Newbie Questions - Ask here and get Answers!

Status
Not open for further replies.
-game ends due to achieving victory early (e.g. cultural) (?):
uncheck certain conditions (or move up a level)
-due to reaching 2050: increase research, or also move up a level; on higher levels, eras pass by more quickly (the ai does the research job - you trade for tech)
 
Originally posted by Silksy
How on earth do you get to "modern times" before the game ends???

There are lots of ways to improve your game play. Check out the strategy forum, or post a save from one of your games in a new thread (again in the strategy forum) and ask other players for advice. Another good idea is to download a Game of the Month and check out your progress compared to other players.

These are some quick tips:
* make sure every worked tile has a road (and railroad when these become available)
* trade! Trading is not a nice option like it was in Civ2, it is essential if you want to perform well!
* Get out of Despotism as fast as possible, never switch to Communism.
 
Originally posted by Ben E Gas
On the renaming of units.....again:

I tried pressing shift-N, not to second guess your suggestion, but are you sure that works for you? When do I hit 'Shift-N'?
When the unit is active, ie waiting for orders.
 
Originally posted by Silksy
How on earth do you get to "modern times" before the game ends???
In addition to the suggestions posted above, remember that the tech pace tends to go faster on higher levels. Playing on Chieftain, yeah, it is hard to make it to the Modern Era. Playing on Deity, if you survive, it is possible to hit the Modern Era in the early ADs, if not BC! :eek:


BTW: Welcome to CFC! :D
 
This may or may not be regarded as a newbee question, but its going in here anyway :p.

In the culture flip formula, in the distance from your capital city bit, does it count from your city with the forbidden palace as well?
 
Originally posted by Padma
The FP has no bearing on culture flips.
I didn't know that! Thanks Padma. :)

It just seemed to make sense to have the FP work like a palace in relation to culture flips, as they act as a second palace in relation to corruption.

This makes it even more attractive to build your FP close and jump the Palace instead of using a Leader to rush the FP...
 
Originally posted by anarres
It just seemed to make sense to have the FP work like a palace in relation to culture flips, as they act as a second palace in relation to corruption.
A lot of us thought the same way. But last year, during the "Great Culture Flipping Debates", Firaxis explained that only the Palace, in the Capital, was counted in the CF algorithm. Which explains why, if you build your FP in a conquered territory, sometimes that city will flip back to its original owners! And you lose your FP! :eek:
 
I'm a newbie...

I have one question...is there a difference between strict military alliances to attack together and military alliances to protect and defend? If so, how can you get into a mutual protection alliance?

Thank you very much
 
mutual protection requires one or more parties to have the early industrial teh "Nationalim"

Also, the two that wish to sign such a treaty need emabssies.

To get a normal military alliance, there simply needs to be an embassy (which requires the tech writing).

To build an embassy double click on the little star below your capitol.
 
Other newbie questions...

Do we absolutely have to build a mine over gold spots ?

What happened to my colony...it was in a "no-influence" zone at first but then the enemy zone got bigger and over my colony...the colony disappeared...is that normal?

Last question for today...Is AI good enough to let your workers on automatics or is it always better to "work" them manually?

This game is the greatest on earth...

Thanks Hygro for the answer above!
 
...and the major difference between MPP & MA:
-signing MA means you & partner are at war with a third party (agreement will end w/o punishments after 20 turns, it'll end with punishment if either side signs a peace treaty)
-signing MPP doesn't mean war instantly; but if MPP is triggered, there's an automatic declaration of war against aggressor.
From your point of view, MPP is triggered (your ally will help you) when any aggressor attacks/captures (pillages/bombards) a unit (land tile) in your territory. Works the same way when your ally gets attacked on his territory.

mining gold resource:
-Gold doesn't need to be connected to trade network. It's just there and you get the (commerce) benefit, if a citizen is working there.
Gold is only found in hills/mountains, there's no alternative in building a mine as improvement. Of course, a road there will always increase commerce.

colonies:
-They can only exist on neutral territory. So your observation is normal.
 
automate workers: it's always better to micromanage; if you're too lazy, use 'shift-a'!!
(they don't change existing improvements then)
 
having citizens work on mined gold hills/mountains is nice, but isn't absolutely important. You could have them work unmined ones too, but you'd get 2 (or 3 if you have railroads) less production.

In case you aren't sure what is meant by citizens working certain tiles, go click on the bottom link in my sig and scroll down until my post with the picture on it.
 
Originally posted by Padma
No.

The game "ends" in 2050. Afterwards, you can continue to play, but no scoring is done and no victory conditions are enabled.

But you can change that in the editor if you want to. (Padma's in a bad mood :))

:p --Padma ;)
 
Status
Not open for further replies.
Back
Top Bottom