Playing Ottoman for the first time and I seem to have far less than 50% conversion of naval barbarians via barbary corsairs. The description merely says there is a 50% conversion rate however and doesn't specify what triggers this so I suspect I'm doing something wrong/
Civilization – Exactly how does Suleiman’s special work
civilization-5
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To directly answer the question, road maintenance is listed as "Tile Improvement Maintenance", when you mouse over your treasury/income in the top left. You can see a circled example in the screenshot below. As for the details:
Roads cost to maintain both inside and outside your borders
Because my conclusions are contrary to previous info we had about road maintenance in neutral territory... Pics Or It Didn't Happen!
Exibit 1: Prince Difficulty, some roads in, some out.
As you can see, I have 4 roads in my territory, and one outside, costing me a total of 5 maintenance. I have no other roads anywhere else. I wish I had taken a screenshot of the previous turn. The next time I find myself in this situation, I'll take a pair of screenshots and replace this single picture. Either way, remember you can always try it yourself to be sure. YaY Science!
Exibit 2: Settler Difficulty, all roads out.
Thanks to @DMA57361's questions, I checked a different difficulty and a different number of roads outside the borders, namely all of them. On Settler difficulty, building roads only outside of my borders, I still ended up with maintenance for the roads, so clearly they do cost.
Edited to account for difficulty, now that I've completed more extensive testing.
Roads cost the same to maintain in your own territory, and in neutral territory. How much varies by difficulty:
Road Maintenance /Road/Turn
Difficulty | Your Land | Neutral
-----------|-----------|--------
Settler | 0.34g | 0.34g
Chieftain | 0.50g | 0.50g
Warlord | 0.75g | 0.75g
Prince | 1.00g | 1.00g
5-7* | 1.00g | 1.00g
Deity | 1.00g | 1.00g
Road maintenance is only ever a whole number. In case of decimal remainder, always round down. For example, on Settler, 2 roads cost 0.68, which clearly got rounded down to 0.
To find each of these, I built roads either only inside, or only outside my borders at a time. This confirmed the same results for inside and out, but got me only close numbers. Then @Oak used his powers of XML scrying, and found the exact numbers for us.
Since so many difficulties are 1g, (and the ones that are not are the easier difficulties anyway,) and for our general happiness, I hereby declare "1g" an acceptable approximation for all further calculations relating to road maintenance. Hurray!
When next I can test, I'll re-test road's in another nation's borders, to clean up the next section! Same Bat-time. Same Bat-channel.
Roads DO NOT cost to maintain inside another nation's borders
Edit: This section is suspect until I complete further testing, since one road did not cause me maintenance. My mistake for not setting up a proper control. This still may be completely true, but I need to test on different difficulties and compare with similar numbers of roads in my borders and in neutral territory.
In the game these two pictures originated from, I had no roads, and built a road inside each another civilization's borders, and a city-state's borders. I can't verify that they were costing any gold to the land's owner (Rome's income was fluctuating quite a bit), but I can say for sure they were costing me nothing. This is likely what bwarner saw that caused the error.
There may be other effects that change which roads cost to maintain, but these seem to be the major ones. Anyone found anything not explained by these.
PS As with any screenshot heavy post, I do my best to crop/scale the images to reasonable sizes without losing the important parts, such as the circled text. They still end up crowding the page, for which I'm sorry.
Tedium comes from feelings that you're making a lot of decisions that don't really impact anything. So...
Minimize how many decisions you have to make:
(Of course, try to get rid of the decisions that don't matter, and keep the ones that do.)
- Automate! If you're bored with workers, set them to automate, and make them stop pestering you. There's also an auto-explore.
- Move your units where you really want them to go, not just this turns movement points.
- Fortify or dismiss unit when they're really not helping anymore. They stop asking for orders!
- Set build queue for cities. (thanks @Colen)
- Open the tech tree and tell it to research to something late in the tree. I think with shift or ctrl you can queue up techs as well.
- Puppet Cities - Rather than controlling every city yourself, take over a few, and leave them as puppets. They benefit your civilization, without costing your decision making time.
- City States - For that matter, don't take over city states if you don't have to. They'll help you just fine as they are, with the right convincing.
- Play on faster speeds - This minimizes the extra turns you make decisions for only units, often needlessly.
- Play on a smaller map - Getting places doesn't take a long, and there will be less cities/units overall.
- Play against less opponents - This is best accomplished as a consequence of playing on a smaller map, and the benefits are the same: less decisions to be made.
From my experience, quick games on average are just more fun, because even if the game is bad, its over quickly. Then you start a new game and have a chance to learn from mistakes all the sooner!
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Best Answer
When you get near a barbarian naval unit with your own unit the special ability works. If you are lucky then the barbarian naval unit is converted. If not nothing changes you can attack.