With one exception I know of, that the top upgrade level for ships is the Cruiser. You can't turn your lowly Galley into a sea-owning Battleship!Leonardo's workshop upgrades all of your units to the most current type you have.
With one exception I know of, that the top upgrade level for ships is the Cruiser. You can't turn your lowly Galley into a sea-owning Battleship!Leonardo's workshop upgrades all of your units to the most current type you have.
With one exception I know of, that the top upgrade level for ships is the Cruiser. You can't turn your lowly Galley into a sea-owning Battleship!
Wall is very expensive, if they build wall on their own, they surely lack something else.I'd rather get to offense quicker to prevent that than trying to tech around someone else's potential upgrade path. You're may have to deal with walls whether you get masonry first or not, all you've removed is 1.
I thought it was just regular upgrade, but still not very useful for me (I don't even produce defensive units until last second).Leonardo's workshop upgrades all of your units to the most current type you have.
I don't know why you would do that. You need to keep your useless army until you have tank tech (combustion?). If you have a builder you can double your highest trade or culture generating output, culture or even whole civilization's by up to 50%. That's certainly more valuable than a couple of tank armies.Warriors become tanks, archers become rifleman or modern infantry, catapults become cannons or artillery. Getting a general is a crap shoot basically you have to win an even fight with a veteran unit, I'd rather take that shot with a warrior army that cost you 30p, than a tank army that cost hundreds.
In order to do what you are saying (combine elite specialities) each warrior unit needs to advance in it's own, which is even more difficult than upgrading army.Also keep in mind that if you managed to get 2 units upgraded to elite (blitz, march, infiltration etc and then join them in the same army their special abilities all remain for the whole army. There's no doubt a warrior army isn't going to crack through archers defending a capital or anything, but an upgraded warrior army standing on a hill is great for picking off passing singles or even legion armies.
I agree masonry is useless by itself if you don't need it for math or construction.I don't find masonry particularly more valuable as a tech, but it really depends on how you're aiming to win.
There's a number of strategies which work just fine winning on any difficulty. You can actually be entirely passive/defensive, and just build up culture and take your enemy cities that way.
Wall is very expensive, if they build wall on their own, they surely lack something else.
It's certainly not going to benefit someone who isn't building military. The point is you're suggesting warriors are wasted, they are not if you know how to use them and plan their future.I thought it was just regular upgrade, but still not very useful for me (I don't even produce defensive units until last second).
I don't know why you would do that. You need to keep your useless army until you have tank tech (combustion?). If you have a builder you can double your highest trade or culture generating output, culture or even whole civilization's by up to 50%. That's certainly more valuable than a couple of tank armies.
In order to do what you are saying (combine elite specialities) each warrior unit needs to advance in it's own, which is even more difficult than upgrading army.
Eventually you're going to get everything, the discussion is where you go first. Each tech has its own benefit, some are better than others depending on your strategy.I agree masonry is useless by itself if you don't need it for math or construction.
No offense but I don't believe that the strategies are well balanced in the game.
While culture is very useful (and city conversion is another nice trick for democracy or if you stuck with a peace agreement), tech is the most important thing by far, despite science victory being the most difficult (only because it takes more time). You get all the freebies (bonuses, buildings, great people, etc), you get efficiency increasers, you get military advantage, and "renewable" trade for gold and Atlantis.
I don't see how anyone can beat the game on Deity by a culture heavy strategy from start to finish. Science effectively buys culture, population, money.
You need masonry anyway if you are going for other techs. If you think that's same as building a wall (what +100 production), be my guest.Just like you lack something else for having built masonry first.
I'm suggesting they are useless for me because at that future (say combustion era) it's pretty easy to produce (likely an elite) tank army.It's certainly not going to benefit someone who isn't building military. The point is you're suggesting warriors are wasted, they are not if you know how to use them and plan their future.
I can see the use if you have many armies already, since I don't see the point of having that many "weak" armies early in the game that's not useful for me at all.The army is not useless. No unit is. You can even make good use of a militia for blockading friendly expansion. If you don't have any units ya its not a very good wonder to build, but to someone who has 3 or 4 warrior armies on the map, its huge.
3 victories to get upgraded to veteran, 3 for elite. Isn't that 3(or 2) villages per unit (9 total) you hope enemy won't take out before you do. Good luck. If you build barracks before the army and do that with only 5 villages, another congrats to you.No it isn't. 1 warrior can take a barbarian village, it might take him 3 or 4 turns, but he'll be upgraded after. 1 even up fight will also upgrade a single unit.
Let's say depending on your needs, instead of strategy.Eventually you're going to get everything, the discussion is where you go first. Each tech has its own benefit, some are better than others depending on your strategy.
No offense but I don't believe that the strategies are well balanced in the game.
While culture is very useful (and city conversion is another nice trick for democracy or if you stuck with a peace agreement), tech is the most important thing by far, despite science victory being the most difficult (only because it takes more time). You get all the freebies (bonuses, buildings, great people, etc), you get efficiency increasers, you get military advantage, and "renewable" trade for gold and Atlantis.
I don't see how anyone can beat the game on Deity by a culture heavy strategy from start to finish. Science effectively buys culture, population, money.
That's how I do things as well, if it wasn't clear until this point (though there is no maintenance cost)I understand that you cant do this on the console version, but i still feel that just creating armies on a as needed basis is the best. You keep maintance costs low, and you can concentrate your production on important city improvements, which again leads to wealth, more production and more science.
On Civ Rev you can build roads anytime you want (as long as you have money and generally you do). Better yet you can build two roads to connect 4 cities perfectly (that is each city is only a step away from each other). That's why in the game it doesn't make much sense to build even the defensive units before you need them. You are probably building something in your cities, and you can switch to combative units whenever you need to without loosing production (or rush), and 1 or 2 step connectivity means you can build that defensive army in only one turn.The strategy doesn't work (or gets very hard) if people continously attack you, (aspecially if they attack you from multiple angles, aspecially early on without railroads).
While I agree with this totally, the problem is that gameplay becomes tedius if you have so many cities and units to attend to.But i do feel that end game, lots of cities>>> few cities, because as long as your ahead in tech,
All of the tech nodes provide a benefit for achieving them first, not just masonry. For instance if you are mongols and you build a lot of crappy little cities, getting irrigation first (+1 pop all cities) can be huge because it might double the population of your empire.You need masonry anyway if you are going for other techs. If you think that's same as building a wall (what +100 production), be my guest.
I'm suggesting they are useless for me because at that future (say combustion era) it's pretty easy to produce (likely an elite) tank army.
I can see the use if you have many armies already, since I don't see the point of having that many "weak" armies early in the game that's not useful for me at all.
And for the record militia are great. They are free, can be used to explore islands and stuff, or even keep an eye on other civs.
3 victories to get upgraded to veteran, 3 for elite. Isn't that 3(or 2) villages per unit (9 total) you hope enemy won't take out before you do. Good luck. If you build barracks before the army and do that with only 5 villages, another congrats to you.
While I'm not sure, using the first unit to get multiple specialties using barbarian villages may even be easier.
Let's say depending on your needs, instead of strategy.
I said if you need masonry prerequisite tech early. Certainly is not comparable to cost of building a wall.All of the tech nodes provide a benefit for achieving them first, not just masonry. For instance if you are mongols and you build a lot of crappy little cities, getting irrigation first (+1 pop all cities) can be huge because it might double the population of your empire.
That doesn't compute for me (at all), but if you say it's better, I respect your opinion. No need to drag this.Units also upgrade when they win against an even foe or better. That's a risk you can easily take with warriors. You will even get attacked on occasion. I can get to 4 or 5 barbarian villages in almost every game, its also quite likely you can defeat a few stragglers. Of course this becomes a lot harder if you refuse to build warriors. And while it might be easy to produce a tank army once you get combustion, with proper planning you can produce several tank armies on the turn you complete researching combustion, if have warrior armies ready to be upgraded. Just switch production of something to leonardo's and buy it out and you have instant tank armies already in position.
The warriors aren't as good once you have tanks, but they can help you get to tanks faster. And while a warrior army might be weak its still strong enough to win vs a lot of later units if you use them properly.
Yes, naval support is great.<edit> and I just took a capital city defended by riflemen armies with a warrior army, using the english and battleship fleet support.
I never meant to suggest masonry is pointless and if you're aiming for catapults its essential, but I don't think getting there first or not is game breaking at all.I said if you need masonry prerequisite tech early.
Its potentially much better. The wall could end up giving you nothing by the end of the game. If you have 4 cities, irrigation will give you 4 population, just with normal forests you could build that wall with those 4 pop in 13 turns. Much faster if you have any building multipliers.Certainly is not comparable to cost of building a wall.
I think warriors pay for themselves through exploration and early conquest, but it's not the only strategy with merit.That doesn't compute for me (at all), but if you say it's better, I respect your opinion. No need to drag this.
Warriors are not the most efficient way of using your precious resources.
It's not like you cannot win the game if you build a warrior army first.
With England its actually pretty insane how good it is, of course the map needs to be naval friendly. It's just funny seeing a single warrior stomp over a rifleman army.Yes, naval support is great.
That's how I do things as well, if it wasn't clear until this point (though there is no maintenance cost).
On Civ Rev you can build roads anytime you want (as long as you have money and generally you do).
My Deity victory with the Mongols was constantly behind the tech leader. I had none of the tech advantages, free items, or city upgrades. I won by accumulating loads of wealth towards an Economic victory, changing my plan as I wouldn't be able to get the final 5000 and build the Bank in time, buying the Space Race tech, and building the fastest possible spaceship after they had launched theirs already. It was quite exciting, and a more satisfying win. Though a long game.No offense but I don't believe that the strategies are well balanced in the game.
While culture is very useful (and city conversion is another nice trick for democracy or if you stuck with a peace agreement), tech is the most important thing by far, despite science victory being the most difficult (only because it takes more time). You get all the freebies (bonuses, buildings, great people, etc), you get efficiency increasers, you get military advantage, and "renewable" trade for gold and Atlantis.
I don't see how anyone can beat the game on Deity by a culture heavy strategy from start to finish. Science effectively buys culture, population, money.
Oh, I take them all. I just don't like them. Also I think things are very different in CivRev from what you're used to playing. There is no forbidden palace of Versailles. Those pokey little cities cspend all their resources on growing themselves and contribute hardly anything to the empire. Except culture to be fair, which is highly tied to population. But when you have a little city sparing 2 peeps to generate 4 research, versus an established city generating 30, there's not really a point to it. The only time it makes a difference is early on before you can build the libraries and universities and Wonders that make a city flourish. 4 towns all generating 4 research is pretty effective at fast technological progress early on.Unlike shifty, i will take any city that has decent resources, big or small.
That goes without saying. A stuitably advanced army can rout attackers with overrun, so in a single turn the enemies forces can be decimated. There's no need whatsoever for a huge standing army.I usually only build armies when needed, (when i decide to attack or get attacked). So my army eventually is very small in size, as the other civs keep building military all the time, but since im ahead in tech, and my civ by now has a huge production,
Just wanted to be sure.I know, i was agreeing
Yes, for example in the middle of your turn, just before moving a fresh unit (If and only if you have the gold). You can also make gold in the middle of your turn (disposing units, selling tech or bullying others via diplomacy). IIRC diplomacy interactions were different on PC.Can you build as many roads you want at any time?
I'm not sure about the question here. You can build road on top of any resource square without loosing anything.What about irrigating land and such?
No worker building. You get your production from production squares or excess population. Population normally determines how many squares you can use (max).Do you build workers at all?
Yes it is.Not having to build roads (does it count for railroads aswell?) is awesome. Big advantage for building armies on a as needed basis.
I'm sure it was fun (I'm a little jealous)My Deity victory with the Mongols was constantly behind the tech leader. I had none of the tech advantages, free items, or city upgrades. I won by accumulating loads of wealth towards an Economic victory, changing my plan as I wouldn't be able to get the final 5000 and build the Bank in time, buying the Space Race tech, and building the fastest possible spaceship after they had launched theirs already. It was quite exciting, and a more satisfying win. Though a long game.
The ability to save whenever you like can certainly undermine the precognitive combat system should you want to exploit it.
The ability to save whenever you like can certainly undermine the precognitive combat system should you want to exploit it.
Are you certain? I know Civ IV had safeguards against this.
Are you certain? I know Civ IV had safeguards against this.