Things you only just now realized

When you restart a game on the first turn or two ( or you reload the initial save) the civ's in the game remain the same as in the initial game. I'm also pretty sure that the city states are the same too.
 
When you restart a game on the first turn or two ( or you reload the initial save) the civ's in the game remain the same as in the initial game. I'm also pretty sure that the city states are the same too.

What? You mean they change normally? :crazyeye:
 
I just realized this because I never did before (or didn't pay attention): planting a citadel with a GG on a forest will give production to the nearest city.

Another little stuff: CS will build forts if raging barbarian are on, I only saw this in this case.
 
I only just now realized how much more powerful 30% range (Itinerate Preachers) is as compared to 67% more religious pressure (Religious Texts). For a long time, I just assumed 67% > 30%, so if both were available, I always took Religious Texts. But unless my cities are unusually crowded together, 13 range is much, much better.
  1. My strong preference is to put 5 or 6 tiles between my capital and the expos, but that means 11 or 12 tiles between at least two cities. Without Itinerate Preachers, that means I have at least two cities with no religious pressure from each to the other, and Religious Texts does not help with that at all. The default pressure of 6 for two expos > enhanced pressure of 10 times zero.
  2. The extra range is an area effect, so the value is squared. The ratio is close to 1.7:1, and 70% > 67%. This looks like a trivial difference, but each city exerts full pressure or nothing, so if you net up the total the total will be significant with most maps by the end game.
 
If you manage to capture an enemy Great Prophet and you either have, or can quickly get a Great Prophet of your own, you can do a funny thing if you have a lot of accumulated faith. Let's assume your enemy's religion has those nice religious buildings that boost faith, culture, happiness - and yours does not.

So, you move both the prophets next to your own city. First you 'spread religion' with that enemy prophet. That should instantly convert your city to the enemy's religion. Second, buy all the possible faith buildings associated with that 'infidel' faith. Third, convert your city back to the one true religion using the 'spread religion' with your own prophet - all in one turn.

If you have enough accumulated faith when you do this, you can repeat the same procedure on four cities and not suffer ANY pressure from that 'wrong' religion. At times of war, or especially right before war, you may even be able to capture two enemy Prophets at a time, enabling you to eventually faith buy those buildings to 8 cities... If you don't yet have enough faith pool, you can always build some and let those prophets rest until then.

Of course this is also very nice if the enemy religion has Jesuit Education!

A second thing I just realized, if you have captured an enemy Prophet and your other enemy has a nasty defensive religion that hampers your conquering efforts. Better take that other enemy's prophet with you when you go to take their cities. As soon as your infantry is next to the city, fortify them and move that prophet right there. Spread religion, and bang, no more defensive bonuses on that city ;)
 
Noticed yesterday: If you spot an AI settler coming towards your lands, and there are empty lands behind your cities; if you are able to block all the unclaimed tiles that are pathways towards these lands, you can fill these tiles with your troops and block the settler from advancing (so far so classic strategy...) BUT: once you alternate leaving one of those blocked tiles empty for 2-3 turns at a time at different pathways, you can see from the settler's movements in which direction he is planning to settle.

An example: there are two possible city locations behind your lines, and you wanted to know which one the AI was targeting to settle. There are also two pathways to each location. Close up the pathways by just enough troops and then move one troop off the place for 2-3 turns at a time - alternate between these pathways. You will see the settler change direction once the exact 'right' pathway for his purposes is open or closed, if even just for a while.

This can be really useful if in your early game you are really fighting the AI for the best city spots.
 
That when you raze a city you can sell the buildings in it as well! Whilst its burning!! I never knew that - I was just looking at Porto as I was burning it to the ground and thought - wouldn't it be nice if I could sell that library....wait....what?!? AWESOME!!! Free money. You can only sell 1 building a turn though.
 
Missile cruisers don't have indirect fire like battleships used to. Missile cruisers have good strength, but can't bombard inland if there are hills or mountains in the coast that block the range. You can't even get a indirect fire promotion.
 
Being influential over another civ grants you +2 Science from Trade Routes, the ability to establish surveillance in 1 turn and 50% less resistance/population drop upon capturing a city (bonuses halved for Familiarity).
 
That when you raze a city you can sell the buildings in it as well! Whilst its burning!! I never knew that - I was just looking at Porto as I was burning it to the ground and thought - wouldn't it be nice if I could sell that library....wait....what?!? AWESOME!!! Free money. You can only sell 1 building a turn though.

And you can only sell buildings that have a maintenance cost. So no selling markets, banks, hotels, circuses, etc.
 
Being influential over another civ grants you +2 Science from Trade Routes, the ability to establish surveillance in 1 turn and 50% less resistance/population drop upon capturing a city (bonuses halved for Familiarity).

I didn't know this! Thanks!
 
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