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How to build ships for cultists?

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10 years ago
Dec 28, 2014, 8:04:15 AM
I built my city in a region far from ocean.



Since cultists can't settle new regions, I can't seem to find a way to build ships.



Now, I am in a defense mode, killing whoever lands on my shore, but I can't invade their continents.



Any tips?



Thanks!
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10 years ago
Dec 28, 2014, 3:30:00 PM
Hi DesertFoxx - this is easy, units automatically create transport ships for themselves when entering water if you've researched the Era II technology "Shipyard". So there's no need to have a city near the coast, just research that technology and you can cross water with all units immediately!



For the records, those are the only kinds of ships available in the game - there aren't any battle ships or naval combat or anything similar in the game.
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10 years ago
Dec 28, 2014, 3:36:34 PM
Yep - It's just like embarking units in Civilization 5. Units just move onto the sea once you've discovered the ship tech. There aren't any "actual" ship units you can build. Nor is there any naval combat as John points out. smiley: smile
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10 years ago
Dec 28, 2014, 5:09:25 PM
Got it! I find it a bit difficult to defend my coast line since I don't control any regions other than my starting area. They just land on my shores and destroy my minor factions, then settle without me realizing.



Spreading thin my troops to secure my coast line is weakening my army strength. Every time they (vaulters) land, it's a massacre for me. AAAHHHH!



Any tips for cultists to defend coast lines?
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10 years ago
Dec 28, 2014, 5:45:44 PM
It really does suck that any civilization can come along and pop your Cultist Convert villages. At the very least it should require a small influence cost for the attacker (say 20% of the influence it takes to Convert the village).
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