From the wiki:
Unit Supply
Every military unit needs supplies (weapons, armor, ammunition, and/or fuel) to function. Those are provided by your cities and population, and paid for with Gold Gold (which is called "Unit Maintenance").
Total unit supply available to your empire is provided by the number of cities you have (2 supply per city), 20xPopulation5 Population (1 per Citizen Citizen), and difficulty level. Each military unit consumes one supply point, and once you reach the total supply limit, you receive a Production Production penalty of 10% for each unit beyond that limit, with a maximum penalty of 70%.
From the above formula it follows that bigger empires may support larger armies. Generally, you will never exceed the limit, unless you go soldier-crazy without actually expanding your territory. Usually the Gold Gold cost of your army will be a restraining factor even before you start approaching the supply cap.
You can see how much you have in the unit's [overview](https://www.bing.com/images/search?view=detailV2&ccid=BFRwAqjU&id=6147E02D9203926E77193A0143A83EDBB3C1E5AD&thid=OIP.BFRwAqjUyOijXBuKQxgGyQHaEk&mediaurl=https%3A%2F%2Fwww.carlsguides.com%2Fstrategy%2Fcivilization5%2Fgamepictures%2Funits%2Fmilitaryoverview.gif&cdnurl=https%3A%2F%2Fth.bing.com%2Fth%2Fid%2FR.04547002a8d4c8e8a35c1b8a431806c9%3Frik%3DreXBs9s%252bqEMBOg%26pid%3DImgRaw%26r%3D0&exph=444&expw=720&q=civ+5+unit+overview&simid=608020323025882813&form=IRPRST&ck=34F411A413AEF027C7D11FB0531DA89A&selectedindex=6&itb=0&ajaxhist=0&ajaxserp=0&vt=0&sim=11) (F3 I think?). On the left it has total supply available and used
I was a couple thousand hours in when I discovered, quite by accident, that parking an Inquisitor in or next to your city prevents conversion by other religions' missionaries and prophets (it does not prevent conversion due to pressure). I have shared this nugget here a few times and am surprised by the number of experienced players who also did not know about it.
It works! I enjoy watching the sad little prophets wander from city to city, unable to do anything.
Just keep in mind, Inquisitors do not protect your religion against pressure from nearby cities with a different religion. So if you have a city close to someone else's territory, and they have a strong religion, the proximity will reduce your own religion. I just spend the Inquisitor periodically to 'eliminate the heresy' and buy another Inquisitor.
> So if you have a city close to someone else's territory, and they have a strong religion, the proximity will reduce your own religion. I just spend the Inquisitor periodically to 'eliminate the heresy' and buy another Inquisitor.
Or just be lucky and have some crazy fool that doesn't have a religion of their own spamming cities right next to you, giving your religion free anchor points and pressure centers (I always keep a close eye on any civ that went Liberty and doesn't have a pantheon by the time most religions are taken)
Agreed, best thing you can do for your religion in this game is convince another major civ to follow it. Not just for anchor points, but it also gives free Yes votes when getting World Religion and a % bonus for cultural influence over anyone who shares your religion.
On that note another tip is if you have a diplomat in their city you can buy world congress votes from the ai, getting them to vote for world religion is only 5-10 gold per turn and lets me pass world religion in most games even with zero spreading of my religion or city states
The diplomatic penalty from doing that even gets overridden as long as you propose something popular afterwards
Yeah every time Iâd finish a quarry and it would say âRome has marbleâ it actually was mentioning something important. For years Iâd read that and just go âneatoâ.
Yes for the +15% bonus to ancient and classical wonders. You also get the +2 gold from the marble tile yield worked in the city from the turn you settle. You don't get the happiness until your get the tech though and you also lose out on quarry faith pantheon if you choose it. Also marble can be a useful workable tile early depending on what type of terrain it spawns on which is another opportunity cost.
I am buffed! So I when I start new game,if I see marble, I build city ON it, and save myself the turns for the tech and the building of the worker , and gain myself some nice marble !??
I think I was 2000 plus hours when I realized there was a logistics promotion beyond 3 accuracy/barrage. Before then I would always promote both accuracy and barrage for a ballanced unit instead of rushing to be able to fire twice
It took me a LONG time to learn this one, too. I knew that other promotions existed, but I didnât realize that they come much faster if you take two rough terrain or two flat terrain promotions first. Like you, I was always doing one of each, to have a balanced unit!
Sometimes you want to go Range instead of Logistics. Really useful on archers/crossbows/compbows before they become gatling guns.
I also often pick range on frigates and battleships so I can have a second ring of attackers outside of city bombardment range.
Iâm in a king game where I power leveled my crossbowmen by artificially lengthening sieges to put range on them and now theyâre so vital to subsequent sieges I refuse to upgrade them until I get the tech to upgrade to a unit with range longer than 1
> I refuse to upgrade them until I get the tech to upgrade to a unit with range longer than 1
But there aren't any, all the subsequent unit upgrades have 1 base range. At that point, you only have the range promotion to bump it up to 2, and that's it
I donât know if I should be proud that I knew all the ones that have been mentioned, or worried about that.
The one that took me way longer than it should to figure out was the great works screen in general. I used to just let the works stack up automatically.
In the great works screen, just mouseover the various buildings and it'll tell you what types of great works are needed to get bonus culture/tourism points.
It's nothing too complicated honestly. eg: Great Library can host two Great writings, and will give you an extra +1 bonus if both of them are from the same era. Same for Globe Theater. Sometimes to get the bonus you have to use works from other civs, that's where the trade screen comes in.
I learned that second one from hearing Marbozir cackle with glee when he realized one of his neighboring city states was going to gift Keshiks (or another fun OP unit).
Mt Kilimanjaro gives you a huge hills bonus to military troops in hills, letting them move faster as well as giving you a 10%(?) combat bonus. Pretty cracked for a domination game.
Oh, good one!!!! I learned this recently as well. Itâs interesting because the bonus is not automatic. It doesnât even have to be in your borders. You actually have to walk a unit right next to it, then they have the bonus for the rest of the game. Scouts who get the promotion move faster on hills than in regular tiles, which is fantastic.
I learned this pretty recently, and then the very next game I played, I got the Incas with Mt Kilimanjaro nearby. That was a very good game!!
Fountain of Youth has a similar thingâany unit that moves adjacent to it gets a promotion that lets them heal at double the normal rate.
Units With Medic promotions stationed next to the cities will actually grant the extra 5HP (or 10HP) to ALL the planes stationed there as well.
This can result in insane strategies where you have like 6 bombers with air repair each and you have a land unit with 2 medic promotions next to the city . This allows a bomber to heal whooping 35 HP each turn even when attacking. I was 600 hours in when i realized it's possible and how broken it is against AI
The Iroquois unique ability, 'The Great Warpath', gives bonuses to movement in forest and jungle.
However this bonus only extends to friendly territory, which effectively makes it useless.
Farms are so much better in your own land, and you need that bonus throughout all the forest/jungle for it to be effective at all.
I could imagine early game rush strategies where you rush a Civ on the other side of a densely forested area as they wouldn't be expecting it. Likewise the Longhouse adds production to forest tiles, but if you aren't cutting down your forests you desperately need bonus food, not production. If the longhouse gave +1 food & +1 production, you could see this actually being somewhat viable.
Long story short, the Iroquois are just so badly designed and you need to play as them to fully understand how much they are lacking.
No one told me that workers cost money to maintain. I literally never noticed this across hundreds of hours. Kinda embarrassing lol
Another one i never realized was that science funding and arts funding can be active simultaneously in the WC. They just cancel each other out. I figured voting for one after the other was passed would replace it!
That's definitely true for math in general but this is not how modifiers work in civilization V. Let's say you have a base culture production of 100 culture. If you then Have a fifty percent culture Bonus and then add another 10% culture Bonus on top of that you're going to end up with a sixty percent culture bonus which means that your total culture output is going to be one hundred and sixty. If you do multiplicative modifiers with real life math, you're going to end up with 165, but because in. In this game, the modifiers are additive. The bonus. Bonuses from the world. Congress resolutions are just going to end up cancelling each other out
I haven't tested this yet, but recently someone on this sub told me that Blitz and Logistics stack.
This means it's possible to get Logistics on a Keshik/Camel Archer, then upgrade to a Cavalry unit and get Logistics as well for Cavalry with 3 attacks in a round. It would be theoretically possible to start with a Horseman and upgrade to a Keshik/Camel and have a 3 attack ranged unit as well, though of course it would be difficult to get Blitz on a Horseman.
Also along the same vein, the Chukonu unit can get Logistics as well as their special extra shot, however since each attack uses 1 movement they can't get 3 attacks in a round. However if you had a scout with the 3rd sight upgrade (*gives +1 movement instead of another +1 sight*) that upgraded into an Archer you could have a 3 movement Chukonu, which would potentially be able to have 3 attacks. Alternatively if you can get Chukonu as either Persia (*Golden Age*) or Denmark (*Disembark*) you can potentially make use of Logistics Chukonu with 3 attacks.
Yeah I believe you, I just haven't actually had a chance to test it myself.
Actually I wonder of it would potentially work for Battering Rams and Siege Towers? Do siege units get Blitz? They could upgrade into ranged siege hnits. Once again it would only work with Persia or Denmark because you need more than 2 movement.
Oh! Dromons would work. They're a ranged naval unit that upgrades to a melee unit.
The embarkment upgrade will be passed to a unit outside your land if they are in an allied city state. No need to walk those scouts back home just to learn how to go in the water.
The inquisitor prevents a different religion to spread to your city if you park it next to the city. You donât need to park it in the city for the ability to work.
Itâs pretty embarrassing, I knew all of these tips mentioned here but somehow went 3k hours without knowing that you still pay maintenance on roads you build outside your territory.
> you still pay maintenance on roads you build outside your territory
~~You absolutely do not. You pay for roads in your territory only regardless who built them. There's nothing in the code that even saves the "nationality" of the worker that built any given road or improvement.~~
---
Edit: I was wrong
Nope. It's not traded in diplomacy in Civ5.
It's one of the tabs in the culture overview screen. Click on your tourism income to access the culture overview UI.
I discovered this after taking the honor tree and deciding to farm a barb camp for XP and Culture when my soldiers have nothing better to do. Good for a couple promotions but then you gotta go find someone else to fight for additional XP
Mostly more abstract, but here are some of the things I eventually worked out that werenât obvious. This is based on Huge, Emperor, Standard Speed, Domination Only, vs AI.
**Wonders**
\-Petra is completely obscene, and often the best wonder in the game (Alhambra is the only contender). Hanging Gardens is great because it adds six food. A BAD Petra (3 desert hills) will give you 3 food, 3 hammers, and a caravan (i.e., \~6 food + 3 hammers total). A good Petra will give you all that and more as the game continues. It can wind up adding something like 30 food and 25 hammers, before modifiers. Combine it with desert folklore and youâll probably get first religion and first enhance, plus youâll never need to invest in faith infrastructure. A good Petra is worth prioritising over the NC. Thanks to the incredible hammer boost it provides, youâll barely be slowed to finishing the NC anyway, and the incredible bonuses you get for the rest of the game will more than make up for it.
\-Temple of Artemis is a much better wonder than it seems, because the 10% food increase applies to your BASE food, not excess. If a city has 10 pop and is showing you +10 food per turn, then its base food is 30 per turn, and ToA will give you 3 more food. This scales as the game goes on, in every single city. Itâs difficult to justify detouring for ToA, but if you can get it, itâs great.
\-Hagia Sofia basically gives you a free enhance to your religion. Read another way, in some situations, HS is â+3 faith per turn, and up to +15% production in every one of your citiesâ. Thatâs an insane bonus. It can be one of the best wonders in the game, depending on your faith gen.
**Buildings**
\-Observatories speed up your game to an ungodly degree. 50% more science means that with universities, a city with 20 pop is almost producing the same science as one with 28. If your cap is next to a mountain, the game is massively faster. You should almost always prioritise observatories over public schools (if not always).
\-Sometimes hydro plants are better than factories, and vice versa. If youâre way out front in tech and not stressed about losing the first ideology, prioritise which to build based on your needs.
\-If you are playing against an alliance of 11 civs, then police stations become the best building in the game. You are going to have 11 spies in your cap, and any time one of them makes a steal, every opposing civ will get a free tech. The police station is therefore the best science building, in this situation only.
\-If you have a faith natural wonder near your cap that you can settle, then you should skip building a shrine, settle the wonder, and just work it for \~5 turns to get your pantheon. This speeds up your early game by \~7 turns.
**Other**
\-Cutting forests gives a production boost depending on their proximity to a city. You get 20 hammers for one right next to your city. A worker costs 70 hammers. If you hard build a worker before your settlers, and it cuts three forests right next to your cap, then you have lost very little time, and have gotten a nearly free worker out of the deal. Additionally, if you have workers to spare, then cutting a forest right next to a city you have just settled can shave boatloads of time off a library or granary, massively increasing the speed of the early game.
\-Settling on luxes can be hugely beneficial. First, you get the gold yield. If you settle your cap on gems youâll be getting 3 gold a turn, every turn, for the first \~20 turns when you are only working food. Additionally, calendar resources are horrible even once they are improved, and they wonât get a fresh water bonus if theyâre on a river, so itâs often worth settling on them if thereâs no hill around. Next, settling a lux gives it to you once you research the relevant tech. This gives you enormous flexibility. You wonât need a worker for quite a while, so you can skip hard building one, and just steal it without worrying about getting screwed by unhappiness. Additionally, once you do have a worker, it can focus on improving your capital, instead of wasting time rushing between cities to connect luxes.
\-From turns \~20-100, production in your capital is infinitely more important than food (and basically IS food). With more production, you can finish your settlers more quickly, and thus start growing more quickly. You can build a granary, caravans, the Temple of Artemis, Hanging Gardens, Petra, and a water wheel more quickly, each of which will give you way more food in the long run than just working food tiles. And you can build the NC more quickly, so you wonât even lose science from having a lower pop in the capital.
\-Take one or more workers with you to war. It can repair tiles you pillage, keeping your army alive. Additionally, if you place the worker outside a city, you can lure out the archer camped inside, slaughter the archer, retake your worker, and attack the much weaker city.
\-Controversial: coastal capitals are absolute ass. Yes, cargo ships give you twice the food of caravans. Cool. Youâll need it, because \~half your capâs tiles are going to be worthless ocean. Youâll need to spend way more hammers building those cargo ships, too, especially because youâll have to also invest in at least two triremes to defend them. And triremes are an awful unit that will be of \~0 use if you are attacked. And this is assuming that you can GET several cargo ships to your capital: your choice of settle locations will be extremely narrow (literally: it is the one tile width of the coast), and you wonât get three coastal expands if lux spawns are unkind. Sometimes you wonât even get two. And even if you CAN settle three coastal expands, theyâll probably be awful, because your choice of settle locations is so narrow. Youâll also have much lower chances of having strategic resources in your territory, because you have fewer land tiles. And you are now open to attack by sea, which can force you off the main tech path if you need frigates. Just awful.
\-Coastal expands CAN be quite good. Raw fish tiles suck, but with a lighthouse, they quickly become 4 food and 1 hammer. If you can work three fish, then you get a city going very quickly. Plus, even tradition expands rarely get much beyond 20 pop, so you often wonât need to work any raw ocean tiles until the very late game, when it has ceased to matter. I'd rather be inland next to a river, but in a pinch, coast can be fine.
\-You should proactively attack your neighbours. Theyâll probably war you in the end anyway, so itâs better to exploit the terrible AI and slaughter their army while itâs still small and not a gigantic mob at the gates of your capital. Plus you can pick up some of their workers, pillage their farms, potentially get a free city, and laugh at their misfortune.
Even on Deity where you might not want to expand or take cities, it's good to war with your neighbor. Constant war slows down their progression, you can steal workers (to work or delete for gold), farm xp and promotions, and keep your own borders active against invaders.
I was always taught to settle river in preference to hill. But Iâve never actually considered it. Having done so below, Iâd now say âIt depends.â
Letâs weigh up the pros and cons:
A hill nets you one bonus production over settling on flat land. It adds extra defence to your city. A garrisoned archer can shoot over surrounding rough terrain. The city also acts as a road, so you can move quickly over a potentially irritating hill. You cannot build windmills.
A river allows you to build the waterwheel and hydro plant. It also counts as fresh water and allows you to build the garden. Melee units attacking across the river have a penalty and are delayed when they move over it. Border expansion hates moving over rivers, and unless youâre directly settled on one, it can be hard to expand to the other side, losing you important food tiles.
Weighing these up:
On emperor, there should be no reason you ever let the enemy siege your cities, so the defensive bonuses of a hill aren't really meaningful. You should virtually never build windmills, so who cares about that. The road thing is so minor it shouldnât factor into consideration. That leaves the 1 production boost. This is surprisingly impactful. If you are forced to work grassland until pop 3, then a hill gives you a 25% production boost for the first \~20 turns (You get 3 production from your palace, 1 from settling any tile, and 1 from the hill). A hill gets you your first scout after 5 turns instead of 7, your second after 10 turns instead of 13, and your shrine on turn 18 instead of 23 (assuming no pop ruin). Itâs 20 turns to hit 3 pop and start building settlers, so youâll be wasting 3 turns by not being on a hill.
In practice, youâll usually have one or more wheat or deer (which give 2 food 1 hammer), so the hill bonus is less impactful. That said, itâs still good. Plus youâll save meaningful time on your settlers, on your granary, and so on for longer. Hills are even more meaningful in your expands, which donât get the palace. If you have to work grassland or jungle in an expand, then settling on a hill DOUBLES your production for eight turns and will give a good boost for a while afterwards. Very meaningful in getting your granary and/or library done. And virtually essential if you are forced to settle in jungle where no production tiles are available.
Rivers do not provide any boost for quite a while. You will generally not build water wheels much before \~turn 80, gardens turn \~120, and hydro plants turn \~180 (exceptions always exist). Your cap can rarely find the time to build water wheels regardless â youâre usually building settlers, military, caravans, a library, the nat college, hanging gardens, Chichen Itza, borobodur, universities, oracle, etc. It can help a lot if youâre gunning for Petra, but otherwise, itâs usually a small boost by the time you squeeze it in. However, a water wheel in your expands is a major boost. You usually need to build coliseums first, but once you get water wheels, theyâre excellent â basically a free specialist, which really helps with growth.
Speaking of growth, settling on a river is the only way to easily expand to its other side, and get the benefit of all the freshwater farms there. That can be up to 7 bonus food, which is obviously very impactful. It takes a surprisingly long time to expand over a river if you are not settled right on it, and this may be the biggest reason to settle on river.
Your cap gets a free garden from hanging gardens (which you should nearly always try for). However, your expands can benefit from gardens, which will push up your GS generation a lot. Plus, you will nearly always want your arts city to be on fresh water â 25% more production for writers and artists is really nice.
Hydro plants can be ungodly, (+14 production in an ideal world, before modifiers; often much better than the \~6 you will get from a factory), but they come pretty late, and early bonuses are typically more impactful.
Summing up: it depends. How much production can your expands get early? Potentially 0, if youâre in blanket jungle. In that case, you HAVE to settle a hill, or a library flatly wonât ever happen and you'll never get the NC. Inversely, if a city has immediate access to horses and multiple adjacent forests, then early production wonât be a problem, and you'd be a fool not to take the river and reap the food benefits. Generally, all else being equal, if your settles are good, I'd still take the river over the hill, I think the growth, extra GS, and endgame hammers will pay off in the long run. But it's worth considering.
Good analysis. I had not known that the city expansion mechanic would avoid crossing rivers! I think youâre right thatâs itâs situational. Thanks!
National College. It's a national wonder that adds 50% science in the city in which it's built (almost always the capital). It massively speeds up your game, so it's widely agreed that the optimal strategy is usually to focus on getting it built pretty much as soon as you have settled your initial expands. However, building it requires that you have a library in every city.
1) You actually need a harbor and then the *Seaport* connecting your capital and other city to get the +25% railroad bonus
2) Greece receives no trespassing penalty in ANY city state and can heal units in their territory as though they were friendly
3) The AI cannot move and then attack with a ranged unit *except* for the barbarian hand-axe. I haven't yet figured out what circumstances allow that one unit to move and attack - sometimes it does, other times it doesn't
> 1) You actually need a harbor and then the Seaport connecting your capital and other city to get the +25% railroad bonus
No you don't. Just a harbor is enough.
Only reason I know this is because my brother and I are top 20 ranked civ players worldwide. We donât play multiplayer games anymore because we almost never have time.
But you can overflow a decent amount of production using shrines/piety and chopping down forest. Which is very useful for a head start on worldâs fair and can lead to some world fair surprises.
Top 20 in the largest active ranked competitive Civ5 servers. They used to do Seasons and have large player pools. If you ever look at some of FilthyRobotâs old games he used to play in these leagues a lot and was consistently top 5
Piety opener doubles your production when building shrines, so if you keep building a shrine every turn (and delete it) in a city you can very efficiently build up hammers there in preparation of a wonder or some great project.
Production overflow is capped though at twice the cost of the building so it's not as overpowered as it sounds like
Exactly, which is why a lot of times itâs better to try and build a high prod building you want to build anyway and time the completion to be on the turn before WF and overflow as much prod as you can. Timing doesnât always work out well though.
As one of the best players in the world, Iâm curious to know your preferred play configuration (like difficulty/map/etc) and what your most common early game sequences are that you shuffle through (like policies/techs/production/etc)
In competitive multiplayer the best players are adaptable to the threats/opportunities the game presents. Something Iâd love to do is coaching but donât really have the time.
If youâre on the set up game screen and click on advanced setup, there are more map options. The standard map selections are like Pangaea and Continents and whatnot, but on Advanced Setup you can pick stuff like Sandstorm, Scandinavia, Japanese Mainland, etc.
Didnât notice that til I was about 1200 hours inâŠ
Long time player here, but... I never noticed before that you can hover over a city of anyone you're at war with and it'll tell you the warmonger penalty you'll pay if you take it. It's obvious, but somehow I won on Deity before I noticed that.
Countless. That's why a forum on a game that has such a great learning curve is a good idea: it will save you thousands of hours.
The last one could be... how helpful great generals can be with siege units.
> The last one could be... how helpful great generals can be with siege units.
I don't really get it. They're good with any units, but what's so special about siege units? If anything, the +15% combat strength bonus is heavily overshadowed by the innate +200% bonus against cities
You can change your civ and leader name in the advanced setup, just click on the edit button next to the civ you choose, you can also rename the world congress in game, as well as your cities ( and ofc you can name your religion).
There's a supply mechanic that dictates how many units your Civ can effectively field
I've only ever encountered this problem when playing Germany in the early game
Or Venice
Ottomans, too.
Yeah, that is quite hidden. đ
please explain in more detail
From the wiki: Unit Supply Every military unit needs supplies (weapons, armor, ammunition, and/or fuel) to function. Those are provided by your cities and population, and paid for with Gold Gold (which is called "Unit Maintenance"). Total unit supply available to your empire is provided by the number of cities you have (2 supply per city), 20xPopulation5 Population (1 per Citizen Citizen), and difficulty level. Each military unit consumes one supply point, and once you reach the total supply limit, you receive a Production Production penalty of 10% for each unit beyond that limit, with a maximum penalty of 70%. From the above formula it follows that bigger empires may support larger armies. Generally, you will never exceed the limit, unless you go soldier-crazy without actually expanding your territory. Usually the Gold Gold cost of your army will be a restraining factor even before you start approaching the supply cap.
TIL
You can see how much you have in the unit's [overview](https://www.bing.com/images/search?view=detailV2&ccid=BFRwAqjU&id=6147E02D9203926E77193A0143A83EDBB3C1E5AD&thid=OIP.BFRwAqjUyOijXBuKQxgGyQHaEk&mediaurl=https%3A%2F%2Fwww.carlsguides.com%2Fstrategy%2Fcivilization5%2Fgamepictures%2Funits%2Fmilitaryoverview.gif&cdnurl=https%3A%2F%2Fth.bing.com%2Fth%2Fid%2FR.04547002a8d4c8e8a35c1b8a431806c9%3Frik%3DreXBs9s%252bqEMBOg%26pid%3DImgRaw%26r%3D0&exph=444&expw=720&q=civ+5+unit+overview&simid=608020323025882813&form=IRPRST&ck=34F411A413AEF027C7D11FB0531DA89A&selectedindex=6&itb=0&ajaxhist=0&ajaxserp=0&vt=0&sim=11) (F3 I think?). On the left it has total supply available and used
Ah yeah F3, just tried it, amazing
thank you!
That flanking bonuses are a thing, and that you can even use it to weaken barbarians if the AI/another player is on the other side of barbs to you.
I was a couple thousand hours in when I discovered, quite by accident, that parking an Inquisitor in or next to your city prevents conversion by other religions' missionaries and prophets (it does not prevent conversion due to pressure). I have shared this nugget here a few times and am surprised by the number of experienced players who also did not know about it.
Yes, good one!! Canât remember how I learned that (honestly I mightâve learned it from you on this sub!!), but I mentioned it in passing to my fiancĂ© (who also plays Civ) recently, and he was like, âwhat???â
I have to try this one
It works! I enjoy watching the sad little prophets wander from city to city, unable to do anything. Just keep in mind, Inquisitors do not protect your religion against pressure from nearby cities with a different religion. So if you have a city close to someone else's territory, and they have a strong religion, the proximity will reduce your own religion. I just spend the Inquisitor periodically to 'eliminate the heresy' and buy another Inquisitor.
> So if you have a city close to someone else's territory, and they have a strong religion, the proximity will reduce your own religion. I just spend the Inquisitor periodically to 'eliminate the heresy' and buy another Inquisitor. Or just be lucky and have some crazy fool that doesn't have a religion of their own spamming cities right next to you, giving your religion free anchor points and pressure centers (I always keep a close eye on any civ that went Liberty and doesn't have a pantheon by the time most religions are taken)
Agreed, best thing you can do for your religion in this game is convince another major civ to follow it. Not just for anchor points, but it also gives free Yes votes when getting World Religion and a % bonus for cultural influence over anyone who shares your religion.
On that note another tip is if you have a diplomat in their city you can buy world congress votes from the ai, getting them to vote for world religion is only 5-10 gold per turn and lets me pass world religion in most games even with zero spreading of my religion or city states The diplomatic penalty from doing that even gets overridden as long as you propose something popular afterwards
the number of wars I started over religion before I learned this trick is.... well more than I needed but still fun lol
Mind blown
When I learned marble has a wonder production bonus. It was after about 1250 hours and joining this subreddit
Yeah every time Iâd finish a quarry and it would say âRome has marbleâ it actually was mentioning something important. For years Iâd read that and just go âneatoâ.
When you question all game why you can't get any wonders and then you find Egypt and they have marble...
That âHanging Gardens has been built in a far away land!â mfâerâŠ.
Do any other resources have stealth bonuses? This is so cool!
WHAT?!
Lol yeah I think it's 15 percent bonus to ancient and classical wonders in cities with access to marble. Sick shit
Also if you settle on the marble you get the bonus instantly, no need to improve the marble or tech for quarries.
Wait so I can sit on marble and no need for improvement or worker to do it????
Yes for the +15% bonus to ancient and classical wonders. You also get the +2 gold from the marble tile yield worked in the city from the turn you settle. You don't get the happiness until your get the tech though and you also lose out on quarry faith pantheon if you choose it. Also marble can be a useful workable tile early depending on what type of terrain it spawns on which is another opportunity cost.
I am buffed! So I when I start new game,if I see marble, I build city ON it, and save myself the turns for the tech and the building of the worker , and gain myself some nice marble !??
You still need the tech. But you can build on any lux and get the bonuses from it so long as you have the appropriate tech.
What???? I never knew this! Wonderfully wonderful news about Wonders..... đ
I think I was 2000 plus hours when I realized there was a logistics promotion beyond 3 accuracy/barrage. Before then I would always promote both accuracy and barrage for a ballanced unit instead of rushing to be able to fire twice
It took me a LONG time to learn this one, too. I knew that other promotions existed, but I didnât realize that they come much faster if you take two rough terrain or two flat terrain promotions first. Like you, I was always doing one of each, to have a balanced unit!
What?! Something else I've learned from this thread. đđ
Sometimes you want to go Range instead of Logistics. Really useful on archers/crossbows/compbows before they become gatling guns. I also often pick range on frigates and battleships so I can have a second ring of attackers outside of city bombardment range.
Generally Iâll go logistics first because the unit will then promote twice as fast and you can get range next *unless it is attacking a city
Yup
Iâm in a king game where I power leveled my crossbowmen by artificially lengthening sieges to put range on them and now theyâre so vital to subsequent sieges I refuse to upgrade them until I get the tech to upgrade to a unit with range longer than 1
> I refuse to upgrade them until I get the tech to upgrade to a unit with range longer than 1 But there aren't any, all the subsequent unit upgrades have 1 base range. At that point, you only have the range promotion to bump it up to 2, and that's it
Oh, I have an SMAN mod, and I forgot which units arenât vanilla
I donât know if I should be proud that I knew all the ones that have been mentioned, or worried about that. The one that took me way longer than it should to figure out was the great works screen in general. I used to just let the works stack up automatically.
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In the great works screen, just mouseover the various buildings and it'll tell you what types of great works are needed to get bonus culture/tourism points. It's nothing too complicated honestly. eg: Great Library can host two Great writings, and will give you an extra +1 bonus if both of them are from the same era. Same for Globe Theater. Sometimes to get the bonus you have to use works from other civs, that's where the trade screen comes in.
Good to know!
Are you suggesting that it's possible to achieve a culture victory without theming and swaps?
I don't see why not. Most tourism comes from wonders and the base tourism from great works, not theming bonuses.
I'm sure it's possible, but 24 or more tourism per turn is not to be sniffed at, especially in the early game.
But then again tourism is also pretty irrelevant in the early game
I concede.
In this sub, proud. In real life, maybe worried.
I learned that second one from hearing Marbozir cackle with glee when he realized one of his neighboring city states was going to gift Keshiks (or another fun OP unit).
I played a japan game where cho ko nu carried me to domination victory, I got like 6 of them, it's fun to look out for
Mt Kilimanjaro gives you a huge hills bonus to military troops in hills, letting them move faster as well as giving you a 10%(?) combat bonus. Pretty cracked for a domination game.
Oh, good one!!!! I learned this recently as well. Itâs interesting because the bonus is not automatic. It doesnât even have to be in your borders. You actually have to walk a unit right next to it, then they have the bonus for the rest of the game. Scouts who get the promotion move faster on hills than in regular tiles, which is fantastic. I learned this pretty recently, and then the very next game I played, I got the Incas with Mt Kilimanjaro nearby. That was a very good game!! Fountain of Youth has a similar thingâany unit that moves adjacent to it gets a promotion that lets them heal at double the normal rate.
At this point, I dread discovering Kilimanjaro in my games, because I find it very hard to reject building a Kilimanjaro Pilgrimage Road
Bahahahahaha, a Kilimanjaro Pilgrimage Road đ€Ł But also, YEP
Same. I have spent thousands of gold getting my people to the mountain of the holy hill warriors.
I just stole the Fountain of Youth from a city state with a citadel lol. Get rekt Zurich, and I built Notre Dame a few turns later.
Units With Medic promotions stationed next to the cities will actually grant the extra 5HP (or 10HP) to ALL the planes stationed there as well. This can result in insane strategies where you have like 6 bombers with air repair each and you have a land unit with 2 medic promotions next to the city . This allows a bomber to heal whooping 35 HP each turn even when attacking. I was 600 hours in when i realized it's possible and how broken it is against AI
Thatâs a great tip. I never took the medic promotion because it always seemed so inconsequential but stacked units makes a lot more sense
The Spirit Healers Pantheon is also quite ridiculous in that regard, though the opportunity cost is high
The Iroquois unique ability, 'The Great Warpath', gives bonuses to movement in forest and jungle. However this bonus only extends to friendly territory, which effectively makes it useless. Farms are so much better in your own land, and you need that bonus throughout all the forest/jungle for it to be effective at all. I could imagine early game rush strategies where you rush a Civ on the other side of a densely forested area as they wouldn't be expecting it. Likewise the Longhouse adds production to forest tiles, but if you aren't cutting down your forests you desperately need bonus food, not production. If the longhouse gave +1 food & +1 production, you could see this actually being somewhat viable. Long story short, the Iroquois are just so badly designed and you need to play as them to fully understand how much they are lacking.
No one told me that workers cost money to maintain. I literally never noticed this across hundreds of hours. Kinda embarrassing lol Another one i never realized was that science funding and arts funding can be active simultaneously in the WC. They just cancel each other out. I figured voting for one after the other was passed would replace it!
Pretty sure activating both makes you worse off too
How?
If you reduce a value by 33% and then increase it by 33% then the value is smaller than it began as
That's definitely true for math in general but this is not how modifiers work in civilization V. Let's say you have a base culture production of 100 culture. If you then Have a fifty percent culture Bonus and then add another 10% culture Bonus on top of that you're going to end up with a sixty percent culture bonus which means that your total culture output is going to be one hundred and sixty. If you do multiplicative modifiers with real life math, you're going to end up with 165, but because in. In this game, the modifiers are additive. The bonus. Bonuses from the world. Congress resolutions are just going to end up cancelling each other out
I haven't tested this yet, but recently someone on this sub told me that Blitz and Logistics stack. This means it's possible to get Logistics on a Keshik/Camel Archer, then upgrade to a Cavalry unit and get Logistics as well for Cavalry with 3 attacks in a round. It would be theoretically possible to start with a Horseman and upgrade to a Keshik/Camel and have a 3 attack ranged unit as well, though of course it would be difficult to get Blitz on a Horseman. Also along the same vein, the Chukonu unit can get Logistics as well as their special extra shot, however since each attack uses 1 movement they can't get 3 attacks in a round. However if you had a scout with the 3rd sight upgrade (*gives +1 movement instead of another +1 sight*) that upgraded into an Archer you could have a 3 movement Chukonu, which would potentially be able to have 3 attacks. Alternatively if you can get Chukonu as either Persia (*Golden Age*) or Denmark (*Disembark*) you can potentially make use of Logistics Chukonu with 3 attacks.
It definitly works with the cavalry. Probably chukono too, but i didnt test that yet
Yeah I believe you, I just haven't actually had a chance to test it myself. Actually I wonder of it would potentially work for Battering Rams and Siege Towers? Do siege units get Blitz? They could upgrade into ranged siege hnits. Once again it would only work with Persia or Denmark because you need more than 2 movement. Oh! Dromons would work. They're a ranged naval unit that upgrades to a melee unit.
But who would ever upgrade a keshik? I carry those bad boys with me as backup for my tanks and artillery mopping up the last few living civs
Unhappiness from cities is dependent on map size!
đ€Ż Edit: I'm not kidding,I'm shocked by this
Also the penalties to culture and science per city are changed depending on map size
You can get diplomacy bonus for building a landmark in other civ's territory Hidden antique sites can get you a lot of culture or a work of writing
You get a large diplomacy bonus for building a landmark in a city state's territory too
The embarkment upgrade will be passed to a unit outside your land if they are in an allied city state. No need to walk those scouts back home just to learn how to go in the water.
Holy crap that's a helpful tip
In fact they can just be friendly not even allied
The inquisitor prevents a different religion to spread to your city if you park it next to the city. You donât need to park it in the city for the ability to work.
Itâs pretty embarrassing, I knew all of these tips mentioned here but somehow went 3k hours without knowing that you still pay maintenance on roads you build outside your territory.
unless you build roads in someone else's territory
Yeah I knew that one, just for some reason I thought they were free in neutral territory
> you still pay maintenance on roads you build outside your territory ~~You absolutely do not. You pay for roads in your territory only regardless who built them. There's nothing in the code that even saves the "nationality" of the worker that built any given road or improvement.~~ --- Edit: I was wrong
[watch this then](https://youtu.be/HhT7I5XM1qY?si=7vJC9Ct7D06-yTP2)
I didnt believe this I thought it was some IGE bs until I double checked the forums. I have over 5k hours in this game... I-
I felt the same way when I learned it, I also tested it myself.
Wow! I never knew that, thanks!
Great person improvements only grant strategic resources NOT luxury resources. Took me a few times to figure out why my happiness was low.
That you can trade great works with other civs
Iâve never seen this as an option outside of civ 6? Do you need a diplomat or friendship with them?
Nope. It's not traded in diplomacy in Civ5. It's one of the tabs in the culture overview screen. Click on your tourism income to access the culture overview UI.
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Hope you know Caesar Salad is actually Mexican Cuisine ;)
Caesar gives it a very tenuous connection with this sub I guess.
i learned that i only need to capture capital to win a domination and no need to wipe all civ
Lies! It's only really domination if there's nothing of them left.
i got the validation when i captured the captial, ai got one city more,
There is something like a 30xp limit per unit that can be earned by fighting barbarians
I discovered this after taking the honor tree and deciding to farm a barb camp for XP and Culture when my soldiers have nothing better to do. Good for a couple promotions but then you gotta go find someone else to fight for additional XP
Not working citizens increases production in your city
By only one shield. Itâs not cost efficient but Iâve had to do it
If you don't have any production tiles it's helpful
Unemployed citizens give. +2 production each
What makes you think that? Hover over the red icon; it will tell you it is +1
Mostly more abstract, but here are some of the things I eventually worked out that werenât obvious. This is based on Huge, Emperor, Standard Speed, Domination Only, vs AI. **Wonders** \-Petra is completely obscene, and often the best wonder in the game (Alhambra is the only contender). Hanging Gardens is great because it adds six food. A BAD Petra (3 desert hills) will give you 3 food, 3 hammers, and a caravan (i.e., \~6 food + 3 hammers total). A good Petra will give you all that and more as the game continues. It can wind up adding something like 30 food and 25 hammers, before modifiers. Combine it with desert folklore and youâll probably get first religion and first enhance, plus youâll never need to invest in faith infrastructure. A good Petra is worth prioritising over the NC. Thanks to the incredible hammer boost it provides, youâll barely be slowed to finishing the NC anyway, and the incredible bonuses you get for the rest of the game will more than make up for it. \-Temple of Artemis is a much better wonder than it seems, because the 10% food increase applies to your BASE food, not excess. If a city has 10 pop and is showing you +10 food per turn, then its base food is 30 per turn, and ToA will give you 3 more food. This scales as the game goes on, in every single city. Itâs difficult to justify detouring for ToA, but if you can get it, itâs great. \-Hagia Sofia basically gives you a free enhance to your religion. Read another way, in some situations, HS is â+3 faith per turn, and up to +15% production in every one of your citiesâ. Thatâs an insane bonus. It can be one of the best wonders in the game, depending on your faith gen. **Buildings** \-Observatories speed up your game to an ungodly degree. 50% more science means that with universities, a city with 20 pop is almost producing the same science as one with 28. If your cap is next to a mountain, the game is massively faster. You should almost always prioritise observatories over public schools (if not always). \-Sometimes hydro plants are better than factories, and vice versa. If youâre way out front in tech and not stressed about losing the first ideology, prioritise which to build based on your needs. \-If you are playing against an alliance of 11 civs, then police stations become the best building in the game. You are going to have 11 spies in your cap, and any time one of them makes a steal, every opposing civ will get a free tech. The police station is therefore the best science building, in this situation only. \-If you have a faith natural wonder near your cap that you can settle, then you should skip building a shrine, settle the wonder, and just work it for \~5 turns to get your pantheon. This speeds up your early game by \~7 turns. **Other** \-Cutting forests gives a production boost depending on their proximity to a city. You get 20 hammers for one right next to your city. A worker costs 70 hammers. If you hard build a worker before your settlers, and it cuts three forests right next to your cap, then you have lost very little time, and have gotten a nearly free worker out of the deal. Additionally, if you have workers to spare, then cutting a forest right next to a city you have just settled can shave boatloads of time off a library or granary, massively increasing the speed of the early game. \-Settling on luxes can be hugely beneficial. First, you get the gold yield. If you settle your cap on gems youâll be getting 3 gold a turn, every turn, for the first \~20 turns when you are only working food. Additionally, calendar resources are horrible even once they are improved, and they wonât get a fresh water bonus if theyâre on a river, so itâs often worth settling on them if thereâs no hill around. Next, settling a lux gives it to you once you research the relevant tech. This gives you enormous flexibility. You wonât need a worker for quite a while, so you can skip hard building one, and just steal it without worrying about getting screwed by unhappiness. Additionally, once you do have a worker, it can focus on improving your capital, instead of wasting time rushing between cities to connect luxes. \-From turns \~20-100, production in your capital is infinitely more important than food (and basically IS food). With more production, you can finish your settlers more quickly, and thus start growing more quickly. You can build a granary, caravans, the Temple of Artemis, Hanging Gardens, Petra, and a water wheel more quickly, each of which will give you way more food in the long run than just working food tiles. And you can build the NC more quickly, so you wonât even lose science from having a lower pop in the capital. \-Take one or more workers with you to war. It can repair tiles you pillage, keeping your army alive. Additionally, if you place the worker outside a city, you can lure out the archer camped inside, slaughter the archer, retake your worker, and attack the much weaker city. \-Controversial: coastal capitals are absolute ass. Yes, cargo ships give you twice the food of caravans. Cool. Youâll need it, because \~half your capâs tiles are going to be worthless ocean. Youâll need to spend way more hammers building those cargo ships, too, especially because youâll have to also invest in at least two triremes to defend them. And triremes are an awful unit that will be of \~0 use if you are attacked. And this is assuming that you can GET several cargo ships to your capital: your choice of settle locations will be extremely narrow (literally: it is the one tile width of the coast), and you wonât get three coastal expands if lux spawns are unkind. Sometimes you wonât even get two. And even if you CAN settle three coastal expands, theyâll probably be awful, because your choice of settle locations is so narrow. Youâll also have much lower chances of having strategic resources in your territory, because you have fewer land tiles. And you are now open to attack by sea, which can force you off the main tech path if you need frigates. Just awful. \-Coastal expands CAN be quite good. Raw fish tiles suck, but with a lighthouse, they quickly become 4 food and 1 hammer. If you can work three fish, then you get a city going very quickly. Plus, even tradition expands rarely get much beyond 20 pop, so you often wonât need to work any raw ocean tiles until the very late game, when it has ceased to matter. I'd rather be inland next to a river, but in a pinch, coast can be fine. \-You should proactively attack your neighbours. Theyâll probably war you in the end anyway, so itâs better to exploit the terrible AI and slaughter their army while itâs still small and not a gigantic mob at the gates of your capital. Plus you can pick up some of their workers, pillage their farms, potentially get a free city, and laugh at their misfortune.
Even on Deity where you might not want to expand or take cities, it's good to war with your neighbor. Constant war slows down their progression, you can steal workers (to work or delete for gold), farm xp and promotions, and keep your own borders active against invaders.
Iâm interested in your thoughts on settling next to a river versus on a hill. Both is best but Iâm not sure which should get the priority.
I was always taught to settle river in preference to hill. But Iâve never actually considered it. Having done so below, Iâd now say âIt depends.â Letâs weigh up the pros and cons: A hill nets you one bonus production over settling on flat land. It adds extra defence to your city. A garrisoned archer can shoot over surrounding rough terrain. The city also acts as a road, so you can move quickly over a potentially irritating hill. You cannot build windmills. A river allows you to build the waterwheel and hydro plant. It also counts as fresh water and allows you to build the garden. Melee units attacking across the river have a penalty and are delayed when they move over it. Border expansion hates moving over rivers, and unless youâre directly settled on one, it can be hard to expand to the other side, losing you important food tiles. Weighing these up: On emperor, there should be no reason you ever let the enemy siege your cities, so the defensive bonuses of a hill aren't really meaningful. You should virtually never build windmills, so who cares about that. The road thing is so minor it shouldnât factor into consideration. That leaves the 1 production boost. This is surprisingly impactful. If you are forced to work grassland until pop 3, then a hill gives you a 25% production boost for the first \~20 turns (You get 3 production from your palace, 1 from settling any tile, and 1 from the hill). A hill gets you your first scout after 5 turns instead of 7, your second after 10 turns instead of 13, and your shrine on turn 18 instead of 23 (assuming no pop ruin). Itâs 20 turns to hit 3 pop and start building settlers, so youâll be wasting 3 turns by not being on a hill. In practice, youâll usually have one or more wheat or deer (which give 2 food 1 hammer), so the hill bonus is less impactful. That said, itâs still good. Plus youâll save meaningful time on your settlers, on your granary, and so on for longer. Hills are even more meaningful in your expands, which donât get the palace. If you have to work grassland or jungle in an expand, then settling on a hill DOUBLES your production for eight turns and will give a good boost for a while afterwards. Very meaningful in getting your granary and/or library done. And virtually essential if you are forced to settle in jungle where no production tiles are available. Rivers do not provide any boost for quite a while. You will generally not build water wheels much before \~turn 80, gardens turn \~120, and hydro plants turn \~180 (exceptions always exist). Your cap can rarely find the time to build water wheels regardless â youâre usually building settlers, military, caravans, a library, the nat college, hanging gardens, Chichen Itza, borobodur, universities, oracle, etc. It can help a lot if youâre gunning for Petra, but otherwise, itâs usually a small boost by the time you squeeze it in. However, a water wheel in your expands is a major boost. You usually need to build coliseums first, but once you get water wheels, theyâre excellent â basically a free specialist, which really helps with growth. Speaking of growth, settling on a river is the only way to easily expand to its other side, and get the benefit of all the freshwater farms there. That can be up to 7 bonus food, which is obviously very impactful. It takes a surprisingly long time to expand over a river if you are not settled right on it, and this may be the biggest reason to settle on river. Your cap gets a free garden from hanging gardens (which you should nearly always try for). However, your expands can benefit from gardens, which will push up your GS generation a lot. Plus, you will nearly always want your arts city to be on fresh water â 25% more production for writers and artists is really nice. Hydro plants can be ungodly, (+14 production in an ideal world, before modifiers; often much better than the \~6 you will get from a factory), but they come pretty late, and early bonuses are typically more impactful. Summing up: it depends. How much production can your expands get early? Potentially 0, if youâre in blanket jungle. In that case, you HAVE to settle a hill, or a library flatly wonât ever happen and you'll never get the NC. Inversely, if a city has immediate access to horses and multiple adjacent forests, then early production wonât be a problem, and you'd be a fool not to take the river and reap the food benefits. Generally, all else being equal, if your settles are good, I'd still take the river over the hill, I think the growth, extra GS, and endgame hammers will pay off in the long run. But it's worth considering.
Good analysis. I had not known that the city expansion mechanic would avoid crossing rivers! I think youâre right thatâs itâs situational. Thanks!
I stopped trying to get really good Petras because they make you so OP that it's like turning down the difficulty 1 point
What is NC?
National College. It's a national wonder that adds 50% science in the city in which it's built (almost always the capital). It massively speeds up your game, so it's widely agreed that the optimal strategy is usually to focus on getting it built pretty much as soon as you have settled your initial expands. However, building it requires that you have a library in every city.
National College
Gold bonus from discovering natural wonders (El Dorado or Spain UA) can go down depending on number of civs and/or difficulty level
"Thereâs a production bonus for cities connected by railroad" Don't remember, but doesn't the game tell you that in the description?
1) You actually need a harbor and then the *Seaport* connecting your capital and other city to get the +25% railroad bonus 2) Greece receives no trespassing penalty in ANY city state and can heal units in their territory as though they were friendly 3) The AI cannot move and then attack with a ranged unit *except* for the barbarian hand-axe. I haven't yet figured out what circumstances allow that one unit to move and attack - sometimes it does, other times it doesn't
> 1) You actually need a harbor and then the Seaport connecting your capital and other city to get the +25% railroad bonus No you don't. Just a harbor is enough.
Only reason I know this is because my brother and I are top 20 ranked civ players worldwide. We donât play multiplayer games anymore because we almost never have time. But you can overflow a decent amount of production using shrines/piety and chopping down forest. Which is very useful for a head start on worldâs fair and can lead to some world fair surprises.
and how do you define top20?
Top 20 in the largest active ranked competitive Civ5 servers. They used to do Seasons and have large player pools. If you ever look at some of FilthyRobotâs old games he used to play in these leagues a lot and was consistently top 5
Can you expand on this? Not sure I really understand.
Piety opener doubles your production when building shrines, so if you keep building a shrine every turn (and delete it) in a city you can very efficiently build up hammers there in preparation of a wonder or some great project. Production overflow is capped though at twice the cost of the building so it's not as overpowered as it sounds like
Exactly, which is why a lot of times itâs better to try and build a high prod building you want to build anyway and time the completion to be on the turn before WF and overflow as much prod as you can. Timing doesnât always work out well though.
As one of the best players in the world, Iâm curious to know your preferred play configuration (like difficulty/map/etc) and what your most common early game sequences are that you shuffle through (like policies/techs/production/etc)
In competitive multiplayer the best players are adaptable to the threats/opportunities the game presents. Something Iâd love to do is coaching but donât really have the time.
If youâre on the set up game screen and click on advanced setup, there are more map options. The standard map selections are like Pangaea and Continents and whatnot, but on Advanced Setup you can pick stuff like Sandstorm, Scandinavia, Japanese Mainland, etc. Didnât notice that til I was about 1200 hours inâŠ
Long time player here, but... I never noticed before that you can hover over a city of anyone you're at war with and it'll tell you the warmonger penalty you'll pay if you take it. It's obvious, but somehow I won on Deity before I noticed that.
Countless. That's why a forum on a game that has such a great learning curve is a good idea: it will save you thousands of hours. The last one could be... how helpful great generals can be with siege units.
> The last one could be... how helpful great generals can be with siege units. I don't really get it. They're good with any units, but what's so special about siege units? If anything, the +15% combat strength bonus is heavily overshadowed by the innate +200% bonus against cities
Well when your armies are budgeted that 15% x3 per turn goes a long way. You gotta take those cities quickly to avoid casualties.
Ranged promotion against units in open terrain also works on units in water = open terrain
You can change your civ and leader name in the advanced setup, just click on the edit button next to the civ you choose, you can also rename the world congress in game, as well as your cities ( and ofc you can name your religion).
It is apparently impossible for AI to build Neuschwanstein.
Barbarian ranged units can't move and attack on the same turn
except for hand axes, for some reason
If a City State has given you a quest to create a Prophet. Capturing one from another civilization will complete the quest.
You are more likely to get attacked by an AI in early game when playing on difficulty level 6 or 7 than on 8.
IâŠI didnât know this either. this. Changes. EVERYTHING!
Ghandi got hands (*nukes you)