What does "NONE" mean in the status window?

stwils

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OK. I know I should know this. But I can't figure it out. It is below the militia or whatever and the terain description.

stwils
 
I'm pretty sure it's the City affiliation. So if you get a unit before building that first city, or (I think) Pop a hut far enough away and get a unit from it, it won't belong to a city. Therefore, that city doesn't pay shields for upkeep.
 
Yep, that's it. If you have a unit belonging to NONE, try not to use it as mere cannon-fodder or disband it.. they, as Turner states, have no upkeep. Thus NONE units can be very useful.
 
Thanks, guys. That makes perfect sense.

It is good to know what it means, and also to know to be careful with those militia that do not belong to a city (since they don't drain the city $$$ for upkeep.)

What if you get two settlers? Would you build a city with the first, and use the other to build roads, etc since it won't cost the city anything for upkeep? (The second one would be "NONE" I assume.)

Or would it be better to send that 2nd settler out and found another city right away?

stwils
 
That certainly depends on your playstyle. Of course, immediately improving the tiles around your city would be a good thing. But so would a quick second city.

Half a dozen on one hand, six on the other.
 
We have been debating the issue of the second settler at the Civ2 forums as well. Most players think it is better to build a second city right away. But I always keep mine.
 
Having a free (no cost) militia, horseman, or legionaire is nice, but not really all that valuable. Chances are, you are pretty primitive and still in Despotism. That means you get free upkeep on units (to a certain limit) anyway. If you are advanced enough to be out of Despotism, you probably want to just throw those units away since they are nearly useless to you (having knights and maybe musketeers).

Having a free (no cost) settler is always good. Settlers drain food from your supporting city even in Despotism (although they drain less food than in other governments). But the other posters are right. For civs that get 2 settlers to start it is a hard decision. Use settler #2 to improve the land as long as you can. Benefit: no cost for the rest of time and you immediately get more trade in your capital since it has roads around it. Or use settler #2 to found a second city immediately. Benefit: two cities producing units from the beginning of the game doubles your relative power. I usually build roads on all the bonus grasslands near my capital and then found a second city as soon as possible.
 
Alex Johnson said:
Having a free (no cost) militia, horseman, or legionaire is nice, but not really all that valuable. Chances are, you are pretty primitive and still in Despotism. That means you get free upkeep on units (to a certain limit) anyway. If you are advanced enough to be out of Despotism, you probably want to just throw those units away since they are nearly useless to you (having knights and maybe musketeers).

Yeah, but..

Before you have knights and muskys A free military unit not tied to any city is hardly something to misuse. You can scout out the land and if you come across another civ simply fortify the unit right next to their city on a hill or something. Placing it there or something else that will restrict the growth of that civ can greatly help you. Then even after you have got muskys and maybe a democracy you can keep that army camped right where it is and totally put a gear in it's works.


Alex Johnson said:
Having a free (no cost) settler is always good. Settlers drain food from your supporting city even in Despotism (although they drain less food than in other governments). But the other posters are right. For civs that get 2 settlers to start it is a hard decision. Use settler #2 to improve the land as long as you can. Benefit: no cost for the rest of time and you immediately get more trade in your capital since it has roads around it. Or use settler #2 to found a second city immediately. Benefit: two cities producing units from the beginning of the game doubles your relative power. I usually build roads on all the bonus grasslands near my capital and then found a second city as soon as possible.

I concur. And love how Sid included that possiblity of starting with 2 settlers. What you do with the 2nd one is yet-another-interesting-descion you have to make in this fab game. :thumbsup:
 
Later ingame bribe any unit you can at least 5 squares away from nearest city. So they belong to none = free mercenary/firepower. If you're demo or republic, and are at peace, just bribe enemy settler/diplo/weak unit. Then bring them fortify the zone of control of your cities. That avoid enemy from pillaging. If they attack you, you have a good reason to break treaty and retaliate ^^
Warning if you bribe them near your cities, for they'll be attached to them. That's the best way to make citizen revolt in demo/rep (military out of city)
 
I never thought about the 2nd settler as a road builder. Now it looks like a pretty good idea. Moreover you can build mines quite early in the game (not for Despotism government sure). Actually if you get the 2nd NONE settler via a rush build (see one of my threads) it's what your civilization needs for development of a good infrastructure at least till the Middle Ages. And with no maintenance fee. Beauty.
 
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