You can also attack with the unit - the city won't have the unit's additional strength when defending during your opponent's turn, but they won't be able to kill the garrisoned unit until they capture the city.
Catapults have shitty defense, and they actually don't benefit from defensive bonuses from the tile they're on: citadels don't work with siege weapons.
That makes no sense. Rocks being thrown at you from a catapult in the middle of a field are no different than rocks flying out of this gigantic fortress? I would think the citadel's catapults are a bit harder to attack, no?
Suddenly the Archer-Bazooka units are way more useful. You don't move them out of the hex to attack and they get terrain defensive bonuses.
As for promotions, if I don't need the heal right away. For infantry it depends on how hilly the terrain is. Lots of hills, I'll go for rough terrain. Otherwise, I'll go for open terrain since the hexes immediately adjacent to a developed city are usually open terrain.
Ranged units, I usually go for a combination of Rough Terrain and city attack bonus. The reasoning is that I'm usually trying to dislodge a particularly fortified enemy.
hmmmm I gotta do the reload my turn more in multiplayer, I actually considered that cheating in multiplayer so didn't ever do it. But clearly, other people don't feel that way :-p "I could expose the map and then reload and get something good". That's clearly cheating. I mean the game allows you to do that... but it clearly wasn't meant for you to be able to do.
hmmmm I gotta do the reload my turn more in multiplayer, I actually considered that cheating in multiplayer so didn't ever do it. But clearly, other people don't feel that way :-p
I took a hard line and never did that in the big game, or in the first games against Scott.
Then he told me that he does it every turn...
I still have never done it in the big game, except once when I moved a unit to the wrong place by accident.
But I'll do it against Scott because I know he'll do it against me.
When you create a Civ game there is a setting called "new random seed". You have to make sure this setting is OFF.
If it is turned on, then the game will generate a new random seed every time you reload. That means someone can theoretically keep reloading until their archer miraculously one-shots you. That's cheating.
If it is turned off, the random seed is generated once at the start of the game. Your archer will do the same damage no matter how many times you reload.
And even though I'm reloading, the only aspect of it that could be considered unfair is the information gained from fog of war. That's really not much of an issue considering how tiny the map is. There are not really any surprises.
Most of the time I reload it's just experimentation. Think of it like Blokus. I'm taking some pieces and seeing where they fit without taking my hand off of them.
I think a bigger problem is that the game itself is broken even if I never reload. Whenever I press next turn I hear the audio cues form the start of Rym's turn. I know every science he has discovered.
That's actually a huge deal in the beginning of the game, you could theoretically move your scout in a bunch of different directions and see if you can maximize your hut gaining speed possibly grab a hut before the other player who is in the area. In War, you could pretty much test out every combat outcome within a turn.
That's actually a huge deal in the beginning of the game, you could theoretically move your scout in a bunch of different directions and see if you can maximize your hut gaining speed possibly grab a hut before the other player who is in the area. In War, you could pretty much test out every combat outcome within a turn.
Even if you did move your warrior all 6 directions on turn 1, it wouldn't make a significant difference. You can't move your warrior any further per-turn. The ruins are still hidden. You aren't going to get more ruins than you would have the normal way.
As far as trying every combat scenario, what's wrong with that? If it was a board game, you could sit there and do the math on every possible combat outcome and then choose the one you think is best. This is just having the computer make the process faster.
Yea turn two though you can start trying different directions and find the huts.
I view having the combat resolving as taking your hand off the piece :-p
Only if you set the random seed option incorrectly. Otherwise, the combat is effectively deterministic.
It's still bad, because you can order your combat actions within a turn to, for instance, give your highest-damage units the attacks with the best seeds.
Yea turn two though you can start trying different directions and find the huts.
I view having the combat resolving as taking your hand off the piece :-p
Only if you set the random seed option incorrectly. Otherwise, the combat is effectively deterministic.
It's still bad, because you can order your combat actions within a turn to, for instance, give your highest-damage units the attacks with the best seeds.
There's not much difference there. You always use ranged attacks first, since there is no retaliatory damage there. A weakened unit does less counter-attack damage when your melee unit goes for it.
If you titled these videos "Game 3, video 1" way more people will be willing to jump in, as these current names make people think they have to start at video 1.
Way too long. Once I realized I wasn't going to see Scott point of view I skipped forwards in 10 minute chunks and didn't feel like I learned anything new about the game.
Comments
Thus the city will do more damage when bombarding, and more damage when retaliating against melee units.
As for promotions, if I don't need the heal right away. For infantry it depends on how hilly the terrain is. Lots of hills, I'll go for rough terrain. Otherwise, I'll go for open terrain since the hexes immediately adjacent to a developed city are usually open terrain.
Ranged units, I usually go for a combination of Rough Terrain and city attack bonus. The reasoning is that I'm usually trying to dislodge a particularly fortified enemy.
Part 07
We're well into a third game.
Then he told me that he does it every turn...
I still have never done it in the big game, except once when I moved a unit to the wrong place by accident.
But I'll do it against Scott because I know he'll do it against me.
If it is turned on, then the game will generate a new random seed every time you reload. That means someone can theoretically keep reloading until their archer miraculously one-shots you. That's cheating.
If it is turned off, the random seed is generated once at the start of the game. Your archer will do the same damage no matter how many times you reload.
And even though I'm reloading, the only aspect of it that could be considered unfair is the information gained from fog of war. That's really not much of an issue considering how tiny the map is. There are not really any surprises.
Most of the time I reload it's just experimentation. Think of it like Blokus. I'm taking some pieces and seeing where they fit without taking my hand off of them.
I think a bigger problem is that the game itself is broken even if I never reload. Whenever I press next turn I hear the audio cues form the start of Rym's turn. I know every science he has discovered.
As far as trying every combat scenario, what's wrong with that? If it was a board game, you could sit there and do the math on every possible combat outcome and then choose the one you think is best. This is just having the computer make the process faster.
I view having the combat resolving as taking your hand off the piece :-p