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Post by Sly_time on Nov 16, 2005 13:03:23 GMT -5
that option is available with a classical start if i am not mistaken but it would be nice also to have that in an ancient start.....
now my question is i am having problems getting cities above 12 pop now i am irrigating all my flood plains and maximizing my bonus food tiles and building graineries...is there something else i should be doing...i have played with people that have had their capitals at over 20 and i am not sure how they are doing it in 120-150 turns
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Post by civerdan on Nov 16, 2005 15:04:59 GMT -5
You could also build improvements to help your health/happiness, and utilities lux rate and civics here as well.
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Post by Sly_time on Nov 16, 2005 15:16:50 GMT -5
i will usually have an obelisk and temple in at least my capitol and most of a time a wonder built...i do bounce around civics mostly for production reasons and upgrades
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Post by Random on Nov 16, 2005 16:40:50 GMT -5
Hero I think the time to have alot of these discussions was when you were part of the team testing. Now you may have had some issues, but that was truly the time to speak your concerns.
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Post by ghost on Nov 16, 2005 19:56:41 GMT -5
i will usually have an obelisk and temple in at least my capitol and most of a time a wonder built...i do bounce around civics mostly for production reasons and upgrades umm sly obelisk don't give u happiness or health they just give you 1 culture a turn. to get happiness u need a religion for a temple or hook a lux resourse(ivroy gives happiness with a camp on it) and for health u need a route on rice,cows,wheat, and maybe build a aquadent and other city improvements.
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Post by Ascension/Necrominous on Nov 17, 2005 4:20:58 GMT -5
I personally would like to see a mod that all units start with 4 promotions, 6 with barracks or u get a promotion or a certain number of exp. points every 5 turns a unit is in the games. if unit is in the city radius of a city with barracks u would get 50 percent more experience points. to me the promotions r the best idea of the game but u didnt take it far enough. by the later part of the game u should see units with 10 or 20 promotions so u can truely specialize them. how would u like to see a stack of city raider 10, a few hill bonus 10 and some catapults coming into ur land? now we have some decent combat with many more options.
im not knocking the game. i like it.
same with the defense increase every turn till u get to 25 percent. u dint take it far enough. all units should be able to build a fortress and barracade while fortified to be a total of 100 percent defense if allowed to be fortified for 20 turns. that would also be true to real life. the longer u can dig in the harder u would be too remove. so a unit would have 3 options: 1. fortified 2. sentry 3. training (he'll recieved X number of exp. points per turn)
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Post by Ascension/Necrominous on Nov 17, 2005 4:39:23 GMT -5
oh forgot something. if sentry, the sight would increase every 10 turns till u max out at 3 squares in all directions. seems true to real life as well. the longer ur there the more or higher look out towers u can build. maybe even fashion a rudimentry telescope after discovery of a certain tech.
im sure i could come up with more options given some time and the more options the better.
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Post by Sidhe on Nov 17, 2005 7:29:53 GMT -5
Believe it or not this thread was actually about questioning how to do stuff in game and what stuff does, so in that vein: I noticed with vassalage that it says +2 xp and then underneath + x units, presumably according to how many cities and how large they are.
I assumed this meant you got and extra x vassal units from your loyal Barons, but when I've used this nothing happens. Do these units appear slowly or do I have to draft them? Or have I got the wrong idea about vassalage?
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Post by ghost on Nov 17, 2005 9:22:28 GMT -5
Believe it or not this thread was actually about questioning how to do stuff in game and what stuff does, so in that vein: I noticed with vassalage that it says +2 xp and then underneath + x units, presumably according to how many cities and how large they are. I assumed this meant you got and extra x vassal units from your loyal Barons, but when I've used this nothing happens. Do these units appear slowly or do I have to draft them? Or have I got the wrong idea about vassalage? you don't get units from vassalage civic.... you only get 2 free exp points to every unit you build while under vassalage.if u have a barricks in the city u can upgrade the unit to the 2nd stage of promotions. without a barricks you get to upgrade the unit to level 1 promotion.
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Post by Sidhe on Nov 17, 2005 9:26:10 GMT -5
I see thanks, so what's the +x units thing under the +2xp thing about then? What does it mean or is it just some wierd bug, maybe I dreamt it?
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Post by donaldkipper on Nov 17, 2005 18:13:44 GMT -5
it means free unit support - u can have more units before paying support fees
how many depends on factors i am not aware of but i think map size is in there
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Post by Onan on Nov 17, 2005 21:57:31 GMT -5
Sidhe, I think it's extra *free* x units. Meaning you don't pay maintenance on those troops, thus can afford to support more. edit: woop, there I go again, replying before reading the next page.
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Post by Sidhe on Nov 18, 2005 8:11:57 GMT -5
Ic . tx.
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Post by friedrichpsitalon on Nov 23, 2005 9:31:47 GMT -5
The last three posts in this thread have been removed, as well as multiple previous posts which had nothing to do with strategy questions. I respect your right to discuss the quality of the game or the truth/lack of truth of its specs, but this is a strategy discusison thread. If you want to post that material again in General, Technical Support, or possibly even Suggestions, Whip/Heroic/Sidhe, feel free to do so.
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Post by zzZhenon on Nov 23, 2005 11:01:10 GMT -5
QuickCiv. Some people loved it, and some despised it. It's very possible - in fact quite high on my list of things - that it'll be in the expansion. It'll probably quite resemble the old one, too. yeah QC ;D .... I can't wait for the expansions, there's so much potential with CIV... more than just the great game that it already is. I hope there's more cool scenarios too -- Sengoku for CIV would rock. Strat question: Is much of the Spiritual trait nerfed when you play a non-Ancient start? It seems like religion founding is random when all civs start with the tech requirement. In other words, I don't bother with Spiritual civs in non-Ancient starts. 1 turn of Anarchy hasn't cost me a game yet. And shouldn't Spiritual civs get priority with already-discovered-religion-founding techs?
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reptile
Worker
in desperate need of a new avatar
Posts: 106
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Post by reptile on Nov 23, 2005 11:05:50 GMT -5
I´ve noticed that the yield of forest chops gets bigger during the game. But why? Is it automatic or a certain tech, city size, age?
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Post by friedrichpsitalon on Nov 23, 2005 11:29:42 GMT -5
QuickCiv. Some people loved it, and some despised it. It's very possible - in fact quite high on my list of things - that it'll be in the expansion. It'll probably quite resemble the old one, too. yeah QC ;D .... I can't wait for the expansions, there's so much potential with CIV... more than just the great game that it already is. I hope there's more cool scenarios too -- Sengoku for CIV would rock. Strat question: Is much of the Spiritual trait nerfed when you play a non-Ancient start? It seems like religion founding is random when all civs start with the tech requirement. In other words, I don't bother with Spiritual civs in non-Ancient starts. 1 turn of Anarchy hasn't cost me a game yet. And shouldn't Spiritual civs get priority with already-discovered-religion-founding techs? Zhenon, I find the power of spiritual in non-ancient starts to be significant. Get surprised and see big trouble next turn? Switch to Nationalism and Slavery, draft and then beat the bastards - tada, two units before the turn even flips, no racing to reach the city required. Spiritual is something of a civic-micromanagement tool, but it can be a potent one.
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Post by zzZhenon on Nov 23, 2005 11:36:39 GMT -5
I haven't dabbled much with drafting.... not enough to have it down completely. I'll check it out.
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Mo_D
Settler
Posts: 45
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Post by Mo_D on Nov 23, 2005 12:13:27 GMT -5
I've already found that out in my SP games. Nationalism + Spiritual trait rocks. Did Napoleon just land a stack on your shore? No problem, switch civics real quick and draft some infantry. ;D ;D ;D It's really a very nice safety net. I'm starting to dig the Spiritual trait more and more. I, like many people, thought "Who cares? Anarchy is only one turn!" Wrong! It's the freedom to customize your game that much more. Need to crank troops out for a few turns? Bing! Switch to the appropriate civics. No muss, no fuss. Just get Assembly Line and want to crank out those factories? Bing! Switch to Organized Religion and don't worry about that anarchy. I find that, when I'm not Spiritual, I hesitate to switch civics until I can change 2 or 3 of them at once to minimize the anarchy effect. With Spiritual, there's no need to even think about it.
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Post by Onan on Nov 23, 2005 21:06:41 GMT -5
I´ve noticed that the yield of forest chops gets bigger during the game. But why? Is it automatic or a certain tech, city size, age? Reptile, I think the chop yield is modified by civics, traits, resources and what you're building, and buildings in the city. It may not be this whole list, but it's definitely some of them. For example...forest chop with a forge in the city, 25 shields instead of 20. And maybe even...forest chop with marble and building the oracle and industrious...um...60 shields? Not so sure about that one.
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