Little questions & answers thread

Yeah, you can't melee attack units that are embarked, but you can ranged attack them. They can however melee attack you with a penalty.
It actually makes sense as abstraction. I think there was somewhere here that there are units with 1 range ranged attack. Those units can attack others in "middle of river". But full melee units have to wait until they are on shore attacking you.
 
Something I'm still unsure on is do you get yields from all tiles in your settlement? Or do they need to be worked? I'm confused by why the yields on worked and unworked tiles of the same type seem to both increase with the addition of warehouse buildings and stuff.
 
Something I'm still unsure on is do you get yields from all tiles in your settlement? Or do they need to be worked? I'm confused by why the yields on worked and unworked tiles of the same type seem to both increase with the addition of warehouse buildings and stuff.
No. Yes.
You only get the yield of the worked tiles, which are the ones with an improvement = rural district.
The unimproved tiles show the yield you would receive (warehouse bonus included) if they were improved, thus the same yields as the actual improved ones("what you see is what you get" - or would get).
There should be an thin green outline around the improved tiles when in settlement view.
 
No. Yes.
You only get the yield of the worked tiles, which are the ones with an improvement = rural district.
The unimproved tiles show the yield you would receive (warehouse bonus included) if they were improved, thus the same yields as the actual improved ones("what you see is what you get" - or would get).
There should be an thin green outline around the improved tiles when in settlement view.
Very confusing, wish it distinguished between worked and unworked yields on the grid somehow. Ofc it says the totals in the settlement's tab but I'd rather be able to see what I am getting rather than what I am + could be getting :P
 
Civ 4 has the yields bigger and less transparent when worked. I believe there is a mod already that does that or has it as planned.
 
Last edited:
Sorry if it's already been asked, but is there a way to buy, for example, science buildings in a town? I've just finished the exploration age, but I could only buy some basic buildings like Granary, Fishing Quay, Temple, etc. Most of them were unavailable to purchase.
 
Sorry if it's already been asked, but is there a way to buy, for example, science buildings in a town? I've just finished the exploration age, but I could only buy some basic buildings like Granary, Fishing Quay, Temple, etc. Most of them were unavailable to purchase.
Only Augustus can buy culture buildings iirc.
 
Has anyone discovered what happens if you have a Dark Age on all paths? During one of the preview streams it was hinted that something unique would happen.
 
Does forming a quarter give +1 science and +1 culture? When placing my granary/brickyard/monument/whatever, there is often an option that gives me +1 sci and +1 culture. It seems to always be a tile with another building already occupying it, if I am correct.
 
When I make a gold purchase in a town, I see the population of the town go up, but I don't get to assign the population to a new tile. Is this a bug, or am I misunderstanding the mechanic?
Buildings are part of “population” but only population from growth events (ie food bins) counts towards specialists/rural tiles
 
So I just discovered monk mounds as Tecumseh, but the option to build it doesn’t show in any of my settlements? I do have rivers within my borders and buildable tiles next to them. Any help?
 
Does forming a quarter give +1 science and +1 culture? When placing my granary/brickyard/monument/whatever, there is often an option that gives me +1 sci and +1 culture. It seems to always be a tile with another building already occupying it, if I am correct.
There are a variety of special effects that give +yields to quarters.

So I just discovered monk mounds as Tecumseh, but the option to build it doesn’t show in any of my settlements? I do have rivers within my borders and buildable tiles next to them. Any help?
You might not have have an appropriate location to build it. If you click on the "Show Hidden" option in the build menu it may show you why... or not. The UI is a fickle god.
 
You might not have have an appropriate location to build it. If you click on the "Show Hidden" option in the build menu it may show you why... or not. The UI is a fickle god.

I just realized in the basic “commerce” civic are also monk mounds…it was in the Mississippian civics tree so I assumed it was unique like the Potkop. I guess it isn’t? What’s the point of it in the Mississippian unique tree if it does nothing and I have to wait to unlock “commerce” anyways?
 
I just realized in the basic “commerce” civic are also monk mounds…it was in the Mississippian civics tree so I assumed it was unique like the Potkop. I guess it isn’t? What’s the point of it in the Mississippian unique tree if it does nothing and I have to wait to unlock “commerce” anyways?
It's just an alternative unlock method, you should be able to build it either way you get to it first. I do think it's in the "mastery" of the Mississippian Civic that unlocks it, though, did you research both levels of it? If you also don't have the Shell-Tempered Pottery Tradition, I'd bet that's the issue (the UI does make it kinda hard to see what has already been researched)
 
It's just an alternative unlock method, you should be able to build it either way you get to it first. I do think it's in the "mastery" of the Mississippian Civic that unlocks it, though, did you research both levels of it? If you also don't have the Shell-Tempered Pottery Tradition, I'd bet that's the issue (the UI does make it kinda hard to see what has already been researched)

I completed all of the Mississippian tech, and Shell Temepered Pottery tradition comes along with the Monks Mound unlock. Still can’t build any, weird.

I’ll see what happens when I unlock it again with Commerce.

But I guess it doesn’t matter if it’s not a unique building, I was hoping to make a unique quarter with it with Potkop. What other building is unique to Tecumseh/Mississipian to make one?
 
I completed all of the Mississippian tech, and Shell Temepered Pottery tradition comes along with the Monks Mound unlock. Still can’t build any, weird.

I’ll see what happens when I unlock it again with Commerce.

But I guess it doesn’t matter if it’s not a unique building, I was hoping to make a unique quarter with it with Potkop. What other building is unique to Tecumseh/Mississipian to make one?
The Monk's Mound is a Wonder, not a Building, and the Potkop is a Tile Improvement, not a Building. Civilizations with Tile Improvements just have the one thing, including the Mississippians, while Civilizations with a Unique Quarter have two Unique Buildings. It's a tad confusing, but it does mean you can put as many Potkops in a single Settlement as you want, while UQs and UBs are one per.
 
Can you destroy, sell, or grant independence to your own settlements?

The cap means I sometimes want to trade up for better ones in the exploration age or through conquest.
 
Can you destroy, sell, or grant independence to your own settlements?

The cap means I sometimes want to trade up for better ones in the exploration age or through conquest.
You can give yours up in a peace deal, but other than that you're stuck with 'em.
 
Is there a start bias for civs/leaders?

Especially with settings why risk starting with leaders/civs focused on tundra, desert, tropical etc if I might spawn nowhere near these things.
 
Is there a start bias for civs/leaders?

Especially with settings why risk starting with leaders/civs focused on tundra, desert, tropical etc if I might spawn nowhere near these things.
Leaders and Civs have starting biases. They're all listed on the online Game Guide, though I'm not sure if they show up in-game.
 
Back
Top Bottom