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Maquiladora
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quote: I've noticed that if you take the PW all the way up to 100 (or some other high number) and then start walking it back down, it will give you numbers other than *0. |
This sounds alot like the science tax bug in CtP2 that was recently fixed within the sourcecode, aparently it happened on some peoples installs, it wouldnt round down completely sometimes it would show 59 instead of 60 etc, ive had it before in CtP2, totally unmodified install.
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Maquiladora
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Well i found the reference to it but i dont think its been fixed in the sourcecode yet.
quote: * Fixed science tax being one percent lower than it was supposed to be (didn't happen on every machine) |
http://apolyton.net/forums/showthre...ghlight=science
IIRC i even had to it happen to my PW tax in CtP2 when i have alot of production, ie +10000.
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Mathemagician
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Darmstadt, Hessen, Germany, Europe, Earth, Solar System, Alpha-Quadrant, Milky Way
Sep 2002 time: 06:35
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quote: Originally posted by blackice
One other thing I noticed If you want to get techs from your enemy you must clear all enemy troops and ships from around the city you plan on invading. Also you must have more than one troop to land in the city. |
i really cannot confirm that. i didnt watch out for it specifically, but im very sure i have gained techs from cities that i captured with only one unit.
note that with a tech gain chance of 50%, the chances of not gaining a tech mulitple times decrease, but it can still happen and seem like a rule when it is not.
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Keygen
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Athens, Hellas
Jan 2000 time: 07:35
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quote: Originally posted by Gavrushka
Another thing that is not done by everyone when building a city is checking if it is the best possible location for trade.. Moving it one space may give you a double or a triple.. Always have a two square vision unit available to see what a city would have available as regards goods, prod and growth tiles.. Walk the units to see where best to locate.
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That is why it is a good strategy to build warriors in an early stage. They're cheap thus fast to build and will explore the territory long before you actually settle it. Also they can serve as an early warning unit by spotting enemy troop movement before they reach your cities.
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quinns
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Agree with Keygen. The Warrior is perhaps, dollar for dollar, the best unit in the game. Cost = 135 production; Vision = 2 (similar to Marines -- at a cost 1000 each!); Exert zones of control (similar to War Walkers and Fusion Tanks -- ridiculous, but true, nevertheless); count as garrison for city happiness purposes similar to any more powerful unit.
Warriors make the perfect border patrol units. If minimally placed right, no unit (except a stealth unit) can cross your border without declaring war. Very nice against the always trespassing a/i.
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Mathemagician
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Darmstadt, Hessen, Germany, Europe, Earth, Solar System, Alpha-Quadrant, Milky Way
Sep 2002 time: 06:35
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AIs dont always accept gift of 100 gold, nor do they always withdraw troops after such a gift. sometimes they behave in the strangest ways, even refusing gifts during times of peace.
but generally, this strategy should work.
however, if asked to attack someone they are already at war with, i have never experienced an AI not accepting. so this is a very good way to improve relations with AIs. their attitude towards you rises considerably with each such request, usually going up two smilie levels.
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