Bad Land Deity Part 3

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  • Опубликовано: 17 окт 2024

Комментарии • 15

  • @nEiKKah
    @nEiKKah 4 месяца назад +1

    42:35 Did that Cavalry just attack twice in 1 turn? IIRC Cavalry don't have Blitz 🤔
    Or does capturing a unit not count as an attack? Because I could swear it did...

  • @29blazehead
    @29blazehead 5 месяцев назад +1

    A restriction I often enjoyed doing in the past for coop games was to only have 5 military units at any time and always war. Any amount of workers or artillery, but only 5 units to defend or conquer. Requires a lot of strategy for unit placement and also conduct wars.

  • @machuse5684
    @machuse5684 5 месяцев назад +1

    Hey Suede!
    So glad you’re found time to stream some civ again

  • @munsters2
    @munsters2 4 месяца назад +2

    08:00 Game starts.

  • @munsters2
    @munsters2 4 месяца назад +2

    01:15:30 In my opinion, do not speed up any games. It is already too hard to read all the menus and dialogs that pop up and then quickly disappear.
    When you make comments like "that's not good" or "how did that happen", I frequently have to rewind the video to search for what you are referring to. Or you open a stack of units and quickly close it before there is time to see what all is there.
    I would be watching in 75% or 50% speed if it didn't screw up the sound quality.

  • @111makica111
    @111makica111 5 месяцев назад

    Hi Suede. Love your content! I've got two questions. How does unit healing work? Also, say you want to build marketplace, aquaduct, library, courthouse, (and maybe harbor), which ones go first? Thanks for any input, don't know where to ask these questions except here :)

    • @checkyourposture
      @checkyourposture 5 месяцев назад +1

      IIRC healing works as follows:
      Land units: these heal if they don’t move for a full turn and are not in enemy territory. (I think they can be in another players territory as long as you are not at war with them) Make sure they don’t move for a full turn otherwise they wont heal. A horseman can’t first kill a barbarian and then fortify and heal, It must not move for a turn. You can select the unit and fortify as long as you don’t move it to another tile or attack with it (I think you can’t attack a stack in front of your city and still heal but I’m not 100% sure). It will heal by 1 HP per turn (I think) but if you have a barracks it will always heal up to full if the unit stays on that city for a full turn. This is also partly why you don’t want to trickle units in to attack a city because the defender, if they have a barracks, will heal up again. You want to attack with a stack of units to take the city in a single turn. Once you research Sanitation and build 5 hospitals, you can start building Battlefield Medicine. This small wonder will make it so your units will be able to heal in enemy territory. Probably 1 or 2 hp per turn. Armies will always heal if they don’t move for a turn, even in enemy territory (I’m 95% sure of this). But it’s most efficient to use a barracks.
      Navy: I think ships can only heal in a city with a harbor. You can’t just fortify it at sea and wait.
      Aviation: I don’t know but my guess would be that they heal if there is an airport in the city.
      Another thing to remember is that if you upgrade a unit, they will return to full HP. Let’s say your city is under attack and it only has a 1hp spearman defending it. If you upgrade it to a musketman you will get a full hp musketman defending your city.
      If a unit promotes, say from regular to veteran, they will gain a hp. Not sure if that also counts as healing.

    • @111makica111
      @111makica111 5 месяцев назад

      @@checkyourposture Thank you, that is very helpful!

    • @checkyourposture
      @checkyourposture 5 месяцев назад +1

      For your second question about buildings the answer is, it depends. It depends on your game state and your goal. Generally it’s good to grow your cities. If a city is built on a river it can grow to size 12. If it’s not you will need an aqueduct for it to grow past size 6. This is almost always a good idea. More citizens generally means more commerce, science, production and or food. As a rule of thumb, If you can grow your cities it’s probably a good idea to grow your cities. A city can only produce one thing at a time so you need to think, what is the most useful thing I can do with this city? If you are bogged down in a war and you need units, you might want to delay your aqueduct in favor of military. (or just make peace) The same goes for the other buildings. If your city is lacking tile improvements it’s probably better to build a worker than work on a marketplace. There is no fixed formula for when to build what, you need to adapt to what is going on in your game. Here are some things to keep in mind:
      Title improvements are very important, if you are lacking these it’s probably worth doing these instead of any of the buildings. In general it’s better to have to many workers then too few workers.
      A courthouse reduces corruption and is a great building to have in your core and semi-core cities. But a city that is very far away might only gain 1 extra shield and commerce so it’s probably not worth it for those. This building can greatly improve your output so if you can it’s better to get them in relevant cities earlier than later. It won’t do anything but you get extra style points if you build a courthouse in your capital city.
      Library will increase your scientific output and give you culture. If you need to tech faster this can be a good building to build in your core cities. Another way to tech faster is to have more citizens. To do this you want to grow your cities. To grow your cities you want title improvements and if needed an aqueduct. To get all your title improvements you need workers. If you want to expand your borders (for non-scientific civs, maybe also for scientific ones I can’t recall) temples are cheaper. But library’s give you more culture.
      A marketplace gives you happy faces depending on the amount of luxuries you have and more tax revenue. The higher the difficulty setting the more citizens will have a base unhappiness. On lower difficulties you probably don’t need one. If you have a lot of luxury resources this can be a good building to build or if you are running into unhappiness. This is generally good to build for larger cities. If you don’t have many luxuries, you can always try and trade for them with other players. If you want to build a bank you will first need a marketplace in the city.
      A harbor is situational. Naval combat is whack in civ3 so you generally don’t ever need veteran ships. (A harbor is like a barracks for naval units) A harbor can be very useful to trade with other players and connect your own cities on islands. A harbor can also make your cities grow if they use sea tiles.

    • @111makica111
      @111makica111 5 месяцев назад

      @@checkyourposture Many thanks!

    • @29blazehead
      @29blazehead 5 месяцев назад +1

      To add further, which building goes first depends on the situation of your city at that moment. All these buildings are great but not until the city needs it. You could be paying unneeded maintenance costs and not getting other benefits sooner in the meantime.
      An Aqueduct is better to build when you are closer to the pop cap. So say size 5, rather than size 2-4. Similar with marketplace. It's really only needed to keep cities happy above size 7 and if you have at least 3 luxuries. If you dont have these yet, then you can delay. The 50% tax output wont be as beneficial until you grow and max gpt from roaded/coastal tiles. Library and Courthouse are probably first choices, unless your city requires a lot of the coastal tiles to grow then harbor is first priority. Library could be first option if you want the culture benefits sooner.