Newbie Questions - Ask here and get Answers!

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If I am at war with another player, and I have a unit sitting on one of his roads (inside his territory), does this prevent him from connecting resources via that road? So if I surround a city, it doesn't have access to any resources, even if I haven't pillaged the roads?
 
If I am having a worker join a city, does it make a difference if he is a foreign worker?
I did a test a while back and the foreign worker seemed to give better results ( I think the governer made him an entertainer because he was Unhappy and put the city over the limit) but I repeated the test again today and both seemed to give the same results.
Thanks
 
Vincenzo: I know this one. You get a citizen of the same population as whatever worker you use. So if you use a foreign worker, you get a foreign citizen. That's generally only a problem if you're at war with that civilization (because then that citizen will be less happy).

It's a strategy question which workers to join. Should you join your own workers, which are more productive, but cost money to maintain, or should you join foreign workers, which are less productive but free. I'm not sure about this one, probably depends on your situation.
 
Originally posted by vincenzo
I noticed sometimes people refer to causing a war between the AI civs.
How do you do that ?
Thanks
I found it fairly difficult if you don't want yourself to be involved in any war. It may be easier if you sign some MAs or MPPs first to initiate the chain war declarations, then quickly sue for peace with your enemies. However, you may have to sacrifice your reputation somewhat.

Originally posted by eric2075
Is there a way to activate all units of the same type? For example, I'm at war and want to activate all my MA without having to go to each individual city. Seems like you could do it similar to how you do mass upgrades but I haven't figured it out yet.
AFAIK, nope.

Originally posted by vincenzo
I have just about defeated the nasty Romans that invaded. I ended up losing a lot fewer mil units than I expected. I have 125 military units now. I do not foresee any wars from Egypt, my underdeveloped neighbor on this continent. But I have no idea what awaits when I head to other continents. (This is my first game where I got this far).
Is 125 military (50 of them are defense units) way too much, or is it reasonable? It is 1160 AD, I have 22 cities, I am working toward a scientific victory.

Also, I have built 5 galleys. Are they used for anything other than exploration, and is 5 a good number to start with?
Sounds to me you're pretty warmongering here. :p

A troop of 125 units always seem to be very overwhelming to me, and it's probably more than enough for you to take out any civ as long as your units are not obsolete. Since you will need some garrison forces when you take over cities, 125 should be about fair, depending on how many cities you plan to take. :)

However, 5 galleys... with the capacity of 2 units per trip, it may take you a long time to ship your 125 units. Build more ships, so that you can pile up your attacking forces when you're ready to charge. :)

Originally posted by DaviddesJ
Some city improvements are destroyed when I capture a city. Can I predict which ones? Is it always the same?
Improvements that generate culture and small wonders always get destroyed, while aqueducts and hospitals never get destroyed. For all the others, the chance is 50% and you don't get to predict what will be destroyed.

Originally posted by DaviddesJ
So if I surround a city, it doesn't have access to any resources, even if I haven't pillaged the roads?
As long as the city does not have an airport, that is correct. :)
 
@Vincenzo: To follow up on DaviddesJ's post (which is right-on), the other time joining workers makes a difference is when you are worried about a culture flip. If a city has more citizens of one nationality than your own, there is a risk that it may flip to that civ (unless that civ has been eliminated). Therefore, you probably do NOT want to join foreign workers to your newly conquered cities.
 
Clarification: it's only the absolute number of foreigners which affects the flip chances, not the relative numbers of foreigners and your own citizens. For example, say you're playing the Zulu and have captured a Babylonian city. All else being equal, if the city has one Babylonian citizen and zero Zulu citizens, the flip chance will be exactly the same as if the city had one Babylonian and 18 Zulu citizens.

Renata
 
FWIW, the FAQ contains all information needed about culture flips.

Also see my sig for a culture flip calulator. ;)
 
I have read posts that say you will save science research by dropping it back just before it is discovered to the lowest % that will still bring the tech in one turn. But when I played with this I found that leaving at the higher research level gives you a jumpstart on researching the next tech.
What is the story?
Thanks
 
vincenzo,

It doesn't give you a head start, all spare beakers are lost when you complete a tech.
 
Why does this happen?:

Every time I adjust the slider for my science output, it is reset on the next turn and I have to readjust it. It happens every turn and is becoming annoying.

I'm trying to keep my income out of the negative by adjusting the science slider to 10% or so.
 
Also, is there a way to tell what government type are available to me at a certain point in the game? I forget which ones I've discovered and I dispise the tech tree.

thanks,
Ben E. Gas
 
When you research/buy a tech, the Domestic Advisor will tell you that "people yearn for a government change". That's how you can tell.

And I wouldn't recommend shrugging off the tech tree - it's very important in planning.
 
Originally posted by Ben E Gas
Why does this happen?:

Every time I adjust the slider for my science output, it is reset on the next turn and I have to readjust it. It happens every turn and is becoming annoying.

I'm trying to keep my income out of the negative by adjusting the science slider to 10% or so.

Ben, are you playing the standard game or a mod like DyP? In some mods, individual government types have a "rate cap" like in civ2 where you can only set the science or lux sliders to a certain percentage. The cap also applies to the tax rate, but unfortunately, the domestic advisor does not know how to subtract, the result being that you can set both sliders to 0 which is a 100% tax rate. On your next turn, the game realizes tax is over the cap and resets the sliders to get everything under the cap. Since the automatic reset occurs *after* commerce has been allocated to science and taxes, this is actually an exploit to partially get around the rate caps and so is usually frowned upon by most players; resetting the slider every turn is the price you pay for circumventing the rules ;)

That said, if you are playing standard unmodded rules, then something most definitely weird is happening and should be looked into :)
 
Could you have a governor do that?

I never use them myself, but can they set global things like science rate. or are they just city based?
 
I don't *think* a governor can do that, anarres, but I only use them currently for managing moods during anarchy and resistance. When I played essentially standard rules and used them more or less globally I don't recall them being able to affect anything outside their own city though as my sliders never changed on their own.
 
Originally posted by vincenzo
I noticed sometimes people refer to causing a war between the AI civs.
How do you do that ?
Thanks

During large parts of the game, many AI civs will be so far away from you (maybe on another continent, or on the other side of a large Pangea continent), that they will never reach your borders with any significant amount of troops. Now, you can sign a military alliance with that civ's neighbor and declare war on that civ. What in effect happens, is that the two neighboring civs will figth the war between them, and you don't have to do anything but watch the carnage. With no troops outside your borders, and no troops attcking you, you won't even suffer war weariness. So while you technically are at war, you can continue on like in peace.

This is a good tactic if you want to decimate a strong opponent with minimal costs, or slow down the overall tech pace (because civs at war need to focus on building units, and can't trade with enemies). The downside is, of course, that you can't trade with the civ you are at war with, and the enemy civ might bring in your neighbors into the war through new alliances.
 
Originally posted by eric2075
Is there a way to activate all units of the same type? For example, I'm at war and want to activate all my MA without having to go to each individual city. Seems like you could do it similar to how you do mass upgrades but I haven't figured it out yet.

Shift-U. Note, however, that this only upgrades units in a city with barracks, and it won't activate them. They are just upgraded.
 
Originally posted by vincenzo
I have just about defeated the nasty Romans that invaded. I ended up losing a lot fewer mil units than I expected. I have 125 military units now. I do not foresee any wars from Egypt, my underdeveloped neighbor on this continent. But I have no idea what awaits when I head to other continents. (This is my first game where I got this far).
Is 125 military (50 of them are defense units) way too much, or is it reasonable? It is 1160 AD, I have 22 cities, I am working toward a scientific victory.

Also, I have built 5 galleys. Are they used for anything other than exploration, and is 5 a good number to start with?

Thanks

Hard to say without seeing the map or the save, but this should be enough for most needs. My tip: wreak havoc! Take out those lousy egyptians! :rocket:
 
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