Condensed tips for beginners?

I'm glad you're finding this thread useful! Sounds like you've set up a good empire with your city specialization -- a great habit to learn.

1. Researching techs - do I need to research every tech in the game? After founding Hinduism, I decided to leave many of the other religion based techs alone. Will there come a point where I have to research them (in order to evolve)? How long should I wait on a tech that obsoletes a wonder? Last night I chop rushed Stonehenge very early, so I waited forever on the calendar tech (in order to not obsolete the wonder. Did I need to do this? What impact will researching the obsoleting tech have?

Obsoleting Stonehenge will mean any new cities you capture or found will no longer get a free Obelisk. You'll also be unable to build Obelisks in any cities. Feel free to obsolete it when you have other means to produce culture in your cities and it sounds like you're already there if you have religions. The great people points you get from Stonehenge will continue to accumulate as well as the culture it produces. I'm not certain about any existing obelisks you already have because of Stonehenge.

You can do the same analysis for any obsoleting technology. Weigh the benefits against the negatives, considering alternative ways of getting the benefit.

2. Religions - what is the best way to maximize a founded religion? What buildings do I need? I founded Hinduism, built a temple and monastery in the founding city, have it as my state religion and spread it throughout my cities. I also used a GP to build the Hindu holy temple (???) in the founding city. Do I need a temple in every city? What else do I need to do to reap the benefits of religion?

There are certain wonders and civics (don't have my reference handy) that give you additional Science or Culture from religious buildings if you have that religion as your state religion. Be sure to build monastaries for your founded religions before they become obsolete by Scientific Method.

3. Specialized Cities - what resources are best utilized for a unit building city (hammers)? for a commerce city (cottages)? GP generator (food)? Do I need to add other resources to the specialized cities? For example: in a unit producing city, do I need food and commerce or should I maximize hammers (choosing a watermill +1H instead of a farm +1F)? What building are best for each type of city?

As usual, there is no always-correct-answer. The one thing all those cities require is sufficient food to work the desired tiles. For example, a city with 10 mined dessert hills (4:hammers: each) is sub-optimal without enough food to work all of them. In that example, you could also build workshops on any grassland tiles or watermills on rivers as long as you have enough food to still work all the mines. If not, farm the grasslands instead.

4. Stacking - is it better to make war with stacks or to surround your enemy? If I have 6 units attacking a city, should I stack them or should I occupy every tile around the city? Is there a way to group the units so they always move together?

Never put a single unit adjacent to an enemy city unless you want to sacrifice it to draw the enemy out in the open (heh, I've been known to bring along an extra worker or two with an invasion force just for that purpose). It's better to stack your force in combined arms teams; offensive foot soldiers, mobile units, and anti-counter-attack units (Pikemen, Gunships) for force protection. If you want to disrupt the enemy's road network or resources, then form smaller, combined-arms teams just for that purpose. For example, a Spearman/Axeman/Horse Archer team can pillage a resource and its road in two consecutive moves (HA pillages the resource on first turn as the stack moves onto the tile, and the road on the second turn as the stack leaves the tile). The team can survive in enemy territory but again, don't park them adjacent to a city.

5. Legendary cities - I need help in building my cities up to legendary. What is the basic plan to creating legendary cities - population count? specialists? great people? wonders? I noticed that in the same number of turns my civ with all 7 religions grew my three main cities much bigger in overall score than the three cities in last night's game where I focused more on building military units. Obviously there are other things I need to do to improve those cities scores.

It usually takes a combination of buildings (wonders), great artists, producing culture in your build queue and the culture slider. There are some good forumlas to follow in the Strategy Articles forum.

Thanks in advance for all your help.

You're welcome. That's why we read this thread!
 
Okay here's a question about queing up builds. In my last game i tried the trick of queing up military units, running builder oriented civics, and then changing to XP-generating civics before flushing them out. Got the inspiration to that from one of Sisituls ALC-threads which I find great and informative. The trick worked fine but not great because I couldn't figure out how to put more than one of the same type of unit in the que. For example, when i had one turn left on my swordmen I threw in a catapult, and after that tried to que up yet another swordman, just to find out that the computer wanted to continue to build the already qued up swordman. :( So I built a Swordman, catapult, spearman,skirmisher and a chariot in all my citys and was the forced to change civics and churn them out. Is there any way to come around this problem? I would just love to spew out a complete stack of promoted units right out of the gate. And a follow up question about this. How long can you keep a unit in que before it starts to loose hammers?
 
You can't queue two units of the same type. So you need to queue different units in one city, queuing those units you need more in multiple cities. This probably won't give you full warstack (depends on the number of cities you have), but it's a serious jumpstart at least.

I'm not sure how long the hammers last, but usually I can go for five units (this is around the maximum number of different types of units I would go for in any case) at least before detoriation.
 
What Elendal said. When I do this, I focus on building the best units for my purpose (usually taking cities), and then throw in others as needed. So I'll mainly build Macemn and Catapults, for example--my city-taking workhorses in the classical era--while my better production cities will manage a couple of extra stack protectors/conquered city garrisons (Pikeman, Crossbowman, War Elephant, Knight, Longbowman).

I believe at normal speed that hammers for queued items begin to deteriorate after 10 turns--I'm not at all sure of the rate of deterioration, though.
 
I have a question. How do you pump out an army fast in the early game? By that time, if i a lucky i have one city pumping out an axe every 3-4 turns (Normal Speed). All of my other cities either are too immature and/or don't have the production needed. I take about 8-10 axes with me (Prince level) which takes me about 40-50 turns. I am looking for somewhere around 20. Also i don't specialise cities that aren't in my first few so i always have one city which has the potential to crack out something every 3-4 turns. How is this compared to some of you guys or is this OK?
 
I have a question. How do you pump out an army fast in the early game? By that time, if i a lucky i have one city pumping out an axe every 3-4 turns (Normal Speed). All of my other cities either are too immature and/or don't have the production needed. I take about 8-10 axes with me (Prince level) which takes me about 40-50 turns. I am looking for somewhere around 20. Also i don't specialise cities that aren't in my first few so i always have one city which has the potential to crack out something every 3-4 turns. How is this compared to some of you guys or is this OK?

I go to war with 4 axes, then whip dry all cities for more.
If I see enemy reinforcing too much, I either sue for peace or fortify to let them suicide on me.
 
This week I played my first one-city challenge, which helped me understand some of the city management details because I had to pay attention. :) Anyway, my city had a great big cultural boundary, and there were all sorts of nifty resources outside the fat cross but within the cultural boundary.

So ... let me pick horses as an example. I saw the horses, improved it with a pasture, and added a road. Voile, I was able to build units using horses. Later I noticed the horses were outside the pasture, but I still had the ability to use them to build mounted units.

So were the horses outside the pasture because my city couldn't "work" the tile, since it was outside the fat cross? If that's the case, did I really need to improve the tile at all? Could I just've built a road to the horses? Or was it even good enough to just have the horses inside my cultural boundaries? (I didn't notice whether I was able to use the horses before I improved the tile.)

Likewise, does it do any good to, say, improve an "ordinary" tile with a farm or mine or windmill when it's outside the fat cross? What about if the tile has a nifty resource, like corn or uranium?

Thanks for any help!

Linda the Forgotten
 
This week I played my first one-city challenge, which helped me understand some of the city management details because I had to pay attention. :) Anyway, my city had a great big cultural boundary, and there were all sorts of nifty resources outside the fat cross but within the cultural boundary.

So ... let me pick horses as an example. I saw the horses, improved it with a pasture, and added a road. Voile, I was able to build units using horses. Later I noticed the horses were outside the pasture, but I still had the ability to use them to build mounted units.

So were the horses outside the pasture because my city couldn't "work" the tile, since it was outside the fat cross? If that's the case, did I really need to improve the tile at all? Could I just've built a road to the horses? Or was it even good enough to just have the horses inside my cultural boundaries? (I didn't notice whether I was able to use the horses before I improved the tile.)

Likewise, does it do any good to, say, improve an "ordinary" tile with a farm or mine or windmill when it's outside the fat cross? What about if the tile has a nifty resource, like corn or uranium?

Thanks for any help!

Linda the Forgotten
Resources outside a city's fat cross but within your cultural borders still provide their overall benefits to your civ, as you have discovered. However, you must still (a) improve the tile to make the resource available and (b) connect the tile to your trade network (road, railroad, or river). So yes, the pasture and the road to the horses were both required.

As for other tile improvements outside the fat cross on non-resource tiles, these are rarely a good idea. The exceptions are roads and, potentially, farms. Roads allow for fast unit movement and can save worker turns later if a "hidden" resource appears on the tile. Farms outside of the fat cross can be useful after Civil Service, if they provide irrigation to other tiles that are within the fat cross--especially if this allows you to avoid getting rid of other improvements inside the fat cross (such as a cottage).

More specifically, no, don't ever bother with a windmill, workshop, watermill, or lumbermill outside of the BFC. Mines, pastures, plantations, farms, and camps should only be implemented in order to gain access to a resource (or in the case of farms, as I said, to provide irrigation).
 
...
More specifically, no, don't ever bother with a windmill, workshop, watermill, or lumbermill outside of the BFC. Mines, pastures, plantations, farms, and camps should only be implemented in order to gain access to a resource (or in the case of farms, as I said, to provide irrigation).

I would say that the exception to this actually comes up when playing OCC. Since you only have one city and probably two workers, there is definitely some periods when they have improved everything and built roads/railroads on every square inside your culture. At that point I sometimes have them build cottages or something on open ground, so if I am attacked the enemy is distracted by pillaging and has to move into the open to do so. This happens automatically to some degree as your culture takes over squares that other civs have improved.
 
Hi Everyone,

Great info in these pages. I have a question about airports that I have not seen yet. I have airports in all my cities but when I try to transport units to one city it only allows one or two units to the recieving city. The cities are all on the same landmass. If there is no airport in the recieving city only one transport is allowed. Any info would be great.:confused:

Thanks
 
Hi Everyone,

Great info in these pages. I have a question about airports that I have not seen yet. I have airports in all my cities but when I try to transport units to one city it only allows one or two units to the recieving city. The cities are all on the same landmass. If there is no airport in the recieving city only one transport is allowed. Any info would be great.:confused:

Thanks
The way it's supposed to work (and has always worked for me) is that you can only airdrop one unit per turn from a city with an airport and only airdrop one unit per turn to a city with no airport. But you can airdrop as many units as you want to a city with an airport--they just have to all originate from different airport cities.
 
Thanks Sisiutil.. Another quick question--- is there a counter or away to attack the fighters protecting a city?? I like using the s. bombers for cities not on the coast but have not found away to attack the pesky fighters.
 
You can stack fighters of your own nearby and they'll have a small chance of intercepting an attempted interception (closest thing to air-superiority missions in Civ4) but the chances are small.

When the enemy has fighters, I just build more bombers. Try to stack a medic in the city in which your bombers are based to speed up their healing. I try never to attack with wounded bombers.
 
There are two different alliances that you can have in Civ 4. One is a defensive alliance that will cause you to declare war when your ally is attacked by somebody. The other is a permanent alliance that basically merges your two empires. This is the same for SP and MP.

How do you initiate a Permanent Alliance?

The last game I played I was Friendly with Roosevelt and had that Defensive Pact or whatever - but I could never find out how to set up a 'PA' with him...

I looked uner Trade section, the Lets discuss something else section, everything - and in the manual - it doesn't say "how" to do it - just says what it is...

Any help??
 
If you want to negotiate a permanent alliance via diplomacy, you need to tick permanent alliances before you start the game, and you need to research fascism.

When you sau you need to 'tick' that - is that something under options? I have never seen an option for it as I start a new game anywhere - and to do it - I assume the other guy you want to have a PA with needs to have all the same things researched as you do - and will it then show up under the trade section of speaking to their leader?
 
I like to play on Islands (I'm a builder at heart!!:) ) but was wondering, is it possible to spread religions with out missionarys? Like you can on roads, if you are connected with another civ. Also can someone tell me how to take screenshots and post saves files here please? (Isn't there also a function to make the world builder work properly?) Thanks in advace.
 
I like to play on Islands (I'm a builder at heart!!:) ) but was wondering, is it possible to spread religions with out missionarys? Like you can on roads, if you are connected with another civ. Also can someone tell me how to take screenshots and post saves files here please? (Isn't there also a function to make the world builder work properly?) Thanks in advace.
1. Religions spread at random along trade routes, which includes coastlines (with Sailing) and across oceans (with Astronomy).

2. Press PrintScreen within the game. The screenshots are saved to a folder of the same name under the My Games sub-folder in My Documents. To post them you need to use an image-hosting site such as PhotoBucket or ImageShack.

3. To attach a saved game file to a post, use the Manage Attachments button in the messaged editing web page (near the bottom).

4. What is your exact problem with World Builder?
 
Thanks for the help! There is no real problem with W/B but I read somewhere here that there is a config file:

; Move along
CheatCode = 0

And if you change the 0 to a 'password' (I'm not sure what it is) it improves the W/B or something?????
 
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