can someone explain to me what i am even doing please

deceptiverain

Chieftain
Joined
Jul 15, 2012
Messages
7
i use to play civ 4 just got it on steam again along with civ 5 and planning on god and kings. but i have never had any clue what i am truly doing so faqs and guides just dont help me because im confused at what i am even doing to begin with.

so can someon explain to me what im doing possibly go more indepth with what buildings and everthing do but im sure i can get that from guides once i have a idea of what it is and how the game works.
 
EDIT: Silly me, first things first! Welcome to CFC! :band:

Could you narrow it down a bit, tell us what you need help with first? There's waaaaaaay too much to Civ4 to try to explain in one shot, especially if the guides aren't helping. You need help with establishing your first city? Or not getting run over by barbarians? Or getting your empire off the ground?

MORE EDITS: I know you said guides don't help you, but on the chance that you've been reading the wrong ones, lemme steer you towards a couple anyway. I'd start with Sullla's Civ4 Walkthrough- lot of good info for anyone who's never seen the game. Once you've got a few basics down, check out Sisiutil's Strategy Guide for Beginners. Also, I learned a lot from the demo, even though the game had been out for two years when I stumbled across it. Sorry, not sure of a good place to download the demo, but I'm sure it's still floating around. And then once you got your feet wet, ask dozens of n00b questions in this thread as soon as you think of them. Happy civving.
 
hai :)

ya i realized it was very very vague after reading it sorry about that try and clear it up the best i can

the thing ive always had trouble with is i have no clue what im actually doing when building things basically not even the basics outside of it says i need something so i build something. and i dont mean on what they do i mean just even understanding WTH im doing in the first place hope this helps somewhat atleast
 
Are you still in the early game? I guess if you need brief descriptions of what some of the important early buildings are, I can help there, if that's what you're asking.
 
these guids are helping they actually describe why im doing something try some of the things it says and then get back to this
 
The basic strategy for winning at Civ is to research towards a technology, an DO SOMETHING with that technology.

For example: You started with corn nearby. Research Agriculture, and build Farms.
For example: You have a unique unit that uses Copper. Research Mining and Bronze Working, then build an army!
*note* You don't need to have a unique unit that requires Copper to pull this off.

Using the strategy of "Research towards a tech, and DO SOMETHING with that tech" you can develop a foundation of which to learn other strategies.
 
The first thing to do is just look at what resources you have nearby. Cow/Pig? Research animal husbandry while you are building a worker, and then improve the resources. Corn/rice/wheat? Agriculture.

Are there lots of riverside tiles? Research pottery so you can start building cottages on the riverside tiles where they get a bonus. Go into your city screen and make sure these tiles are actually being worked.
 
Surely the tutorial is still in the game?
 
Sounds to me like you're struggling with what to build in your cities, and dealing with that by just building what the computer recommends. Sorry if that's not right, and also if what folllows is too simple. But playing as you seem to be leads to nothing except frustration because you're not in control and your civ isn't going anywhere.

Basically (and I'm glossing over other stuff here like great people and, if you've got BTS, espionage), all cities have four outputs:
Hammers:hammers: which you use to build units, or, well, buildings - the more hammers a city has, the quicker it gets the job done
Gold:gold: which goes towards paying for the upkeep of your empire and can also be used for trading with other civs, upgrading units and so on. A city that generates more gold covers its costs more easily and contributes more to your treasury (top left of the main screen)
Culture:culture: which expands your city's and your civ's borders - the more culture a city generates, the quicker its borders will expand, and the more likely it is to resist cultural pressure from neighbouring civs
Research:science: how much the city contributes to researching new technologies.

Underlying all of these are three features of every city:
Food:food: all healthy citizens need 2 food per turn. Any surplus goes into city growth, and when there's enough surplus, the city grows by one population point and its citizens can work one more tile. So the more food a city accumulates, the faster it will grow.
Health:health: how healthy your citizens are. There's a limit to how big a city can be before it becomes unhealthy. Unhealthy citizens consume extra food and so slow down city growth.
Happiness:) how happy your citizens are. Again there's a limit based on city size. But unhappy citizens are worse than unhealthy ones because they don't work at all.

If you've got all that... Most buildings affect either the outputs of a city or its underlying features. So for instance a market increases gold output (and happiness if you have access to fur, ivory, silk or whale resources), a library increases culture and research, a temple increases culture and happiness, a forge increases hammers (and happiness if you have gold, silver or gems), a granary increases food growth and an aqueduct increases health.

And that should help you decide what to build. The trick is to maximise each city's outputs while also managing its growth / health / happiness effectively. So a city which is nearing the maximum size it can be before it becomes unhealthy or unhappy could maybe do with buildings which increase health or happiness and allow it to carry on growing. OTOH there's no point in building an aqueduct in a city which is comfortably healthy, or a theatre in one which is happy.

Mximising output depends on the land around the city which its citizens are working. A city which is working a lot of production tiles like mines could use a forge which increases those hammers by 25%. One that's generating a lot of gold could similarly use a market. OTOH there's no point in building a forge or a market in cities which don't have a lot of hammers or gold: 25% of not much is even less.

So stuffing cities with whatever buildings are available isn't a good play, despite what the computer recommends. There are actually very few buildings which all cities need. Most players would agree that all need a granary, and maybe a courthouse (which reduces maintenance costs). Beyond that it depends on the particular features of each city and its surrounding area, as above. And above all, don't forget to build units. If there are no buildings that would directly benefit a city, then build military units, workers or settlers instead. Once you research certain techs, you can also 'build' wealth, research or culture directly (by converting your hammers into each of them). Those are often better choices than another building.

Overall, there are no easy or fixed answers. It's all about choices and tradeoffs, and about making those based on the situation you're in. But if you understand the basics for making those choices, you'll go a long way, and learn more complicated strategies more easily.
 
Sounds to me like you're struggling with what to build in your cities, and dealing with that by just building what the computer recommends. Sorry if that's not right, and also if what folllows is too simple. But playing as you seem to be leads to nothing except frustration because you're not in control and your civ isn't going anywhere.

Basically (and I'm glossing over other stuff here like great people and, if you've got BTS, espionage), all cities have four outputs:
Hammers:hammers: which you use to build units, or, well, buildings - the more hammers a city has, the quicker it gets the job done
Gold:gold: which goes towards paying for the upkeep of your empire and can also be used for trading with other civs, upgrading units and so on. A city that generates more gold covers its costs more easily and contributes more to your treasury (top left of the main screen)
Culture:culture: which expands your city's and your civ's borders - the more culture a city generates, the quicker its borders will expand, and the more likely it is to resist cultural pressure from neighbouring civs
Research:science: how much the city contributes to researching new technologies.

Underlying all of these are three features of every city:
Food:food: all healthy citizens need 2 food per turn. Any surplus goes into city growth, and when there's enough surplus, the city grows by one population point and its citizens can work one more tile. So the more food a city accumulates, the faster it will grow.
Health:health: how healthy your citizens are. There's a limit to how big a city can be before it becomes unhealthy. Unhealthy citizens consume extra food and so slow down city growth.
Happiness:) how happy your citizens are. Again there's a limit based on city size. But unhappy citizens are worse than unhealthy ones because they don't work at all.

If you've got all that... Most buildings affect either the outputs of a city or its underlying features. So for instance a market increases gold output (and happiness if you have access to fur, ivory, silk or whale resources), a library increases culture and research, a temple increases culture and happiness, a forge increases hammers (and happiness if you have gold, silver or gems), a granary increases food growth and an aqueduct increases health.

And that should help you decide what to build. The trick is to maximise each city's outputs while also managing its growth / health / happiness effectively. So a city which is nearing the maximum size it can be before it becomes unhealthy or unhappy could maybe do with buildings which increase health or happiness and allow it to carry on growing. OTOH there's no point in building an aqueduct in a city which is comfortably healthy, or a theatre in one which is happy.

Mximising output depends on the land around the city which its citizens are working. A city which is working a lot of production tiles like mines could use a forge which increases those hammers by 25%. One that's generating a lot of gold could similarly use a market. OTOH there's no point in building a forge or a market in cities which don't have a lot of hammers or gold: 25% of not much is even less.

So stuffing cities with whatever buildings are available isn't a good play, despite what the computer recommends. There are actually very few buildings which all cities need. Most players would agree that all need a granary, and maybe a courthouse (which reduces maintenance costs). Beyond that it depends on the particular features of each city and its surrounding area, as above. And above all, don't forget to build units. If there are no buildings that would directly benefit a city, then build military units, workers or settlers instead. Once you research certain techs, you can also 'build' wealth, research or culture directly (by converting your hammers into each of them). Those are often better choices than another building.

Overall, there are no easy or fixed answers. It's all about choices and tradeoffs, and about making those based on the situation you're in. But if you understand the basics for making those choices, you'll go a long way, and learn more complicated strategies more easily.

ya the guides TheMulattoMaker have helped me and i belive ive found my problem was i had no clue what i was doing in what i was building in the fields and always figured having a diverse town was better turns out i was compleyt wrong and need to focus each towns fields towards one resource
 
ya the guides TheMulattoMaker have helped me and i belive ive found my problem was i had no clue what i was doing in what i was building in the fields and always figured having a diverse town was better turns out i was compleyt wrong and need to focus each towns fields towards one resource

One big exception to this rule of thumb is the idea of having what they call a "bureaucracy monster" capital. Basically, bureaucracy gives your capital +50% of both commerce and hammers, so if you can build up your capital to be strong in both areas you will have a super city that will be an engine driving your civ for the rest of the game from civil service onward.

This isn't always going to work out, but it does work out naturally that way maybe 50% of the time because your initial BFC, the place where your settler starts, is usually an excellent location for a city. If it doesn't work out that way naturally, you can always improvise and build a palace in one of your other cities that has the right characteristics (basically, a lot of food + something that gives you strong commerce-- usually cottages). Bureaucracy is so strong that it almost always pays to try to take advantage of it somehow if you can.
 
ya the guides TheMulattoMaker have helped me and i belive ive found my problem was i had no clue what i was doing in what i was building in the fields and always figured having a diverse town was better turns out i was compleyt wrong and need to focus each towns fields towards one resource

I think you are looking at strategy well beyond the level of your current difficulties. That sort of specialisation brings advantages, but it does also bring its own problems (like trying to build universities for Oxford in cities without any hammers). A reasonably diverse city with a mix of farms, mines, and cottages (early on, when no other structures are available) is probably more useful in novice play.
 
I think you are looking at strategy well beyond the level of your current difficulties. That sort of specialisation brings advantages, but it does also bring its own problems (like trying to build universities for Oxford in cities without any hammers). A reasonably diverse city with a mix of farms, mines, and cottages (early on, when no other structures are available) is probably more useful in novice play.
i get what your saying but when i mean i was not buidling right im talking about i was building whatever was fastest and really really really bad at building on resources land etc. and yes i do tend to overstrategize things >.>
 
thanks for the help everyone.

my problem was indeed not knowing how to build a infrastructure worth a dam and am now in a match 2 hours in with a pretty well built civ.

now to just learn how to play good
 
Welcome to the dark side :mwaha:

Your life, such as it was, is over... for you have embraced the Civ. Prepare for long, sleepless nights of "one more turn".

:goodjob:

As far as learning strategies, that comes with playing- finding out what works and what doesn't. Abuse the heck out of that newbie questions thread, I did.
 
Welcome to the dark side :mwaha:

Your life, such as it was, is over... for you have embraced the Civ. Prepare for long, sleepless nights of "one more turn".

:goodjob:

As far as learning strategies, that comes with playing- finding out what works and what doesn't. Abuse the heck out of that newbie questions thread, I did.

ive already been there all those long cold nights........ totally worth it
 
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