OK, been playing CIV for awhile now, am able to win pretty consistently on Prince (Monarch+ if I do an early rush), blah blah blah. I've kept a notepad nearby to jot questions down as I go. Most of these are answered by my nightly visits to Apolyton. But not all.
I've tried to check whether these have been answered here before, and I'm sure many have, but I haven't found them. Also, maybe by clearing some of these up all in one place, it will help future noobs and not-so-noobs learn something valuable.
Without further ado, here are 20 points in need of clarification:
1. Does circumnavigating the globe first benefit you in any way, or does the computer just point it out for s&g?
2. An aggressive civ gets free Combat I promotions for its melee and gunpowder units. Are those units actually born with 2 experience points, or can you still reach a 'second' promotion with your first 2 experience points acquired therafter? Easy to check I suppose, but for whatever reason I can't remember if it does. It would be good to get a definitive answer here.
3. When a city is founded, does it use the tile it is founded on as its first worked tile, or does it become some kind of standard tile like in previous games? What about if it's built on a special resource tile? (I know you get access to the resource this way, and that the tile cannot be further improved by workers, but do you still net the unimproved yield of the tile?)
4. The Medic II promotion - it gives 10% healing and enables healing from a square away. So does this mean with Medic I & II you get 20% healing on its square and all 8 adjacent squares?
5. Cavalry are mounted units. They are NOT considered gunpowder units. Correct?
6. If you build a city adjacent to a resource tile, do you still need a road on the resource (in addition to the camp/quarry/etc) to access it? I believe you do.
7. Will the 50% reduction to a Wonder's cost due to having Stone/Marble kick in if the resource is hooked up midway through producing the Wonder? Or is the price fixed when it's started?
8. The Pentagon and West Point require level 4 and 5 units, respectively, in order to be built. Can these units have existed previously in the game or must they be alive at the time these Wonders become available?
9. Promotions again. The maximum experience a unit could be born with would be the following situation. Vassalage (+2), Theocracy (+2), Barracks (+4), West Point (+4), Pentagon (+2) = +14 = 4 promotions (starting from 0 xp). If civ is Agressive, some units start with Combat I already...so it's possible for a unit to start life at Combat V (or equivalent) where all these conditions exist. True?
10. Culture and happiness... This might be one of those things that everyone understands but me. Happiness, health, commerce in general, coin, science, production...I have a good handle on how exactly it all works. But how exactly does culture (global rate and city amts) affect happiness? Is it like the old luxury rate, a certain amount makes a certain number of people in each city happy? I know about the border pushing effects, city defense, etc., I'm just confused about the happiness bit.
11. Units only heal if they don't move that turn (except those with March of course). What about if they pillage?
12. How does the computer choose which trade routes your cities have? Does it take the most profitable? First come first served? Or am I not getting something...
13. Are the +1 health and +1 happiness bonuses of the Future Techs cumulative?
14. When you chop settlers and workers, they'll pop out when you've got enough hammers even though they will have "eaten" less in that amount of time? Seems kinda weird, I thought the purpose of them taking food while they were being built was to simulate the population growth required. Is that the way it works though?
15. If I'm Indutrious and I have stone, does this mean a Wonder like The Pyramids is 25% of the base price?
16. How does the Philosophical 100% GP procuction combine with GP points contributed by Wonders, improvements, and specialists? Does it basically set the threshold for producing the next GP to 50% of what it would normally be?
17. Do India's fast workers *WORK* 50% faster or just move 50% faster? I assume they work faster, but the manual doesn't specifically say that. Just lists the extra movement point.
18. Is the increase in worker speed from the Hagia Sophia cumulative, multiplicative, or neither with India's fast workers? In other words, will the workers be 150%, 200%, or 225% the speed of a normal worker?
19. What are the EXACT effects of the quick-normal-epic games speeds?
20. What is the effect of the coastline type option?
Thanks in advance. I know some of these questions will seem simple for many people, but the answers may help people like me out there.
I've tried to check whether these have been answered here before, and I'm sure many have, but I haven't found them. Also, maybe by clearing some of these up all in one place, it will help future noobs and not-so-noobs learn something valuable.
Without further ado, here are 20 points in need of clarification:
1. Does circumnavigating the globe first benefit you in any way, or does the computer just point it out for s&g?
2. An aggressive civ gets free Combat I promotions for its melee and gunpowder units. Are those units actually born with 2 experience points, or can you still reach a 'second' promotion with your first 2 experience points acquired therafter? Easy to check I suppose, but for whatever reason I can't remember if it does. It would be good to get a definitive answer here.
3. When a city is founded, does it use the tile it is founded on as its first worked tile, or does it become some kind of standard tile like in previous games? What about if it's built on a special resource tile? (I know you get access to the resource this way, and that the tile cannot be further improved by workers, but do you still net the unimproved yield of the tile?)
4. The Medic II promotion - it gives 10% healing and enables healing from a square away. So does this mean with Medic I & II you get 20% healing on its square and all 8 adjacent squares?
5. Cavalry are mounted units. They are NOT considered gunpowder units. Correct?
6. If you build a city adjacent to a resource tile, do you still need a road on the resource (in addition to the camp/quarry/etc) to access it? I believe you do.
7. Will the 50% reduction to a Wonder's cost due to having Stone/Marble kick in if the resource is hooked up midway through producing the Wonder? Or is the price fixed when it's started?
8. The Pentagon and West Point require level 4 and 5 units, respectively, in order to be built. Can these units have existed previously in the game or must they be alive at the time these Wonders become available?
9. Promotions again. The maximum experience a unit could be born with would be the following situation. Vassalage (+2), Theocracy (+2), Barracks (+4), West Point (+4), Pentagon (+2) = +14 = 4 promotions (starting from 0 xp). If civ is Agressive, some units start with Combat I already...so it's possible for a unit to start life at Combat V (or equivalent) where all these conditions exist. True?
10. Culture and happiness... This might be one of those things that everyone understands but me. Happiness, health, commerce in general, coin, science, production...I have a good handle on how exactly it all works. But how exactly does culture (global rate and city amts) affect happiness? Is it like the old luxury rate, a certain amount makes a certain number of people in each city happy? I know about the border pushing effects, city defense, etc., I'm just confused about the happiness bit.
11. Units only heal if they don't move that turn (except those with March of course). What about if they pillage?
12. How does the computer choose which trade routes your cities have? Does it take the most profitable? First come first served? Or am I not getting something...
13. Are the +1 health and +1 happiness bonuses of the Future Techs cumulative?
14. When you chop settlers and workers, they'll pop out when you've got enough hammers even though they will have "eaten" less in that amount of time? Seems kinda weird, I thought the purpose of them taking food while they were being built was to simulate the population growth required. Is that the way it works though?
15. If I'm Indutrious and I have stone, does this mean a Wonder like The Pyramids is 25% of the base price?
16. How does the Philosophical 100% GP procuction combine with GP points contributed by Wonders, improvements, and specialists? Does it basically set the threshold for producing the next GP to 50% of what it would normally be?
17. Do India's fast workers *WORK* 50% faster or just move 50% faster? I assume they work faster, but the manual doesn't specifically say that. Just lists the extra movement point.
18. Is the increase in worker speed from the Hagia Sophia cumulative, multiplicative, or neither with India's fast workers? In other words, will the workers be 150%, 200%, or 225% the speed of a normal worker?
19. What are the EXACT effects of the quick-normal-epic games speeds?
20. What is the effect of the coastline type option?
Thanks in advance. I know some of these questions will seem simple for many people, but the answers may help people like me out there.
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