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Post by Retnuh on Dec 14, 2003 19:48:39 GMT -5
Actually its a 50% increase
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Post by Hrathnir on Jan 11, 2004 10:51:27 GMT -5
Is republic still 1 gold maintenance per unit?
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Post by Hrathnir on Jan 15, 2004 18:09:02 GMT -5
Seems to be that repub each city enables 2 free units then it cost 2 gold per unit after that.....
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Post by Hrathnir on Jan 15, 2004 18:11:35 GMT -5
Is it a bug that dromons can destroy ships safely inside a city?
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Post by Hrathnir on Jan 15, 2004 18:14:10 GMT -5
Forbidden palace ever worth it unless you have a leader you just dont have any use for?
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Post by FriedrichPsitalon on Jan 15, 2004 19:05:49 GMT -5
The Forbidden is undergoing a lot of changes right now, so I'll reserve my remarks on that. Dromons have lethal naval bombardment, which allows them to potentially kill a boat anywhere at any time if they manage to catch it low on health.
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Post by TheGoddessReturns on Jan 15, 2004 19:31:56 GMT -5
Forbidden palace is great! I always use the leader I receive to produce a FP. Nothing like taking a city that produces a unit every 15 turns down to every 2-3. Makes my games that much quicker.
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Post by Onan on Jan 15, 2004 22:33:51 GMT -5
Oh okay. Had read this thread. Then played Argh the other night. Now it makes sense. That was a great game bud. Way to lay siege and take the two you needed.
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RelientMonk
Slave Worker
We do not inherit our land from our ancestors; we take it from those who defend it poorly!!!
Posts: 9
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Post by RelientMonk on Mar 20, 2004 14:51:00 GMT -5
What is the best government???
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Post by Don K Hotay on Mar 20, 2004 19:29:25 GMT -5
Most will agree that Anarchy is the best form of government, followed by despotism....especially if you are playing in a free for all against me .
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Post by theProphet on Mar 25, 2004 7:55:52 GMT -5
I have a question about Feudalism.... I believe it costs 3 gold per unit under feudalism, but I think I read or heard somewhere that you dont pay maitenance costs...is that true?
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Post by claudelu on Mar 30, 2004 18:08:54 GMT -5
A few replies from someone who spends too much on Civ strats and stats:
- women's suffrage makes one citizen who is unhappy BECAUSE OF WAR WEARINESS content in ALL continental cities. That's the extent of it, exactly.
- the number of citizens unhappy because of war weariness is calculated according to a complicated formula, which depends on how many units you have in foreign lands, turns from the start of the war, whether you started the war, your war history, and your government (worse in Democracy than Republic or Feudalism, not an issue in the other governments.
- the corruption in a city is capped at 90 percent minus 10 percent times the number of corruption buildings (Courthouse and Police) and minus 70 percent times number of Palaces (FP or SPHQ). An easy calculation shows you the cap for a Forbidden Palace city with Courthouse and Police: 90-70-10-10=0. No corruption.
- FP affects distance corruption, but leaves rank corruption unaffected. It is best if you locate it near moderately corrupted cities, not TOO far from capital. Under Communism, all cities have absolutely the same corruption rate, and the PLACEMENT of FP or SPHQ does NOT matter.
- the commercial trait affects only rank corruption, not distance corruption. In other words, it is best for small area empires, with a lot of cities.
As a last addendum, I think the new MPTournament Mod that will be introduced with the new patch is great for a sleuth of reasons:
a) you can play 4 v 4 on a small map again. No more mindless landgrab by the lucky bastard favored by mere map geography (read - alone in the northwest corner, with a huge peninsula all to himself).
b) small map means tech is going faster!
c) timer is faster now per city and per unit. Add to this that we will play on small or tiny, and it means fewer average number of cities and units, so the timer goes even faster. You could hope for 120-140 turns in less than 3 hours.
d) tech will become important! If I get to Chivalry while you are only worried about happiness and points and can't get to Feudalism, my knights will tear through your spearmen.
e) a lot of good civs will be re-picked again. No more all agricultural game (save zulu and egypt). I can actually REACH you by land with my 50 immortals stack... and who can defeat a 50 immortal stack? Think Persia, Greece, Carthage, Rome, Babylon coming back into play.
f) some may argue Sumer and Aztecs become more powerful. I disagree for a few reasons: Jags AND enkidus are now 15, so really early killer 3-jag rushes are out of question still. Besides, building defense instead of settlers in the beginning will not impair you as much as before. While you built defense, aztecs put out 5 cities because there was enough land to do that - not anymore... There's only so much land to expand to safely. Moreover, aztecs can easily be countered by sumer, and inca by zulu (even BETTER than until now); and if you play a 4 v 4 and let them have aztec, sumer, inca AND zulu in the same team, you shouldn't be playing civ...
g) taking a city RETAINS ITS CULTURE. So killing actually has a better incentive now. And killing means you need to have a better civ - more units, etc.
h) the amendment - 1 city elims aren't the best illustration of good civ now. With close quarters, taking one city might be easy. Taking 2 requires real strategy. 2 city elims might be the best way to go in a 2:30 hour game on small maps.
i) last but not least, now you can set the ocean as low as 40 percent! tiny 40 percent (60x60x0.6=2160) is only 50 percent smaller in landmass than a standard 70 (100x100x0.3=3000), but will have tech going faster and a "rounder" map, without islands and geographical "niches" that players can exploit. It will all bear down to whoever can do the best with what they have. Of course, the start position will matter, but in a 4 v 4 we all hope it cancels out. And generally, starts ARE balanced out in a 4 v 4, but were traditionally NOT balanced in geography (location on map), because the maps were so twisted and erratic.
Phew. Enough.
Claudelu
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Post by claudelu on Mar 30, 2004 18:11:55 GMT -5
Feudalism does have 3 gold per unit maintenance cost but after you pass your support limit. You have 5 units free per town, 2 per city, 1 per metropolis. Add to this war weariness, and Feudalism is only good for empires with small towns who stay at peace but have a lot of defense... Kinda useless IMO.
Scientific Leaders add 20 percent to your total science output, from all cities. Reportedly there is a bug that causes them to not change the output at all, though. I have never used a SGL for science boost.
Claudelu
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Post by GrannyCarol on May 14, 2004 16:30:19 GMT -5
Hi! I want to add a question...
Can anyone tell me good reasons for using either Communism or Fascism late in an epic game? What value does Fascism have that makes it useful at all?
Thanks!
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Post by Armageddon1 on Jul 4, 2004 23:06:01 GMT -5
I wouldnt suggest either, communism has problems with corruption and stuff. Fascism makes workers extra fast, but that isnt all that great. For both you cant rush with gold, only by forced labor, that makes your people unhappy, i suggest democracy. But an advantage with communism and fascism is no war warriness and more units supported (communism 6/6/6, fascism 4/7/10).
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