Quick Answers / 'Newbie' Questions

Clownfish said:
This is a splendid thread, btw, stopping us newbies from polluting the rest of the forum with stupid questions. Thanx to all veterans, helping us!

Questions:
1. What's the point in having SEVERAL sources of one and the same resource if they are not available for citizens anyway? For example 3 rice, 2 iron etc. It seems to me that they don't increase health- and happiness-bonuses more than one per type of resource, anyway... The reason I ask is that automated workers will try to build farms on rice etc outside the city, even though I already have it...

You can trade it with the AI controlled nations for resources that you don't have. You can also trade it with the AI controlled nations for some money. It's almost always a bad idea to trade away the last instance of a resource. You also want to use the resource yourself.

Clownfish said:
2. Would you ever try to prevent a city from growing on purpose if you're running out of "good" tiles, or can you trust the law of nature to do that? I.e., if tiles are bad and workers on strike, the city will eventually stagnate or even starve so that populations adjusts itself to the number of good tiles. But ok, strike will give you less production and gold too, maybe that's the catch?

These are actually two questions. If the city has enough happiness and health to grow, but only bad tiles (mountains, desert, unimprovable tundra, ice), then the city AI will assign the new citizens as specialists. Specialists will add production, science or gold and produce Great Person points and are definately worth it.
If the next citizen will be an unhappy one, then I generally do one of two things:
-if using slavery, i'll poprush something. Using population (and thus food) as a production resource.
-i'll change the improvements that are used around a city or change the improvements with a worker so that the city produces less food but more production or commerce.
 
Sort of related to Clownfish's questions...

Are any resource effects cumulative? I am mainly wondering about health resources.

To my empire alone (excluding the idea of trading the extra resources away), and my cities have the necessary improvement to take advantage of the health bonus, is there an advantage to link up more than one rice, for example?
 
The only use of having more than one resource linked up is to trade it with another civilazation.

Or for redundancy in case one gets pillaged, I suppose.
 
How does healing work?
I know units heal slower in enemy land, and faster in domestic, but how about neutral?

Cheers
 
I got civil service but I don't see an option to irrigate my farms... How do I do it?
 
I believe that heal rate in neutral lands is halfway between domestic lands and enemy lands.

Edit -- the GlobalDefines XML lists
Enemy land heal rate as 5
Neutral land as 10
Domestic land as 15
In a city as 20
(no idea if this last one is affected by open border/ally city)

I don't know specifically how these modifiers work (that is, what they modify), but there's definitely a difference between healing just outside a city and doing it in a city.
 
Argoth said:
I got civil service but I don't see an option to irrigate my farms... How do I do it?

No need to do anything. They irrigate automatically.
 
sweetpete said:
How does healing work?
I know units heal slower in enemy land, and faster in domestic, but how about neutral?

Cheers

Check this post:

http://forums.civfanatics.com/showthread.php?t=157954&highlight=healing

To summarize:

Eligible units will heal:
5HP per turn in enemy territory,
10HP per turn in neutral territory (but not a city) Note: Neutral territory includes the territory of friendly civs but not allied civs.
15HP per turn in home/allied territory (but not a city) or in a city which is in resistance
20HP per turn in a city which is not in resistance
 
Argoth said:
I got civil service but I don't see an option to irrigate my farms... How do I do it?

Civil Service allows you to chain together farms from a fresh water resource.

Starting at the fresh water resource, you farm, move to next tile, farm, more to next tile, farm and so on.

Even though you can farm wheat, rice and corn without a fresh water resource, you cannot chain farms off of them.
 
I got civil service but I don't see an option to irrigate my farms... How do I do it?

Any farm that is adjacent to fresh water, or is part of a chain of farms, one of which is adjacent to fresh water, counts as irrigated. With the invention of biology all irrigated farms give 1 extra food. You don't build irrigation directly, you just make a farm irrigated by ensuring that it has access to fresh water, whether by being adjacent to it, or with a chain of farms.
 
Ahhh, I see. Thanks!
 
Total noobish question.... is there a way to display a health bar above a unit? I am sure the answer is obvious, but for the life of me I can't figure out how.
 
"Options" menu ~ i think it's a "grahical option"
 
Check in options (game or graphics, can't remember which immediately). One of them is to display health bars above units.
 
Ahh.. that makes sense. For whatever reason I was thinking it was a keyboard shortcut that I couldn't locate.

Thank you. :D
 
Gherald said:
I think all farms get that extra food, regardless of irrigation status.

incorrect, just went into the worldbuilder to verify
 
I think all farms get that extra food, regardless of irrigation status.

Nope, biology only gives an extra food to irrigated farms, that's why irrigation is important.
 
MrCynical said:
Nope, biology only gives an extra food to irrigated farms, that's why irrigation is important.
I am sure it does. Remember that per biology non-irrigated farms do not get any bonus food (if not on a grain resorce). Eg. Grassland no farm = 2 food, grassland with farm but no irrigation pre-biology = 2 food, with biology = 3 food, with irrigation + biology = 4 food.
 
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