civ player, and just started on C2C. First off, great mod:goodjob:. I thought FfH2 was the most extensive mod made for cIV but i guess i've been proven wrong:lol:.

I already did a few starts, just to get the hang of things. Some things i don't understand:

1. I've had starts without almost no health problems and starts that just couldn't get out of unhealthy. Besides rivers, traits and some diseases, are there modifiers at start of game which can contribute? (i'm talking the first 20 turns orso)?

2. It also feels like the other properties are fluctuating. In some starts pollution was negative, on some it was rising (water mostly). Again in the first turns, what are contributing factors?

3. Somehow it seems my trackers and such just can't stand up to barbs (the human kind, not animals). Even with forest 3 or hill 3 promo and in the corresponding tiles they get killed. Bad luck or am i missing something?

4. It has been a while since i played civ IV (only V last year). Is there an early unit cap and how is city maintenance calculated? Does the number of buildings you have contribute to that?

5. I find that when i settle a new city stuff like crime gets out of hand quickly the first turns since you need time to build counter buildings (disease i combat by sending a healer along). Anything i can do about that (beside the chiefdom wonder perhaps?)

6. I somehow dislike the banditry civic... but i see the AI taking it. Are those camo units really that important or are there other benefits i'm missing?

7. Again, great mod! :hatsoff:
 
5. in the Assets/modules/My_Mods (unloaded) folder there is another folder NewCityFree move it into the Assets/modules/My_Mods folder. New cities will then start with some buildings. This is a first cut prototype it wont cause errors but it may cause some buildings you would not normally build to be given free. What buildings you get depends on your techs and the resources that are near the new city.
 
One of the things I like about C2C is that almost every single game I start is different.

3. Until you get the first one or two upgrades to hunters they won't really be able to stand up to neanderthal warriors. My early games mostly involve playing cat and mouse with them, trying to kill animals without getting killed by the neanderthals. Once they get upgraded though it's no longer an issue.

6. One of my games I based my civ almost entirely on camo units. Built up a huge infrastructure of camo units hunting in my neighbor's territory and ships hauling the captured units back. Those captured units were then sacrificed by the tens to instabuild almost every single wonder I had built. I doubt the AI knows how to do this efficiently. But yeah, they have some nice benefits. :P
 
3. It supposed to be like that.
- Its a rock-paper-scissor kind of thing. Most hunters have massive bonuses against animals, that more than double their original strength. Yet are massively underpowered vs any other kind of unit from that era.
- The promotions have been somewhat completely overhauled. Being a woodsman II does not make you the lord of the forest anymore. You need some special kind of hunter to deal with humans.

4. Mostly civics influence the unit "cap" and maintenance and you start with very-very high penalty to maintenance. Most civics give you a % of free units based on your population. The number will appear as a " +# Free Units", but its actually a %.
Some buildings raise or lower the maintenance in individual cities.

When you look at the "actual" effect, you see exactly what that means in hard numbers.

5. I somewhat agree, its overwhelming for new players.
If you want to see how crime is calculated: http://forums.civfanatics.com/showthread.php?t=510037

My advice will be to rush to masonry so you can discover the first law enforcement unit to start combating it more dynamically.
Otherwise you are stuck to the buildings that lower crime, such as public stoning.

Disease and pollution only become a problem in later era's, after you learn to deal with crime. So focus on that, and then you'll know what to do.

Don't let crime get too high, or you will get 2 nasty buildings:
Muggins: -2 Happines & Health and -8 Monneyz.
And Burglary which does the same.

They can really cripple your economy :sad:, I advise to invest in early crime fighting.

6. Yes its totally worth it. (IMHO)
You get access to buildings that generate income for crime, which can be worth it.
And the hidden units are used extremely well by the AI (at least on deity).
- They will "snipe" your undefended workers/great X's.
- They will "camp" in your city to generate crime, that can cripple you.
- They will "snipe" important strategic resources.
(On my standard map, the AI cut me off sulfur and i was forces to fight cannons with Fanatics and sheer overwhelming numbers, tho this might not be as problematic on bigger maps)

Ofc you can do the same to the AI, if your economy permits you. As the better units are quite expensive to maintain and are a universal target. And the AI tends to patrol with dogs.

If you manage to lvl up a unit, or spend a great general (GG) on it. You can farm GG points, money, science and espionage with it.

"Do you like daaaaags?"
- Brad Pit, Snatch.


My advice, bulk up your borders with Dogs if you end up neighboring a ruler with Banditry. Better to make "checkpoints" then to set them on patrol.

I used one dog for spotting, and an "enforcer" unit that can actually kill a hidden unit if spotted.
 
thanks for the replies! Was doing great till a CTD... 4 cities, in the lead with tech and score...

And yes, recently researched masonry.... much needed tech (capital is 11 atm...crimefighting is getting hard :))

Still a bit overwhelming all those building, their expiration dates, the synergy and such. But very enjoyable... I like a challenge! :goodjob:

One additional question... Cottage's, is it any good to build them the moment you get pottery? It seems to indicate i need "city planning" for them to grow?
 
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