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Old 09-01-2005, 18:52   #11
grs
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Quote:
quote:it has two foreigners, ans 1 homie
this is the reason. You are still in a Xenophobic government and gain no culture in foreigner dominated cities.

Btw, when does the save come around?
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Old 09-01-2005, 19:02   #12
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[quote]quote:Originally posted by grs

Quote:
Btw, when does the save come around?
Ehh..., check the turn tracker for it's location!
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Old 09-01-2005, 19:54   #13
akots
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@Stapel:

First level techs in Hellenistic age are not tradeable but subsequent techs can be traded once AI knows the first level techs. But you can get them all from the Great Library (or you can steal them). This is to limit exploitation of scientific AIs by a human player apparently.

Unit upgrades can be done in a city with Barracks which are only in your capital prior to Standing Military tech late in the Imperial Age. Also, there are a few resource requirements and these resources have to be hooked up as well.

And Monarchy is indeed Xenophobic.

Regarding flips: Are you sure there is no overlap with AI? You borders don't have to expand to have an overlap. If the 21 city tiles of your city overlap even a single tile with 21 tiles of the AI city, your city can flip.
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Old 09-01-2005, 20:47   #14
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Quote:
quote:Originally posted by grs

Quote:
quote:it has two foreigners, ans 1 homie
this is the reason. You are still in a Xenophobic government and gain no culture in foreigner dominated cities.
Even with a 2-2 pop, culture doesn't count.
Appearently, you really need a majority.
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Old 09-01-2005, 21:03   #15
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Quote:
quote:Originally posted by akotsRegarding flips: Are you sure there is no overlap with AI? You borders don't have to expand to have an overlap. If the 21 city tiles of your city overlap even a single tile with 21 tiles of the AI city, your city can flip.
Hmmm, I don't have save....

I can't reproduce it.....
So far, I can hope it indeed has a tiel covered.
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Old 09-01-2005, 23:41   #16
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Quote:
quote:Originally posted by kryszcztovCan someone explain me the difference between marsh and swamp in the real world ? I'd like to know, so as to differenciate them better when I play.
Somewhere between bayou
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Old 10-01-2005, 02:48   #17
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Quote:
quote:Originally posted by Stapel

Quote:
quote:Originally posted by grs

Quote:
quote:it has two foreigners, ans 1 homie
this is the reason. You are still in a Xenophobic government and gain no culture in foreigner dominated cities.
Even with a 2-2 pop, culture doesn't count.
Appearently, you really need a majority.
Also, watch what you build, as the Slave Market has a -1 culture/turn, so it subtracts one. Culture won't go negative, but if you build only a temple, they cancel out and won't expand, at least until the temple hits 1,000 years and doubles. (Actually, I don't know if the -1 doubles to -2, in which case it still wouldn't expand.) I only build slave buildings in cities that have already expanded at least once.
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Old 10-01-2005, 02:57   #18
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NM, I found Turn Tracker, so turn is sent.
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Old 10-01-2005, 03:18   #19
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I'm not sure as of how culture doubles in this mod. It is a bit more complicated than it is in the simple non-modded game probably because of some confusion with the dates. Sometimes it is doubled sometimes it is not. For some small wonders it failed to double and even for some great wonders but I'm not sure.

Actually, best way of expanding the border is through sacrificing captured/traded workers. May be rushing a a settler first to get rid of the foreigners at size 4 bringing it to size 1, then growing to size 3 and then it is possible to gain local culture via sacrifice. It is substantially more rapid than building cult site (unless you have Statue of Zeus or playing Britons) then temple and waiting 10 turns especially in corrupt cities.
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Old 10-01-2005, 17:08   #20
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I can build railroads!

Is that correct?
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