New and Full of Questions.

mica8911

Warlord
Joined
Jan 4, 2009
Messages
109
Hi my name is Mike from NJ. Bought Civ 4 ( my first civ game ever) a couple months ago and love it but of course I have a lot of questions.

1. How exactly does the granary work.

2. Overflow production. Can this only come from chopping wood?

3. Cavalry, are they considered both mounted and gunpowder units?

4. Is it always wise to listen to the recommendations the computer makes for settler placement, buildings and technologies?

5. What determines what unit is drafted when I have nationhood?

6. Is there anything gained when you discover the world is round, I have never done it. Only AI so far.

7. What exactly does it mean when something is obsolete?

8. After I have Civil Service I Still can't build farms in some places, Why?

9. Is there any way to find out how many workshops,cottages, hamlets, villages, and towns I have all over my empire to see how beneficial printing press and other sorts of upgrades or civics can be.

Thanks in advance for your help and I will surely have more questions to come.
 
Hi my name is Mike from NJ. Bought Civ 4 ( my first civ game ever) a couple months ago and love it but of course I have a lot of questions.

1. How exactly does the granary work.

2. Overflow production. Can this only come from chopping wood?

3. Cavalry, are they considered both mounted and gunpowder units?

4. Is it always wise to listen to the recommendations the computer makes for settler placement, buildings and technologies?

5. What determines what unit is drafted when I have nationhood?

6. Is there anything gained when you discover the world is round, I have never done it. Only AI so far.

7. What exactly does it mean when something is obsolete?

8. After I have Civil Service I Still can't build farms in some places, Why?

9. Is there any way to find out how many workshops,cottages, hamlets, villages, and towns I have all over my empire to see how beneficial printing press and other sorts of upgrades or civics can be.

Thanks in advance for your help and I will surely have more questions to come.

Hey Mike, welcome to the forum! Haven't been here very long, but I'll try to answer these questions =)

1. The Granary does two things: When your city grows only half of the food is taken away (instead of all) and it gives a health bonus if you acces some resources, like corn and rice.

2. Any leftover production is considered overflow and will count towards your next build.

3. As far as I know, they're mounted units. Might be wrong here though. You can find this in the civlopedia, I think.

4. Although the computer's tips are handy (certainly if you're new to the game!), it's not holy advice. Consider what the pc is telling you, and then consider what you'd want. See if it matches, it will probably differ a lot.

5. This answer is also in the 'Pedia, I believe you get the most current basic soldier you can produce.

6. I've never spend any time on this either, so I can't help you there =)

7. An obsolete wonder or building doesn't work anymore. You can't build it, and its effects are lots. If something else was relying on that building to do something, (like you need a monestary to build missionaries) that will still work.

8. You can only build farms to farms that are irrigated. This means your original farms need to be close to a fresh water source. You can always build farms on resources, but those farms will not be irrigated unless connected to fresh water. They cannot spread other farms until they are.

9. uh, I dunno. I'll pass this to the next one =)

Hope this helps you!
 
3. I believe they count as gunpowder in negating city walls, but units with bonuses against gunpowder units recieve no bonus against cavalry.

6. World is round gives your ships one extra movement point. Very worthwhile on water maps. To do it, you just have to have a square visible on your map around the entire world. They don't have to connect, and you can get it by trading maps.

7. As above, but they continue to produce any culture. Buildings only become obsolete when the owner discovers the tech.

8. Upon biology you can build farms on all floodplains, plains, and grassland. You can never build them on hills, desert, ice or tundra (except riverside).

9. As far as I know there is only one: count them.
 
Let's see here.

1. They make your city grow twice as fast, as well as give health. Build them everywhere.

2. You get overflow every time hammers are left over. Building normally, whipping (slavery), chopping. Not drafting or rush buying though.

3. Mounted.

4. Not really, unless you have no idea what the heck you're doing. Learn how to make your own decisions so you can completely ignore the computer suggestions.

5. Whichever available unit is the most modern along the main combat line. Warrior, axeman, maceman, musketman, rifleman, infantry, mech. infantry.

6. +1 movement for water units.

7. For wonders, they lose their special effects. They keep their culture and Great People points though. For buildings it varies, you lose some effects but keep others (culture is always kept), but you can no longer build them.

8. Square needs access to fresh water still. River, lake, oasis, another farm, cities themselves can spread irrigation if they aren't on a hill.

9. Nope, no easy way.
 
1)When a city grows without a granary, it loses all the food it has accumulated. With a granary it retains 50% of the food, and so will reach the limit and grow again faster. It works out as roughly twice as fast growth with a granary compared to without. They also give additional health from corn/rice/wheat.

2)No. Overflow production is simply any hammers left over when a city's current building project is completed. These are carried over to the next project, regardless of where they came from.

3)Cavalry are mounted units, not gunpowder. No unit counts as being of more than one class. Occasionally the classes are a little counterintuitive (e.g. gunships as mounted units and mech infantry as gunpowder). Bear in mind that most modern units, even the ones which aren't of the gunpowder class, will ignore walls.

4)Not really. The city placement recommendations aren't too bad (though they're far from perfect), but the building and tech suggestions are very poor most of the time. Better to come up with your own plans.

5)There's a list of units and it simply picks the most modern you can build. They are usually the fairly generic defense units (musket - rifle - infantry - mech infantry). I'm not sure about ultra early defenders, and I think with some very odd tech routes it may be possible to get SAM infantry or grenadiers.

6)All your ships get +1 to movement for the rest of the game. That includes new ships as well as existing ones. Well worth having.

7)Wonders lose all effects except culture and great people points. Buildings still produce culture when obsoslete, but lose other effects, with the sole exception of monasteries. These lose the 10% science bonus when obsolete, but do still allow you to build missionaries. You won't be able to build any new monasteries though.

8)You can builds farms adjacent to fresh water or on appropriate resources with Agriculture. Civil services allows you to chain farms together - i.e. you can build a farm on a tile not adjacent to freshwater as long as it is next to an irrigated farm. Biology allows farms to be built on any plains/grass/floodplain tile even if it has no access to fresh water. However they will only give 1 food compared to 2 food for irrigated farms with biology.

9)Unfortunately no.
 
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