Newbie Questions - Ask here and get Answers!

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Trade embargoes should show on the F4 screen, if you select the 'trade' tab. (it looks similar to a military alliance on the 'treaties' tab, IIRC.

But that sounds like the AI doesn't trust you. If they wont take 250gpt from you, or wont take stuff from you with gpt involved, that almost certainly means your rep is trashed. Did you break any deals, attack without warning etc? Any of those can ruin your ability to trade over a timescale (as opposed to tech for tech swaps, where there is no trust required).
 
You can see such things in the diplomacy screen (F4), just toggle the box next to 'trade embargo's'.
That the AI won't trade with you can have many different reasons.
 
in addition to Mad & Shabba:
If you try to put up a deal with an ai civ while doing negotiations and a potential trade route actually exists (e.g. you have roads/harbors, astronomy and such), tradable resources are grayed out in the case of a trade embargo against either side. Even so if you click on a grayed out resource, your advisor will say that a certain embargo exists: "We can't trade... embargo." On the diplo screen (F4), embargoes should be only visible if an embassy (at least in one of the embargoer's capital) exists.
Your trade advisor (F2) should also give an answer on *impossible* trading partners.
And, as said above, if you can't put up a gpt deal where you pay, the reasons might be : your actual gpt income is lower than the suggested payments (regarless of gold sum in your bank) or your rep is trashed.
If they won't pay any gpt, their income is about zero. So they'll never accept payments.
 
thanks for the food info, anarres and Dr. Alimentado. I will just have to wait for the railroads. I thought maybe there was something I was doing wrong in my food production. These are mountainous cities that I am talking about. I had posted earlier in this thread about an AI city that I captured that was mountainous and the workers had roaded and mined it to the max and there was only 2 food tiles in it. I was wondering if there was something I did not know.
 
Hmm, did you know the AI always terraforms land, regardless of whether or not the city can use the tile? :crazyeye:
 
1. What does it mean for a city to flip?
2. Is there a tax rate like in Civ 2?
3. How do you send a message to the other civs like in civ 2 (press F3 and send emmisiary)
4. Is there a button to press tat quits the game instantly?

That's it for now.

Thanks!
 
1. A flip is when your city flips to suddenley belong to another Civ. In brief it happens when your city is on the border of another civ and they have greater culture than you (plus a load of other factors like troops garrisoned and foreign nationals in the city.)

2. Tax rate is what is left after you have set Science and Luxury rates in the F1 screen.

3. I think you mean diplomacy, press Shift-D or the 'D' icon on the edge of the bottom right panel.

4. 'Escape' will quit you out the program, 'Ctrl-Shift-Q' will quit the game and take you to the menu screen. (via dialogs)
 
1. It changes owner, citizens keep their original nationality until they're assimilated, culture status (accumulated points, border expansions) of a city will changed to current owner.
2. If you refer to any (government) restrictions regarding the tax slider: no, can be set from 0-100%.
3. send a message :confused: - you can contact others by hitting shift-d, for example. Of course, you must have met them already or gained their communications.
4. Boss hide button? ;)
esc will end the whole game instantly, may last a while to return to win

edit: easy & lame keyboard action here :smoke:
 
Edit: Seems I was reading from a page back. Anyway in regards to seeing embargos...


Hit f4 (foreign advisor) click the "Trade" tab and allow ebargos to be highlighted. Now see who has what embargos.
 
Thanks for the replies!:)

just a couple more-

1. Why do they refuse my envoy?
2. How do you rush build?
3. How do you prevent/ cure disease?

Thanks again!
 
1. They are extremely mad at you, and that happens when you are at war with them. Under peace, they are always available for you to meet.

2. Under despotism, you sacrifice your city's population to build things, at the rate of 1 citizen = 20 shields. Under other governments, you pay to rush, for 4 gold per shield.

3. You have no control over it, since diseases happen on a random basis. You can chop the jungles, since diseases hit your city if it's on flood plain or next to jungle tiles.

Hope that helps. :)
 
1. It's 8 gold per shield if you rush without any shields at all in the box. However, you can rush a worker for 80 gold, and then switch to what you really want, to rush it for 4 gold/shield, plus 40.

2. You can also pop rush under communism (but human players rarely use communism).

3. You rush builds by clicking on the little box next to the shields in the city view.

4. If you have a leader, you can use it to rush any build (including a wonder), but you do this in a different way; move the leader to the city, and then right-click on the city from the map view.
 
Originally posted by Ailing Penguin

-snip-
3. How do you prevent/ cure disease?

Note that disease suffered from flood plain surroundings won't occur once you have discovered "sanitation". Though, I don't know if this also applies to jungle caused desease, but you might have chopped down all jungle then amyway.
 
To rushbuild either right click on the city and select "hurry production" (or maybe it says hurry imporvement), or click on a small box next to the unit/building you are building in the city screen.
 
P.S. If you're producing at least 10 shields/turn, you can also rush for less money by rushing a less expensive purchase, then switching to what you really want. This depends on there being something to buy at the right price, though.

Such tactics seem odd, but the designers presumably put them in on purpose. (They could easily have prohibited changing what you buy after making the rush payment.)
 
I would like to know if anyone has a list of which turn=which year in the game. I know the 1st 80 turns are up to 1000BC(I think) I also know that there are 540 turns in the game.
but Instead of figuring this out while I play, I thought I'd see if anyone has a spreadsheet or such.
Thanks:cool: :sniper: :rocket2:
 
i second that request.
 
Here's a table I made. It gives a formula for converting the year (AD or BC) to turn number.

Code:
Years               Yr/Turn    Turns   Formula
4000 BC - 2750 BC     50         25    (4000 - BC) / 50
2750 BC - 1750 BC     40         25    (3750 - BC) / 40
1750 BC -  750 BC     25         40    (3000 - BC) / 25
 750 BC -    0 BC     20         50    (2550 - BC) / 20
   0 AD -  250 AD     20         50    (AD + 2550) / 20
 250 AD - 1250 AD     10        100    (AD + 1150) / 10
1250 AD - 1750 AD      5        100    (AD -   50) / 5
1750 AD - 1950 AD      2        100    (AD - 1070) / 2
1950 AD - 2050 AD      1        100    (AD - 1510)

So, for example, the year 1000BC is turn 80, because (3000-1000)/25 = 80. (The 4000BC turn is considered turn 0, in this formula.)
 
I guess that should work well enough
 
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