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Twelve Motion
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What is saltpeter for?
Is it a good idea to automate workers?
If I am able to trade lux goods, does that mean I am not using them and should trade them? Or can I use them somehow?
How do I make my culture better? The advisor always says other country are not impressed with my culter.
Is the advisor always right when it comes to trades with AI civs? "I doubt they will accept this proposal ect..."
Thanks in advance, and I will also thank you specifically.
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punkbass2000
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Waterloo, ON, Canada
Feb 2002 time: 00:17
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Saltpeter is a Strategic Resource that allows Musketmen, Cavalry, etc. It's value in the Middle Ages is comparable to that of Iron in the Ancient Age.
Do not automate Workers. You will be able to to do it better almost regeardless of skill level and if not you will probably be able to learn on your own. I can find you some good articles on how to use Workers, if you're interested.
If you have more than one of any one type of luxury, it is doing nothing for you outside of it not being in anyone else's possession. Whether or not you "should" trade is very situation dependent and would probably evoke debate.
Don't worry a whole lot about culture unless it gets to the point where it's looking like it's going to be somebody's (anybody's) victory condition. Generally speaking you increase culture with more cities that have buildings that produce culture (Wonders, temples, libraries, etc.)
Yes, he always right. He is a simple barometer of their willingness to trade. If he says "We're getting close to a deal" when I offer 87 gold for Pottery and "This deal will be acceptable" when I offer 88, then that is the line on the best deal from this opponent.
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joncnunn
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Maryland Heights, MO
Sep 2002 time: 23:17
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quote: Originally posted by Twelve Motion
What is saltpeter for?
Is it a good idea to automate workers?
If I am able to trade lux goods, does that mean I am not using them and should trade them? Or can I use them somehow?
How do I make my culture better? The advisor always says other country are not impressed with my culter.
Is the advisor always right when it comes to trades with AI civs? "I doubt they will accept this proposal ect..."
Thanks in advance, and I will also thank you specifically. |
Saltpeter is needed for Calvary and Calvary replacement UUs.
Also if your not playing the Dutch, it's needed for MusketMen or in case of France Musketters. [Dutch's UU has same defense as MusketMen for half the price.]
There's a few early naval units that need Saltpeter and it's also needed to build the useless coastal fortress. Might be needed for cannon as well.
If automating, be sure to use the version that leaves existing improvements alone so you don't have it converting mined grassland for irrigated grassland on a city stuck at size 12.
To improve Culture, build more Temples, Libaries, Catherdrials, Universitys and a wonder or two.
Also, you could totally wipe out a civ with more culture than you to move up the cultural ladder by comparision.
Yes, the AI advisor is always right.
"Almost there" means you need to improve the deal by somewhere between 1 gold and 25% of the AI value of it's side of the equation.
"Doubtful" means you need to improve the deal somewhere between 25% and 100%
"Insult" means you need to improve the deal in excess of 100%
"Never accept" generally means your asking for something the AI will never do. This could be more GPT than they are currently making, or else your asking them to accept more GPT than you are currently making, or could also be because of trade violations they no longer trust mixing gold with gold per turn. Also the AI is preprogramed to reject city trades unless only thing on the other side of the ledger is Peace / Alliance / MPP
Last edited by joncnunn on 13-12-2004 at 01:15
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Twelve Motion
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Thank you everyone for the quick responses!
Yes I would love some worker article links if you got them. I never know when to clear forest, and when to irrigate or make mines. Some kind of city placement article would be nice also. Should I place my cities ON things like shields, spice, insense? Or next to them?
What do colonies do really?
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joncnunn
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Maryland Heights, MO
Sep 2002 time: 23:17
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Never place cities on any food bonus tiles. You'll lose the food bonus.
Avoid placing cities on grassland-shield tiles. Cities founded on grassland-no shield have the same stats. For that matter, cities founded in a plains, tundra, desert, or hills tile have the same stats as well.
Founding a city on forest / jungle has the affect of choping it [without the 10 shields] / clearing it.
Marsh must be cleared to allow a city to be founded in that tile.
It's okay to found cities on commerce bonus tiles, you'll get to keep it.
Colonies are a waste of time unless no where near a tile that a city is allowed.
I generally go with city placements that mazimize the number of tiles worked by some city in my empire. This is a mix of tight and loose city spacing.
Under desoptism, never irrigate a grassland tile that doesn't have a food bonus. (Waste of time)
Siimlarly, don't irrigate a plains + a 1 food bonus nor mine a plains + a 1 shield bonus.
Excess food past size 12 pre-Hospital / size 6 in a city without fresh water lake, river, aquaduct] does no good whatsoever.
Post Hospitals, specialists have very little value, just convert enough to balance out working every tile.
Forest chops are best early on, in a city that's not building a wonder. Time it to complete such that no wasted shields result. This will also reveal over grassland which tiles have shield bonus.
It's a good idea to plant forests in tundra.
quote: Originally posted by Twelve Motion
Thank you everyone for the quick responses!
Yes I would love some worker article links if you got them. I never know when to clear forest, and when to irrigate or make mines. Some kind of city placement article would be nice also. Should I place my cities ON things like shields, spice, insense? Or next to them?
What do colonies do really? |
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Arrian
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Kneel before Grog!
Jul 2001 time: 00:17
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quote: It's the end game, almost all techs are researched and everyone's military is running on mech inf, modern armor, radar art, jets, missiles, etc.
Why would Egypt still be willing to give me 36/gpt for Saltpeter in 1999? I have made this deal over and over again (for varying amounts) -- and I don't understand why they feel compelled to trade for a resource they obviously don't need. |
quote: Probably because the game will always want all resources and lux. |
...
Well, probably because the AI for some reason still thinks it needs to build Cavalry.
A resource that is totally useless to the AI will NOT have value. I've been playing the TAM mod lately, and it has a marble resource. Marble is only used to build Imperial Roads (RRs), and the tech for that is of course 2 ages into the game... but you can see marble very early on in the first age. Therefore, for a significant period of time it's basically just a bonus resource. But it shows up on the trade screen.
If you try to trade it to the AI, they will refuse to offer anything for it. 
So the probably isn't the AI wanting useless resources, really, it's the AI wanting to build obselete units.
-Arrian
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skrobism
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excellent tips - thanks!
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Shogun Gunner

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Potomac Falls, Virginia
Oct 2000 time: 00:17
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quote: Originally posted by Grandpa Troll
I too am learning and yeah Im a noob..just an old fart of a noob
Thanks for the answers
Shogun
Maybe they gave you the gold for fear of your overwhelming them? |
Interesting thought. Since I usually don't get this far into an epic game (it's either won or lost before Modern Armor sees the battlefield), I thought I would try a bunch of different strategies out.
I did build a sizeable nuke force and promptly launched a pre-emptive, no-notice, nuclear first strike against the Persians. I was expecting the remaining three (Eygpt, Iroquois and Portugal) to declare war on me, but no. Eygpt and the Iroqouis (who were fighting each other) declared war on Persia! 
Then I replayed without launching the nuke strike and launched a conventional war. Eygpt and the Iroquois Nation continued to fight, but did not declare war on Persia at any point.
Apparently, nuking Persia was on everyone's wish list. It was unusual to me, because we all have had the experience in Civ 1, II and III that starting a nuke war tends to get the rest of the world against you.
Attachment: alli-nuclearmissilelaunch.jpg
This has been downloaded 123 time(s).
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Xorbon
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Guelph, ON
Jul 2003 time: 00:17
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My idea for an armored scout is more of a WWII car (with armor-plating and a mounted machine gun, etc.). A LAV (light-armored vehicle) would be the modern upgrade. So the upgrade chain could look like this:
Cavalry (6/3/3, needs saltpeter/horses, w/ military tradition) -->
Armored Scout (8/5/3, needs oil, w/motorized transport) -->
Light-Armored Vehicle (or LAV) (14/8/3 or 4, needs oil/aluminum, w/ either computers or synthetic fibers)
I was thinking I'd either give it a move rate of 4, or a move rate of 3 + radar (to abstractly represent its scouting ability).
Anyway, that's what I had in mind.
There are two reasons to have this chain. First, it takes cavalry off of the build list without having it upgrade to tanks. Second, it provides a cheaper unit for modern armies. I found a (6 or 8) wheeled LAV unit on CFC that looks pretty good. The reason I chose wheeled over tracked was so that it didn't look too much like modern armor or mech. infantry.
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joncnunn
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Maryland Heights, MO
Sep 2002 time: 23:17
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Saltpeter was the most difficult to find between Saltpeter, Sulfur and charcoal in the high middle ages.
Last edited by joncnunn on 21-12-2004 at 03:52
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dmd175
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Culturally linked starting location.
Oct 2003 time: 00:17
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quote: Originally posted by joncnunn
In game terms, letting people build Calvary without the Saltpeter resource would almost competely make it pointless.
(Musket Men are very unpopular due to how much more they cost compared to Pike Men) |
I think my problem is is that I'm always trying to extrapolate too much of the real world into civ, and sometimes forget that I should be interested in game play and balance.
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