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Some few things I know or atleast think I know that I wanted to share

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3 years ago
Aug 30, 2021, 11:15:08 PM

Here are a few things I have found out about the game, please feel free to correct me if I'm wrong about something as that would help everyone. Anyway first I start with chopping wood. The amount of industry you gain from chopping trees is dependent on era, it start at 20 industry per chop in ancient era and the amount of industry you gain double per era, which mean in classical you get 40 industry, in medieval you gain 80 industry, early modern 160 industry, industrial 320 industry and in contemporary 640 industry. The cost of planting forest is 500 industry so in contemporary it may be possible to gain industry by planting and chopping trees, but I have not done that.


Siege weapon build speed is based on number of units the attacker have during a siege, each unit seems to add 1 progress point towards building siege weapons, 10 units can build a battering ram in one turn as one ram take 10 progress points to build. Once you reach industrial era you lose your ability to construct siege weapon at sieges, even if you don't have mortars or any other heavy weapon. Number of milita and siege weapons that can be fielded is tied to each empires army size, also the militia during the siege is based on population, cities with 0 population are defenceless and can be captured instantly if they do not have an army to defend them. Each dead milita mean one population lost, so try to keep them alive even if they may look like "free units".


The pollution reduction effect of planting forest seems to only be active one time per territory, thus avoid planting more than one forest every 2 turns per territory as that is pretty much a waste of industry as well space to plant more forest on later.


Outpost start with a certain amount of industry when placed down, this seems to be based on army strength as well as in which era you are in, a strong army can place down an instantly completed outpost. In neolithic era a single tribe build an outpost that start with 10 industry, which fits their 10 army strength. However once you advance to ancient era a scout place down an outpost with only 6 starting industry, which seems like in ancient era your army strength is divided by two and in later era scouts give even less starting industry, in contemporary it is just 2, which would fit if strength is divided by 7. So what I think is outpost starting industry = army strength/divided by era with 1 for neolithic to 7 for contemporary.


The stealth aspect of the american Lightning unit (and probably turks missile) mean if they attack and or destroy/damage units collateral, the other player wont get the grievance for attacking my units, even if those units was destroyed inside that player's own territory.

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3 years ago
Aug 31, 2021, 1:46:28 AM
I got one to add....

Harbors for some reason stealthily work the tile yields 2 spaces away and not just 1 anymore after hitting the medieval era. Just coastal tiles still to be clear no ocean tiles. This is not portrayed in the civopedia thing nor any tech tree research nor is it specific to a particular culture. If this is indeed intended or a bug I got no idea but it's visible to take two tiles away when making new ones too so easily reproducible for proof. My friend over 400 turns in his solo game in much later era never noticed this until I pointed it out to him and he was like .. oh yeah huh weird. Least he verified it doesn't go to 3 or 4 tiles away later in the game.

Updated 3 years ago.
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3 years ago
Aug 31, 2021, 7:03:08 AM

if you don't have industry yelds around your scout, then it will take 10 turns to build one outpost .

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3 years ago
Aug 31, 2021, 7:46:39 AM
Faust wrote:

I thought harbors always had a range of 2 tiles?

Yes harbors have a range of 2, not one and that is true from the start. One thing is however that harbors to benefit from the food bonus for feudalism, which is pretty big deal for them as costal tiles go from 1 to 2 food, thus double in value and the amount of food an harbor can produce is nearly doubled with feudalism.

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