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Old June 6, 2002, 05:17   #1
delsolsi
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A couple of questions
I've got a couple of questions pertaining to my current game.

First one: How are the results of a bombardment figured out? I was using my bomber to weaken Russia's cities, whom I was at war with, but their were many times when I got bombardment failed. Probably around 50% but at one time I had 6 or 7 in a row fail. I'm not complaining about how the game works, I would just like to know how the success or failer rate is determined.

Second one: I built the UN and then had a vote, it came back saying no majority was reached, or something like that, I got 4 votes one other civ got 2 votes and the rest didn't vote. Will I keep getting chances to vote untill a majority leader is found or was this a one time shot?

Thanks.
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Old June 6, 2002, 05:39   #2
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As for the bombard success rate I dont know, but it can be frustrating to get failure time after time. I know there is a higher success rate when you target roads, and thats what i mostly use my bombers for: resource denial by taking out roads and railroads.

The one who built the UN gets to determine if there is to be held a vote. This will happen on a regular basis say every 15-20 turns(?) until someone gets a majority. In your game, bribe (money, techs, luxuries, slaves, you name it) the nations that didnt vote and you'll win easily on the next election..
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Old June 6, 2002, 05:42   #3
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Bombardment is more likely to fail against a city if that city is only a small one (say size 1), since you can't destroy cities with artillery. As for the UN, I'm not sure how frequent the chance to call an election is (I've read 4 turns and 10!), but I'm pretty sure it's more frequent than 15-20.
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Old June 6, 2002, 07:05   #4
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I do not really know how UN vote happening is determined, but during a game it was proposed to me almost every turn.
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Old June 6, 2002, 14:35   #5
Jaybe
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Bombardment
Against a city, you have 50% chance to hit a combat unit, 25% to hit an Improvement, 25% to hit Population.

Once what you are hitting is determined, then you go against the defense strength. Both Improvements and Population defend with a "16" (as of version 1.17)!
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Old June 6, 2002, 14:58   #6
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You get to vote every 4-5 turns. You need a majority of all votes, i.e. your 4 votes are counted against the 2 against, but also all abstain votes. Thus, if there are 9 players, you need 5 votes.

I donīt think anybody has come up with proof of how often you hit cities. Jaybe might be right about what you hit in the city, but tells nothing about the chance of a hit or a miss. My experience shows that at least firepower has an important weight - increase the FP of a catapult and you will see much more hits against cities than with the original stats.
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Old June 6, 2002, 17:22   #7
Jaybe
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Quote:
... My experience shows that at least firepower has an important weight - ...
Hurricane, you were referring to Rate of Fire?
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Old June 10, 2002, 05:00   #8
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Yeah, whatever.
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Old June 10, 2002, 08:08   #9
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In addition, city walls add 8 (according to the editor) to the defense of units in the city. This (along with the 16 defense for structures and population) is why catapults and aircraft can't hurt anything.
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Old June 10, 2002, 08:29   #10
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If you are bombarding a city and you have the artillery-destroy-units thing off, if the units in the city are all at 1 HP, then the bombardments will either fail, or destroy improvements/population.
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