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#11201 | |
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Deity
Join Date: Apr 2003
Location: the Netherlands
Posts: 4,281
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Quote:
I also guess that all of this depends a bit on the room for expansion. If the 15 civilisations can expand decently, then the 3 will have too much room which cannot be used in the early game. This is likely to be true in the America vs Euroasia example, so therefore the American continent will have a slower start. Of course what I meant with Land = Power is that eventually the size of your land largely determines the amount of research points and hammers that your civilisation generates. That hammers and research points aren't all that is important is however also true.
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If in other sciences we should arrive at certainty without doubt and truth without error, it behooves us to place the foundations of knowledge in mathematics. |
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#11202 | |
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Emperor
Join Date: Apr 2007
Location: wish I knew
Posts: 1,632
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Quote:
When I have found 2 AIs on a land mass for instance they are too backwards to be a problem. Their longbowmen don't hold up well to my riflemen That's pretty typical with few exceptions.
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something clever and funny
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#11203 | ||||
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aka emperor
![]() Join Date: Apr 2004
Location: New Zealand
Posts: 6,344
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Quote:
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![]() Yeah, that's pretty typical in my single player games with the AI as well. 2-3 civs isolated on a land mass will tend to become considerably backward compared to the rest of the world as the game progresses. (And of course, this is even more pronounced when it's just 1 civ isolated by themselves.)
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Lord Parkin / emperor Read all about my adventures in the Realms Beyond Pitboss 4 game! All Leader Challenge games: ALC #26: Willem van Oranje/Dutch Sisiutil and Lord Parkin take on eight AI teams in a Multiplayer Team Game battle of wits! Member of: Team Innovia - Civ4 MTDG | Team Saturn - BTS MTDG | Team Sirius - BTS MTDG II Looking for Civilization III maps? Check out the Parkin Creations CFC Map Library. |
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#11204 |
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Chieftain
Join Date: Mar 2009
Posts: 4
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Help
Read this forum for years and downloaded many maps,mods etc.
However I recently downloaded the 2.7(I think) version of Rise Of Mankind, when played there was no interface? Then all of a sudden I lost my starting settler and warrior. They both turned into the invisible man, after a quick panic I uninstalled the new version. Now everytime I try and start any game my units are invisible, rendering the game unplayable. I'm a bit of an addict on Civ and would be gutted if the game is effectively dead on my Pc. Any help would be very helpful. Cheers. |
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#11205 | |
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Deity
Join Date: Apr 2003
Location: the Netherlands
Posts: 4,281
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Quote:
My first guess would be that you didn't fully uninstall the mod. But it's hard to guess what part still remains where. If you installed the mod in the customassets folder, then you could try renaming this folder into customassetsold and then restarting the game. The game will recreate a new empty customassets folder the way it was before you installed a mod there. Oh, and welcome to civfanatics! ![]()
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If in other sciences we should arrive at certainty without doubt and truth without error, it behooves us to place the foundations of knowledge in mathematics. |
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#11206 |
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Repair Guy
![]() ![]() Join Date: Dec 2005
Location: Baden-Württemberg, Germany
Posts: 13,175
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@oggylufc:
Welcome to CFC ![]() my first guess is that you toggled the bare map mode on - one of the buttons on top of the minimap (lower right hand corner) turns it off again
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#11207 |
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Chieftain
Join Date: Mar 2009
Posts: 4
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Thank you Roland. I will do just that.
Hope I can get it working again. Do you know if there is a way of clearing everything so it goes back to the original settings? Also if you lose the interface is there any way of getting it back with a key shortcut? |
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#11209 | |
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Deity
Join Date: Apr 2003
Location: the Netherlands
Posts: 4,281
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Quote:
If there are remnants of the mod remaining in your customassets folder then do as I said in my previous post: rename the customassets folder so that civ doesn't recognise it anymore. Civ will create a new empty customassets folder once you start a new game. Renaming the folder instead of deleting it has the advantage that it is reversible. If you are really sure that you don't want the contents of that folder anymore, then you can also delete it.
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If in other sciences we should arrive at certainty without doubt and truth without error, it behooves us to place the foundations of knowledge in mathematics. |
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#11210 |
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Chieftain
Join Date: Apr 2009
Posts: 36
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Just got the game, havent played Civ since CivII, so I am out dated.
It seems to me that my first city takes FOREVER to get from 1 to 2 population. I am generating a fair surplus (getting my first population working wheat with a farm), but the food bar takes forever to fill. By the time I get 3-4 cities they seem to grow from 1 to 2 really fast. Is there a reason for this? |
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#11211 |
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2011 Thunderfall Cup
Join Date: Jan 2006
Location: Bear Flag Republic
Posts: 3,593
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A city will not grow while it's building a Settler or Worker.
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And indeed there will be time to wonder, "Do I dare?" and, "Do I dare?". t.s.eliot |
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#11212 | |
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Deity
Join Date: Apr 2003
Location: the Netherlands
Posts: 4,281
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Quote:
= 1 ) when you're building these units. The food bar will not grow.
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If in other sciences we should arrive at certainty without doubt and truth without error, it behooves us to place the foundations of knowledge in mathematics. |
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#11213 | |
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Bureaucrat
Join Date: Jul 2007
Location: in a Gadda Da Vida
Posts: 1,523
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Quote:
Otherwise - if you are playing Marathon speed, cities grow slowly. A Granary will speed up growth and make Slavery-rushing a lot more economical, too. |
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#11214 |
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Chieftain
Join Date: Apr 2009
Posts: 36
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Ah! That makes so much sense. that would explain why I heard it is a good idea to wait until you are at pop 2 to build those units.
So at the start of the game what do you build in your first city then? A Warrior? Is it worth waiting til 3 population before making a settler/worker? Which do you build first, settler or worker? |
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#11215 |
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Deity
Join Date: May 2006
Location: Kingston, Ontario
Posts: 2,655
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One point of view, common but not universal, is that if you have a 3+ food tile within the first ring of the Fat Cross, you should start building a worker immediately. By the time you research an appropriate worker tech or two, the worker has lots to do that will make your city get better faster -- fast enough to make up for the turns of non-growth.
If I start with Fishing and seafood I often build a workboat first; the city grows while you build it and grows even faster when it improves the seafood tile. |
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#11216 | |
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Deity
Join Date: Apr 2003
Location: the Netherlands
Posts: 4,281
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Quote:
That being said, I often start with a worker or workboat because improved terrain is sooooo much better than unimproved terrain that it is very important to start improving terrain right away. Then I improve food resources to quickly grow my city to a size close to the happiness cap while building units or a barracks. Then I start building settlers (and some military units) in rapid succession. Note that it can be valuable to start building settlers earlier when there is a prime settling spot that is hotly contested. An unimproved size 1 capital will typically provide 4-5 hammers per turn for settler building, an unimproved size 2 capital will typically provide 5-6 hammers per turn for settler building, a fully improved size 5 capital will typically provide 15+ hammers per turn for settler building (food and hammers added together). With bronze working, workers can also chop forests to help produce stuff. A single worker who is constantly chopping forests adds about 5-7,5 hammers per turn to the city (on average, before or after mathematics). It's of course not a renewable resource of hammers so you will run out of forests sooner or later. However, it's often better to get these hammers earlier in the game instead of later.
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If in other sciences we should arrive at certainty without doubt and truth without error, it behooves us to place the foundations of knowledge in mathematics. |
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#11217 |
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Chieftain
Join Date: Apr 2009
Posts: 36
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Isnt it useful to have one of the city population working in the forest? If I clear cut my whole fat cross how would I get any production until I research something that lets me build workshops (is that the right one?)
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#11218 | |
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Emperor
Join Date: Apr 2007
Location: wish I knew
Posts: 1,632
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Quote:
Mining is an early tech that allows mines, obviously, on hills and on other tiles if copper, iron etc. is on the tile. They are great for early continued production.
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#11219 |
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Chieftain
Join Date: Apr 2009
Posts: 36
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Oh yeah, overlooked mines. My capital city on the game I am trying now just so happens to not have any hills in its fat cross. So, in that case (which I assume is unusual) I would need to keep some forests for early production?
Also, I remember reading that Jungle squares are bad and to clear them from your cities as fast as possible. I did that in my game (my home town was half covered with jungle) but I don't understand why that is so important. Is it just to get to the grassland tiles? EDIT: Also, what does the "Chieftain" title over to the left under my name mean? |
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#11220 |
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Emperor
Join Date: Apr 2007
Location: wish I knew
Posts: 1,632
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Jungle tiles increase unhealth in a city and reduce the tile by 1
.Watermills are another production possibility. They're not as early as mines though and really don't appeal to me until later techs increase the bonuses. If your city has no hills how about a great person farm or cottage the tiles? You can whip, slavery, for production.
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