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Aqualung71
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Lord Desolator of the Desolation Row, C3CDG
Oct 2002 time: 12:36
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quote: Originally posted by OzzyKP
What if the civ I captured them from is industrial, do they get a bonus then? |
No.
quote: Originally posted by Arrian
Militaristic - increased promotion rate for units that win battles. This translates into more elite units, which in turns means more MGLs (indirectly, of course), starts game with warrior code (except the Japanese, who get the wheel). |
Arrian, I thought Militarist civs also got a better chance of generating MGL's from Elite units (which is in itself a promotion I guess)......not just because chances are they have more Elite units.
quote: Originally posted by OzzyKP
Also, the corruption bonus for commercial, could someone explain that in a way that doesn't use long mathematical formulas? |
Rank or OCN Corruption in a city is determined by the city's rank (measured by its relative distance from the capital) as a proportion of twice the Optimal City Number (OCN). This formula changes if you exceed your OCN. The OCN is determined by map size and a number of adjusting in-game factors, of which having the Commercial trait is one (others being difficulty level, presence of FP, SPHQ, courthourse, police station and government type). Increasing the OCN for a city will therefore decrease it's Rank Corruption. Commercial trait increases the OCN for all cities by 25%, which of course increases the denominator in the formula and hence decreases the Rank Corruption %. No formula's, but there's really no simple way to put it 
quote: Expansionist seems to be the most worthless of the traits. Even with the trait and a few scouts I've never gotten more than 3-4 huts at the most. That's not enough of an edge in a game to really care about. |
It is at the higher levels, when an extra settler or early tech can make all the difference. A lot of the better players value the Expansionist trait very highly - naturally because they are playing the more difficult levels.
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Doc Tsiolkovski
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quote: Half Price Buildings
Agricultural - Aqueduct, Hospital
Scientific - Lib, Uni, Research Lab
Militaristic - Barracks, Harbour (boats are military units), Airport
Seafaring - Harbour, Commercial Dock
Religious - Temple, Cathedral
Industrial, Commercial, Expansionaist - none |
You're missing some:
AGR: Aquaduct,Recycling Centre, Solar Plant, not Hospitals!
SCI: Lib, Uni, Research Lab
MIL: Walls , Barracks, Harbor, Airport, SAM Missile Battery, Civil Defence, Coastal Fortress
SEA: Coastal Fortress, Harbor, Comm Dock, Offshore Platform
Religious - Temple, Cathedral
Industrial, Commercial, Expansionaist - none
Especially the late game SEA combination of Com Docks and Offshore platform is very strong, making a non-SCI Civ like the Vikings and especially England research powerhouses in the Modern Ages, and good choices for high-level Space Victories.
And the late MIL boni are surprisingly strong as well.
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