Today on Apolyton POLYCAST #54 MODCAST #19 EPILOGUE: MICROPROSE REINCARNATE TRI-LEAGUE #23 & #24 POLYCAST: NEVER BEFORE HEARD MOMENTS
Apolyton Civilization Site Forums
main | civ4 | col | civrev | galciv2 | alt | civ3 | civ2 | ctp2 | smac | about | polycast
- Pre-Order Civilization IV: Colonization (Amazon US)/(UK) -
- Order Civilization: Revolution [360] (Amazon US)/(UK) | [PS3] (US)/(UK) | [DS] (US)/(UK) -
ApolytonPLUS | register | new posts | pm (-/-) | members
faq | news | civgroups (news) | hall of fame | downloads | upload | plus | store | search
Apolyton Civilization Site Forums : Powered by vBulletin version 2.0.3 Apolyton Civilization Site Forums > Civilization IV > Civ4 General > Heroic Epic and Military Academy: Do they stack?
Page: Print | Email | Subscribe | Report News       0 votes -  average
19.Jul: A RELIGIOUS REVIEW
18.Jun: BTS PATCH 3.17 OUT NOW!!!
15.Apr: RTW ADDON PACK 2 AVAILABLE NOW

bottom of page
  - CIVILIZATION 4 (C&B) $49.95 - CIVILIZATION 4 (EB) $49.99 - CIVILIZATION 4 (AMZ) $49.99
Author
Thread   
Pages (2): [ 1   2   ]
< Last Thread     Next Thread > Post New Thread     Post A Reply
Willem
Emperor
Canada
Dec 2001
time: 17:07
06-06-2008 03:57
edit | quote
#1 | report |
Heroic Epic and Military Academy: Do they stack? Increase Your PM Length


One thing I've been wondering for quite awhile now is whether these two work together to build units faster. Since they both are supposed to reduce the time by half, then theoretically the two together should make it a quarter of the normal time. Is that how it actually works though?

And can anyone confirm that the Military actually does build units faster? Anytime I've built one while I was producing a unit, I've never seen a reduction in the build time. Now maybe it will only do so with the next unit that gets built, but I'm kind of wondering if it maybe it doesn't even work. Has anyone checked it out to see if it is or not, by comparing the hammers needed for a unit?

clarkcd
Apolyton University
Warlord
Feb 2004
time: 17:07
06-06-2008 04:17
edit | quote
#2 | report |
Tired of ads?


The Military Academy adds +50% production to units while Heroic Epic adds +100% production. What this means is that if you have 20 hammers and a unit requires 60 hammers it would normally take three turns. With these two buildings your 20 hammers are increased by +150% (you add all bonuses together and then modify the base number) thus giving you 50 hammers. This would increase your build time from three to two turns.

With high production cities it's harder to notice changes because of the greater raw hammer increases necessary to shave off turns.

While I have never built these two buildings in the same city I can tell you that they do independently function to increase the hammer output.

Willem
Emperor
Canada
Dec 2001
time: 17:07
06-06-2008 07:11
edit | quote
#3 | report |
Put an end to popups!


quote:
Originally posted by clarkcd
The Military Academy adds +50% production to units while Heroic Epic adds +100% production.


100% eh? I was thinking it was only 50%. Another thing I've been wondering, how would that 100% stack up to the extra production given by the IronWorks? I've always put West Point and Iron Works together and put Heroic Epic in one of my border cities. The problem is that both of those end up being available at around the same time so the city is first busy building the Iron Works, then West Point, with the result being that my principle military city is always unavailable for quite some time. I'm thinking I might be better off combining Heroic Epic and West Point like most people do since it's available much earlier, and I won't end up with as much down time all at once. Iron Works might be a good one to put into one of my coastal cities in order to build my navy. It always seems to take me forever to build up a decent fleet as those units generally require more Hammers than land units.

Hauptman
Prince
San Diego CA
Nov 2005
time: 17:07
06-06-2008 09:49
edit | quote
#4 | report |
Support Apolyton, buy GURPS/ Alpha Centauri


Everything adds it's percentage increase all at once. If you build heroic epic, forge, and ironworks, then they just add the percentage increases to the hammer output of the city. wich would be +225% all combined. You can mouse over the Hammers-per-turn in the city view, and it will give you the breakdown.

couerdelion
Civ4 SP Democracy Game
King
Jan 2006
time: 01:07
06-06-2008 11:10
edit | quote
#5 | report |
Help yourself to an AD-FREE life


Since production is generally equal to tile production + bonuses, there is not a lot of scope for truly combining bonuses in the same way that you can for commerce and science/gold. Almost all production bonuses are added so that if you have +25%, +25%, +100%, +100%, +100% you get +350%. So a military academy will add +50% to production for any city (whether it has Heroic Epic or not).

That is not to say that there is not a synergy. For one thing, if you have the Heroic epic, you should be dedicating that city almost exclusively to the production of units. The terrain will support production generating improvement and improvements will also tend towards enhancing that situation. So while there is no direct synergy between the two, there will be synergy between City and Heroic Epic and City and Military Academy which makes an indirect synergy between the two.

Furthermore, this city will probably build West Point and will have military instructors so there are many ways to add to the indirect synergy of the two buildings.

Ming
Civilization II MultiplayerCivilization III MultiplayerPolyCast TeamCivilization IV: MultiplayerApolytoners Hall of Fame
Co-Owner/ Administrator (Chief Minion)
Mingapulco - CST
Jan 1970
time: 19:07
06-06-2008 12:29 | www
edit | quote
#6 | report |
Put an end to popups!


My military city is usually the first good production city that I founded. In many cases it's land locked. I will build Heroic Epic there and West Point there. I'll do everything possible to maximize production. It will crank out units. If I have a spare general that I'm not using to create a superhealer, I'd rather turn him into an instructor in my military city instead of a military academy. If I've done it right, the extra production of military units caused by the academy is just plain overkill because the city already has enough production to crank out the early military units quickly. I might consider an academy there later, but that's rare.

Like some people, I save Iron works for my best production ocean city so that it can crank out a navy.

Once I get on a roll, I'll take advantage of other civs military instructor and academies to use as other military cities

ColdPhoenix
BtS Tri-League
Prince
Londinium
Mar 2006
time: 01:07
06-06-2008 12:46
edit | quote
#7 | report |
Re: Heroic Epic and Military Academy: Do they stack? Support Apolyton, buy Galactic Civilizations


quote:
Originally posted by Willem
And can anyone confirm that the Military actually does build units faster? Anytime I've built one while I was producing a unit, I've never seen a reduction in the build time. Now maybe it will only do so with the next unit that gets built, but I'm kind of wondering if it maybe it doesn't even work. Has anyone checked it out to see if it is or not, by comparing the hammers needed for a unit?


It takes a turn to build the academy so maybe that's why. Or it's still 2 turns to build a unit but there's more overflow.

Does the overflow from the academy and HE get reduced by the % it was increased if you are not building a military unit next?

Garth Vader
King
Saskatoon, SK, CA
Oct 1999
time: 19:07
06-06-2008 15:23
edit | quote
#8 | report |
Suffering from ads?


quote:
Originally posted by Ming
My military city is usually the first good production city that I founded. In many cases it's land locked. I will build Heroic Epic there and West Point there. I'll do everything possible to maximize production. It will crank out units. If I have a spare general that I'm not using to create a superhealer, I'd rather turn him into an instructor in my military city instead of a military academy. If I've done it right, the extra production of military units caused by the academy is just plain overkill because the city already has enough production to crank out the early military units quickly. I might consider an academy there later, but that's rare.

Like some people, I save Iron works for my best production ocean city so that it can crank out a navy.

Once I get on a roll, I'll take advantage of other civs military instructor and academies to use as other military cities


I do similar, except I will usually try to make my HE/WP city coastal, and my Ironworks city is usually landlocked.

Blaupanzer

King
Fairfax, VA
Oct 2000
time: 20:07
07-06-2008 02:34
edit | quote
#9 | report |
Re: Re: Heroic Epic and Military Academy: Do they stack? Support Apolyton, buy Galactic Civilizations: Deluxe Edition


quote:
Originally posted by ColdPhoenix
Does the overflow from the academy and HE get reduced by the % it was increased if you are not building a military unit next?


No. the hammers carry over no matter what you build next.

Try combining the Iron Works and the Moai Statues in a multi-sea square city for great naval builds. Then put Heroic Epic and West Point in your most productive city for your ships to have lots of troops to carry.

Willem
Emperor
Canada
Dec 2001
time: 17:07
07-06-2008 17:39
edit | quote
#10 | report |
Lose 30 kilos (of popups)


quote:
Originally posted by Blaupanzer
Try combining the Iron Works and the Moai Statues in a multi-sea square city for great naval builds.


Good idea. I was wondering what to combine Iron Works with if I move it to a coastal city. Those two have a pretty good synergy.

snoopy369
PtWDG Vox ControliCivilization III PBEMCivilization III Democracy GameIron CiversApolyton UniversityCivilization IV: MultiplayerC4DG VoxC4DG The HordeC4DG Gathering Storm
C4DG Team Alpha CentauriansC4DG SarantiumC4DG The Mercenary TeamCiv4 InterSite DG: Apolyton TeamCivilization IV PBEMAge of Nations TeamPolyCast TeamBtS Tri-LeagueC4DG Team Banana
Technical Assistant
Of the Peanuts Gallery
Apr 2004
time: 19:07
08-06-2008 04:48
edit | quote
#11 | report |
Lose 30 kilos (of popups)


quote:
Originally posted by Blaupanzer


No. the hammers carry over no matter what you build next.

Try combining the Iron Works and the Moai Statues in a multi-sea square city for great naval builds. Then put Heroic Epic and West Point in your most productive city for your ships to have lots of troops to carry.


First off, you're incorrect - the earlier post was correct.

If you produce 10 hammers, and have it doubled to 20 hammers via HE, and produce a unit with 12 of those hammers (8 overflow), the 8 are then downconverted to 4 hammers before being applied to the next build. They would be 8 if you built a mil unit, or 4 if you didn't. That was fixed in one of the first Civ4 Vanilla patches (it didn't work right at first, was always intended to work this way but not fully implemented).

Iron works and Moai souns rather a waste... no way a city that is actually taking adequate advantage of Moai will have enough hammers to take adequate advantage of IW.

Theben
Deity
Dance Dance for the Revolution!
Jan 1970
time: 20:07
08-06-2008 19:52
edit | quote
#12 | report |
Support Apolyton


quote:
Originally posted by snoopy369

Iron works and Moai souns rather a waste... no way a city that is actually taking adequate advantage of Moai will have enough hammers to take adequate advantage of IW.


Seconded. I find that drydocks+military academy is sufficient to get ships built quickly.

Hauptman
Prince
San Diego CA
Nov 2005
time: 17:07
08-06-2008 20:32
edit | quote
#13 | report |
Support Apolyton, buy Galactic Civilizations


My ironworks always gets built in a river city. So I can get that 3 gorges built fast...

Supr49er

Civilization IV PBEMApolyton UniversityDiploGamesCiv4 SP Democracy Game
Prince
The Bear Flag Republic
Jan 2006
time: 17:07
09-06-2008 16:13
edit | quote
#14 | report |
Support Apolyton or Terrorists Win


quote:
Originally posted by Hauptman
My ironworks always gets built in a river city. So I can get that 3 gorges built fast...


On large landmass maps this is also my strategy.

Ming
Civilization II MultiplayerCivilization III MultiplayerPolyCast TeamCivilization IV: MultiplayerApolytoners Hall of Fame
Co-Owner/ Administrator (Chief Minion)
Mingapulco - CST
Jan 1970
time: 19:07
09-06-2008 17:36 | www
edit | quote
#15 | report |
Support Apolyton, buy Galactic Civilizations: Deluxe Edition


quote:
Originally posted by snoopy369
Iron works and Moai souns rather a waste... no way a city that is actually taking adequate advantage of Moai will have enough hammers to take adequate advantage of IW.


I agree... I usually save Moai for a city that has no other hope for any production except sea squares.

smbakeresq
Chieftain
Hollywood, Florida
May 2005
time: 01:07
13-06-2008 19:37
edit | quote
#16 | report |
Support Apolyton


Large or Huge maps, Marathon

I never thought that an academy with the Epic made sense, it seems to me better to have two cities making units, one a +%100 and one or 2 others at +%50. On Marathon the build times get short enough that I believe it is more effcient to have more cities with a bonus then one city loaded, although this is not as efficient when its comes to settling great generals.

I never combine Heroic Epic and West Point either, since West Point doesn't matter were it is placed. I instead put the Red Cross there, so my biggest producer of units gives most unit the medic promotion. Also, since on the bigger maps you need more than once city making units, I put academys in one or two other cities, then each city can produce a different type of unit. Later on with 2 generals in there you can get 11 XP unit with the free medic promotion in the Epic City.

I could be wrong on this though.

wodan11
King
Oct 2006
time: 01:07
13-06-2008 20:32
edit | quote
#17 | report |
Support Apolyton, pre-order Civilization IV


quote:
Originally posted by smbakeresq
since West Point doesn't matter where it is placed.

I could be wrong on this though.

The Priest
Civ4 SP Democracy Game
Warlord
Apr 2006
time: 01:07
14-06-2008 14:40 | www
edit | quote
#18 | report |
Got spare money?


Completely agree that they do stack, but its worth noting that the effect isn't as good as you might think initially.

The multiplication is of the base hammers, not the total production it is just before you build.

So if you have a city turning out 60 production when building units, adding an academy isn't going to mean it turns out 90 production (+50%). Because that 60 is likely to be say 30 base hammers with +100% of multipliers. So once it has the academy it will be 30 base + 150% = 75.

This is true of all multipliers. The one which always catches me out is the customs post (or whatever it is called - +100% foreign trade). You look and you have say three trade roots worth 5 commerce each and you think 'great, build one of these and i will add 15 commerce). In fact, each of those trade roots is just 1 commerce each with lots of multipliers so the addition in fact will just be 3 commerce.

Willem
Emperor
Canada
Dec 2001
time: 17:07
14-06-2008 18:15
edit | quote
#19 | report |
Lose 30 kilos (of popups)


quote:
Originally posted by The Priest
The multiplication is of the base hammers, not the total production it is just before you build.

So if you have a city turning out 60 production when building units, adding an academy isn't going to mean it turns out 90 production (+50%). Because that 60 is likely to be say 30 base hammers with +100% of multipliers. So once it has the academy it will be 30 base + 150% = 75.


Ahh, so that's why I haven't been seeing much of a difference after creating a Military Academy. I was under the assumption that it was tied to total production.

joncnunn
Civilization III Democracy GameC3C IDG: Apolyton TeamCivilization III PBEMApolyton UniversityC3CDG Team BabylonApolyton Storywriters' GuildCiv4 SP Democracy GameC4DG SarantiumC4BtSDG Templars
Emperor
Maryland Heights, MO
Sep 2002
time: 19:07
14-06-2008 19:20 | www
edit | quote
#20 | report |
Full PM-box? Change here!


Heroic Epic & the Military Academy indeed stack. In fact they stack so well that if attached to a forge + factory + power even the most expensive units get built in only one turn.

Blaupanzer

King
Fairfax, VA
Oct 2000
time: 20:07
16-06-2008 21:18
edit | quote
#21 | report |
Get a bigger avatar today!


quote:
Originally posted by snoopy369
First off, you're incorrect - the earlier post was correct.

If you produce 10 hammers, and have it doubled to 20 hammers via HE, and produce a unit with 12 of those hammers (8 overflow), the 8 are then downconverted to 4 hammers before being applied to the next build. They would be 8 if you built a mil unit, or 4 if you didn't. That was fixed in one of the first Civ4 Vanilla patches (it didn't work right at first, was always intended to work this way but not fully implemented).


Whoops! Sorry about that.

Blaupanzer

King
Fairfax, VA
Oct 2000
time: 20:07
16-06-2008 21:28
edit | quote
#22 | report |
Support Apolyton, buy GURPS/ Alpha Centauri


quote:
Originally posted by snoopy369
Iron works and Moai souns rather a waste... no way a city that is actually taking adequate advantage of Moai will have enough hammers to take adequate advantage of IW.


You and Ming indicate one strategy for the Maoi -- desperate production introduction. However, another approach is to pump up the productive shore city without money. The sea provides funds and (with Maoi) hammers too in the period of expansion when money gets tight. Maoi may be a waste when used to beef up an otherwise unproductive city. Enhancing good production and using IW to pump up that city seems more useful than leaving one moderately productive city and one anemic city, neither worth the IW.

Either slave out the unproductive city, or let it be a $/GP pump, depending on the available food specials.

snoopy369
PtWDG Vox ControliCivilization III PBEMCivilization III Democracy GameIron CiversApolyton UniversityCivilization IV: MultiplayerC4DG VoxC4DG The HordeC4DG Gathering Storm
C4DG Team Alpha CentauriansC4DG SarantiumC4DG The Mercenary TeamCiv4 InterSite DG: Apolyton TeamCivilization IV PBEMAge of Nations TeamPolyCast TeamBtS Tri-LeagueC4DG Team Banana
Technical Assistant
Of the Peanuts Gallery
Apr 2004
time: 19:07
16-06-2008 21:38
edit | quote
#23 | report |
Support Apolyton, buy Alpha Centauri


I think you fail to understand my point Moai does not create a good production city, under any definition of the term. It produces only a single hammer per tile, and a city of 21 hammers (one tile island with moai producing +20h) is not an adequate hammer producer for IW. I'd expect at least 40 h/t raw from a city I would consider adding IW to. Perhaps if you had a city with three fish tiles, five or six plains hills including a copper or iron, and rest coast/ocean, I'd consider it; but that's about the only time i'd consider it, any other city would be either too few hammers or too few ocean/coast to justify the moai.

Ultimately, the Moai produces (20h)*(Percent of tiles coast/ocean). Even in a full city (pop 20), that's 20h. IW doubles that, sure, but that's just another 20h; most times IW should be doubling a city with much more hammer output.

Don't think about these questions in terms of 'what sounds good together'; think of them in terms of the cities they are built in. IW would just as well be built in a city with all grassland forest pre-lumbermill, as a moai statue city; add lumbermill and railroad, and it's three times as much as it is...

The point of using Moai on a city that is mostly ocean/coast and relatively few hammers, is not 'desperation', but using it to produce something in a city that would otherwise not produce much, but will use lots of ocean/coast tiles. Basically, the only city that will use a lot of 2/1/x ocean/coast tiles would be a $ ocean city; any other city will consider them inferior to the other available tiles in the city. Therefore, the only city that will productively use the tiles pre-moai is the $ coastal city; thus, you should use Moai in that city (as it gives benefit without costing you anything).

Last edited by snoopy369 on 16-06-2008 at 21:48

Slade Wilson
C4DG The Mercenary Team
Prince
Jul 2007
time: 20:07
16-06-2008 22:57
edit | quote
#24 | report |
Support Apolyton, buy Civilization III: Complete


quote:
Perhaps if you had a city with three fish tiles, five or six plains hills including a copper or iron, and rest coast/ocean, I'd consider it; but that's about the only time i'd consider it, any other city would be either too few hammers or too few ocean/coast to justify the moai.


Maybe the city has a half dozen whales as well

In other words....Maoi+Ironworks=cold day in hell

snoopy369
PtWDG Vox ControliCivilization III PBEMCivilization III Democracy GameIron CiversApolyton UniversityCivilization IV: MultiplayerC4DG VoxC4DG The HordeC4DG Gathering Storm
C4DG Team Alpha CentauriansC4DG SarantiumC4DG The Mercenary TeamCiv4 InterSite DG: Apolyton TeamCivilization IV PBEMAge of Nations TeamPolyCast TeamBtS Tri-LeagueC4DG Team Banana
Technical Assistant
Of the Peanuts Gallery
Apr 2004
time: 19:07
16-06-2008 23:08
edit | quote
#25 | report |
Support Apolyton, buy Alpha Centauri


I don't think i've ever used a whale tile. I so rarely find them, and on top of that so rarely bother going to ... what is it, compass? astronomy? ... in any event, indeed a cold day in hell

MoonWolf
Prince
Oct 2002
time: 02:07
17-06-2008 12:50