How to go about things in game?

Right, you chopped a forest on that turn (26 hammers from chopping).
 
What is meant by overflow and what is meant by previous build??

So chopping down forests add more hammer to the pool and that is a permanent earning is that it?

Why I'm having 1 less base hammer than the previous one.
 
Overflow is hammers left over from the previous build (if you only needed 1 hammer to finish the build last turn but were getting 3 hammers you have an overflow of 2 next build).

Chopping down a forest is a one-off boost to production (depends on game speed how much production you get, and distance from the city too. Mathematics gives you a 50% bonus to chop production).
 
Chopping down a forest is a one-off boost to production (depends on game speed how much production you get, and distance from the city too. Mathematics gives you a 50% bonus to chop production).
Sound and clear, I completely understand it.


Overflow is hammers left over from the previous build (if you only needed 1 hammer to finish the build last turn but were getting 3 hammers you have an overflow of 2 next build).
Sorry, I still do not get it:rolleyes::sad:
 
Say you needed 1 hammer to finish the build the turn before, but you generate 3 production.

*Maths bit*

3 - 1 = 2 hammers overflow for the next build

;)
 
Say you needed 1 hammer to finish the build the turn before, but you generate 3 production.

*Maths bit*

3 - 1 = 2 hammers overflow for the next build

;)

Let me get this right, while something was being built, a research or a civic change happened, resulting in boosting the production speed, thus making 2 hammers in surplus. Alright I can settle for that now.

One question: for tiles outside the city radius, how do I get those hammers added to my production bar?
 
Let me get this right, while something was being built, a research or a civic change happened, resulting in boosting the production speed, thus making 2 hammers in surplus. Alright I can settle for that now.
No, say the last building you made cost 70 hammers, and you had 8 hammers per turn. After 8 turns, you would've used 64 of those 70 hammers you needed. The next turn, 8 more hammers would go into that 64 hammers, making 72. However, you only needed 70 hammers to finish it, so the extra two get used in the next thing you build.

One question: for tiles outside the city radius, how do I get those hammers added to my production bar?
You can't. Hammers can only be used in the tiles inside of the city radius.
 
No, say the last building you made cost 70 hammers, and you had 8 hammers per turn. After 8 turns, you would've used 64 of those 70 hammers you needed. The next turn, 8 more hammers would go into that 64 hammers, making 72. However, you only needed 70 hammers to finish it, so the extra two get used in the next thing you build.
Thanks I get it now.:)


You can't. Hammers can only be used in the tiles inside of the city radius.
So in other words, I should not have developed that tile or those tiles that are outside the big fat cross, do I understand you correctly?
 
Yeah, there are only 3 cases when you would improve a tile not within a city radius:

1) You improve a resource to gain access to it (resources don't need to be worked to provide the resource). You can use the correct improvement for this or you can build a fort in BtS.

2) You intend to build a city there later and you have workers available to build the improvements (i.e. they have improved the current land enough)

3) Sometimes when the AI invades it pillages things along the way, so it can be a (pretty bad) way to slow down an invasion slightly.
 
Thanks ParadigmShifter, they all make perfect sense to me.:)

I feel like I'm picking up things now, combined reading of manual and this forum makes thing moving forward. I like this discovery process of learning. Despite I'm not at all playing each game, but trying to learn from each, this experience is good.

Now that hammer are for production, meaning producing units and speed up building buildings or more importantly, a troop. Now boosting production requires building cottages, that's all very clear now.

What about farms for food? How do I know how many farms I need for a city of 21 tiles (i.e. the city radius)? Do I need to get the maximum population point which I believe is 20? Does a high population city helps boosting production?
 
Nope building cottages boosts commerce which can be converted into science, gold, culture or espionage through the sliders. A town (fully matured cottage) does give +1 production under Universal Suffrage though.

There is no population limit. Obviously you can only work 20 tiles with citizens (city tile is always worked "for free"). Any extra can be turned into specialists or just a citizen specialist (+1 production).

Each population point needs 2 food per turn (3 food for each unhealthy citizen).

There is no reason to work all 20 tiles though. Sometimes it's good to have a load of food and work specialists with the food surplus instead (Great Person farm).
 
A city generating a lot of great person points.

Each specialist (except a citizen specialist) generates 3 GPPs (Great Person Points) per turn. Settled super specialists don't generate any though.
Most world wonders generate 2 GPPs per turn.
Most national wonders generate 1 GPP per turn.

Philosophical adds +100% to the rate.
Pacifism adds +100% to cities with your state religion
Heroic Epic adds +100% to the city that builds it
Parthenon adds +50%
Forum adds +25% (Roman unique building)
Golden Age adds +100% (BtS only)

A Great Person Farm is a city that generates a large number of great person points, usually through running lots of specialists.
 
A city generating a lot of great person points.

Each specialist (except a citizen specialist) generates 3 GPPs (Great Person Points) per turn. Settled super specialists don't generate any though.
Most world wonders generate 2 GPPs per turn.
Most national wonders generate 1 GPP per turn.

Philosophical adds +100% to the rate.
Pacifism adds +100% to cities with your state religion
Heroic Epic adds +100% to the city that builds it
Parthenon adds +50%
Forum adds +25% (Roman unique building)
Golden Age adds +100% (BtS only)

A Great Person Farm is a city that generates a large number of great person points, usually through running lots of specialists.

?What purpose(s) does a GPF serve then>
 
It produces a lot of Great People, which are very powerful. You're probably best looking for other threads or reading the manual for details about that because there are a lot of uses for them.
 
Paradigm

I ventured another game now, trying to make a production city for troops and another city. But I ran into a bit of trouble, St. Petersburg was suggested by th game and I took the tile to settle down. Disaster is that there are only a few tiles (in fact nearly none) within the Big Fat Cross have the "farm" icon enabled for building farms. I guess that's why the population point is so low. As you can see, there are many cottages instead which were the only choices I got then.

Question is, under this terrain situation, what is to be done to provide more food for the city to be developed? Thanks!!

civ4screenshot0012.jpg



Tk1
 
Get rid of the cottages.

After civil service use chain irrigation to spread irrigation to the green tiles.

That's a pretty poor site for a city though there isn't enough surplus food.
 
That's a horrible city site. The city itself is on top of the stone, so you don't get the full value of the bonus. You have only one food resource, which is a Cow, not much help. With all those plains, that city can't grow unless you farm all the plains. Farming plains gets you one hammer per tile worked-ghastly?

Also, you have a farm two tiles to the southeast. The only grasslands farm, and it's out of the BFC. You can't work either floodplain. I think the city should have been 2S. You'd lose the cow, but gain some riverside tiles and 2 floodplains. You have a lot of improvements being build outside of the BFC.

Although flood plains give unhealthiness, it's usually worth it for the extra food.
 
I would have probably put it 1 SW on top of the plains hill - extra defense vs. the nearby AI and it would have 3 riverside tiles, including a desert floodplain, in its BFC and still get the cows. This site (either where it is or my position) is never going to be a particularly high production city - maybe slightly above average, but probably not. Once you get to Biology your city could be an OK location (biology gives +1 food production to all farms, so a farmed plains tile gives 3 food and 1 production then), but it will have serious food issues until then, even with the irrigation spreading farms do once you get Bureaucracy.

On the other hand, I'd be expanding hard to the north-east by this point. The land is better and Justinian is already headed that way.

Right after that courthouse is done in Rome (which was a bit of a waste to build in your capital at this point, but since it is 1 turn from completion it would be a huge waste to not finish it now) I would suggest having Rome build something like archer (probably completed before it gets switched to longbow)-settler-longbow-settler and go colonize two good spots to the north-eastish (perhaps the first on the coast not too far from Moscow, another positioned for best claiming of resources with less regard for distance). You might want to follow that with a pair of axemen to send to those new cities for more protection, too.
 
Looks like it's a Great Plains map. I wouldn't recommend that map for beginners. I'd stick to continents or fractal or terra or pangaea while you are getting to grips with the game.

If you want to go mad with cottages and loads of food Rainforest is good once you get Iron Working to chop jungles.
 
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