Quick Answers / 'Newbie' Questions

What trigers civs to stop trading techs with you because "We fear you are becoming too advanced"?
 
There is an undocumented limit on the total number of tech for tech trades you can make in a game. The limit varies depending on map size, number of other civs, the personality of a the leader you are trading with, and your relations with them. Once you've exceeded this limit they will refuse to trade on the grounds that "We fear you becoming too advanced" regardless of your relative tech level to them.

Different leaders will tolerate a different number of tech trades. Frederick for instance will stop trading tech after quite a small number of trades (the number of trades is counted as a total for your trading with all civs, not per civ, but some civs tolerate a higher number of trades than others). Mansa Musa on the other hand is very tolerant. Once you get this message from a leader you can sometimes coax out a couple more trades by improving relations, but not many before they stop trading you tech permanently.
 
designed to counter-act the "0% sci, buy all techs" epidemic in Civ3, which some developers and testers thought this amounted to a cheat
 
I concur with everything that MeCynical said in the above post. I believe that after some time, some nations will start trading with you again. At least, that is what I've observed in my games.
 
MrCynical said:
There is an undocumented limit on the total number of tech for tech trades you can make in a game. The limit varies depending on map size, number of other civs, the personality of a the leader you are trading with, and your relations with them. Once you've exceeded this limit they will refuse to trade on the grounds that "We fear you becoming too advanced" regardless of your relative tech level to them.

Different leaders will tolerate a different number of tech trades. Frederick for instance will stop trading tech after quite a small number of trades (the number of trades is counted as a total for your trading with all civs, not per civ, but some civs tolerate a higher number of trades than others). Mansa Musa on the other hand is very tolerant. Once you get this message from a leader you can sometimes coax out a couple more trades by improving relations, but not many before they stop trading you tech permanently.
I think there is more to it than that. In may last game I did not cantact Hatty untill all the other civs had been WFYABTA me for ages, and I could trade a load more techs to her. I wonder if it only starts counting from when they contact you?

Also, after I had got Hatty WFYABTA I declared war on her, went from pleased to causious, and she started trading with me again (after I took 90% of her empire, and then made peace, not in the peace negotiations). I wonder if it depends on how desperatly they need techs?
 
Hello Folks.

I have several questions which I sure could use some help with...

1. Supposing that you have all of the raw resources in the grounds around your Civ, what is the path for:

a) Economic Development (building wealth)
b) Technology Development
c) Great Person Development
d) Wonder Development
e) Cultural Development

I will guess the "It depends..." will be the answer to all of these...But please simply pick a path.

2. How does the game determine how many turns an item needs before being built;is it by how many workers you have, and how much wealth you have in the bank? In other words, by me having a large sum of money in my bank helps massively speed up the production of the item?

3. Oil well broken: I had six Mark V tanks, when my oil well was broken by the enemy, I only had one tank. The other six vanished, even though they were no where near the enemy (who only had very simple units anyway). When I brought back up the oil well, I still only had that one tank. I thought the other five were going to magically reappear, but they didn't. What happened? If oil made them disappear, why didn't all of them disapper? Why didn't they all "show up" when the oil was restored?

Any help would be appreciated, even if there are different threads I can be lead to that answer these questions.

Regards,

John:)
 
JohnYoga said:
Hello Folks.
I will guess the "It depends..." will be the answer to all of these...But please simply pick a path.
a. Build lots of cottages
b. Build even more cottages
c. Maximize your growth untill you're at your limit, then put all your excess food (ie excess citizens) as specialists
d. Hunt for Stone or Marble and connect them. Then build while chopping trees for speeding things up in a high production city
e. Build an obelisk? :confused:

Just some overgeneralized guidelines :rolleyes:

2. How does the game determine how many turns an item needs before being built;is it by how many workers you have, and how much wealth you have in the bank? In other words, by me having a large sum of money in my bank helps massively speed up the production of the item?
Each buiding/unit has a cost in hammers (say 30 hammers). If your city produces 1 hammer/turn, it will take 30 turns. If it produces 2 hammers a turn it will take 15 turns, etc etc.
 
1) It depends!:goodjob: Seriously, that's a lot of info you're asking for, and it really does make a difference what game type, victory conditions, etc., are involved. Besides, you'll never have access to EVERYTHING right off the start, and cannot assume that you will have all of them. (That is, unless you use the WB to give yourself a massave advantage. But then, why would you need strategy?)

2) Production is based on the total number of hammers from tiles worked by your citizens in your cities. Some wonders are produced faster if you've got a certain resource linked to that city (eg. build Pyramids faster if you've got Stone).
The number of workers doesn't matter. Money in the bank doesn't affect production rate, UNLESS you're running Universal Sufferage and plan to rush-buy whatever you're producing. More money means it's easier to rush-buy.

3) Sounds like a glitch to me. The disappearing units should not have happened. Do you have a save game from just before the event?
 
Units can be disbanded if you have very many and no money to support them. But you should hear a very nasty shrieking sound if this happens...

Other than that, I cannot think of any reason why they would "disappear" short of being killed in combat.
 
Thanks for the fast responses...

Then what good is all of the money I had been accumulating? OK, I see the Universal Sufferage mentioned, but is that civic, and only during it's use,the heap of money doing me any good? BTW, I have my beaker slider at 100%. I don't know what rush-build means. Is that a knob inside the city maintenance window that I can turn on or something?

Hammers for building stuff, got it...

Thanks again. With your help, it makes me enjoy the game more. I also explain this to my family members who MP with me...

John
 
Remember that there are two (not counting useing a Great Enginner) methods of hurrying, first buying, or second, whipping (enabled by the civic slavery), which costs population. I'll see if I can get a screenshot of where the buttons are for hurrying when I get home, but the game will tell you how much money/pop it will cost to hurry.

As for uses for money, although it is useless for the beginning to the game, except for running deficits, it will enable to you to buy maps and techs with the appropriate techs, so it definitly has its uses, just not as much of a time as was in civ3.
 
@John Yoga:

1)Far too complex to answer in any single post, or even thread. I can't see anyone being able to give a concise answer for this as it covers most of the game. Try the strategy articles forum, there are dozens of lengthy threads on the subject.

2)I think hammers have been fairly well explained. Rush buying allows you to spend gold to complete a city's current production immediately, but it is generally expensive. It can only be done when you are running in Universal Sufferage, and have enough gold to complete the production. The button for rush build is at the bottom of the city screen in the same panel as the city governor controls, but it will only be lit if you are currently capable of rushing the city's production, otherwise it will be greyed out. Production can also be rushed in a similar fashion using population if you are using slavery, though it generates unhappiness.

3)There is a bug which sometimes appears in the later stages of the game where unit icons are not shown in cities. It's possible your tanks are still there in the city, but the icons are still not being displayed. You can get round this by selecting the unit graphic on the map and then moving the units one at a time from there, and that usually causes the unit icons to reappear next time the unit enters a city. I don't know if this accounts for what you saw, but it's my best guess. I doubt it had anything to do with the loss of the oil, since this does not affect existing units.
 
Ok simple question:
What determin how much a trade route is worth?
I know foreign trade routes are worth more then domestic, and sertain wonders can also inpact this. But im talking the value of raw trade routes with no bonus. In the beginning foreing are 2 comerce and domesic are 1 comerse but how does this developes? I've had on with the worth of 14 comerse...
 
Trade route income depend on the size of the two cities, and the distance between them, obviously increasing with both, though I don't know the exact formula. Cities below size 7 have a massive penalty so they rarely make more than 1 or 2 commerce per turn. Foreign trade routes automatically give 2.4 times more commerce than domestic ones (rounded down). Harbours give +50% to the income of your trade routes. No wonders or any of the other city improvements affect the income of your trade routes, though some may give additional trade routes.
 
Well there is no full civil disorder as in Civ 3, any excess unhappy people simply refuse to work, so they form a dead weight on the city. They drain two food per turn and give nothing, so they will rapidly cause a city to stagnate, but further growth into unhappiness is usually pointless anyway. They also fairly obviously prevent "We love the whatever days". Beyond that there is no other penalty, and the city will continue to function normally.
 
I let him do automated exploring instead of controlling him. Now I want him to go somewhere but he just keeps auto-exploring. I click on him and try everything... please tell me the trick.
 
Sayyid said:
I let him do automated exploring instead of controlling him. Now I want him to go somewhere but he just keeps auto-exploring. I click on him and try everything... please tell me the trick.

Nevermind, i figured it out.
 
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...

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?
 
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