Quick Answers / 'Newbie' Questions

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Turner / Lord Parkin
Thanks for the answers, I've had a good look over at CDG and EVG, and couldn't find many clues, so I guess I'll assume it's dead.

Suppose I'll have to write my own scenario for a change...
 
How is it done? For what I read on this forum, you have to move your captured workers to their "former" capital, I mean, to the capital city of their origin.
They are there, on one of the next tiles to the capital, and there is no option on the trade screen for them.
I am playing CivIII Conquests, BTW.

And a second quick question, I want to get Civ IV warlords, so Do I have to buy the plain game first (Civ IV) and also the expansion pack or does the expansion pack include the base game?

Thank you all
 
One would assume that the expansion is just the expansion - there will no doubt be a box pack containing both.
There's a thread on how to trade units - you have to edit something or other, I believe (haven't read it myself). Perhaps you have to do that before you can trade slave workers.
 
@ Unnapu - To trade workers they need to be in your own capital city, then they will show on the diplomacy screen. If you have surrounded an enemy capital with workers then I expect they are pretty p***ed off at you now :D .

The Warlords expansion requires you to buy Civ4 first.
 
I have 3 Questions

* If I built the Hover dam and have a hydro plant in all of my cities can I still build another power plant and have them both function ?
* how do these spies upgrade to vetern ? it's like they never learn I made about 3 steal technelogy and one sabotage productions but they are regular spies
* does the preserve random seeds function with spy missions as well ?
 
You can only use one plant, so do not build another. You could go for a nuc pland as iirc it is 100%, not 50.

You have to be in communism to have vet spies afaik.

I believe it functions on any event that would use the random num and that would be spies. You can test that with a game not using the preserve and see that a reload will alter the outcomes.
 
MasrTheEgyptian said:
I have 3 Questions

* If I built the Hover dam and have a hydro plant in all of my cities can I still build another power plant and have them both function ?


IIRC yes. This makes only sense however in the case of Nuclear Plants (150 % increase of factory output as opposed to 100 % for all other power plants.)


MasrTheEgyptian said:
* how do these spies upgrade to vetern ? it's like they never learn I made about 3 steal technelogy and one sabotage productions but they are regular spies


The experience of spies has got to do with
(1) the government you use (Commusnism has vet I believe) and
(2) whether you spy via an embassy or the Intelligence Agency.

ETA: Just look here:
http://forums.civfanatics.com/showthread.php?t=97042



MasrTheEgyptian said:
* does the preserve random seeds function with spy missions as well ?

Yes. (It even affects some negotiations if I am not completely off.)

 
I made some tests and it proved that I can build them both and benifit from them
the article which loed emsworth provided said that communism and fascism have them vetern
didn't test the preserve random seed thing though

but what does IIRC means lord emsworth ?
 
If I Remember Correctly.

You can use AcronymFinder to find out what acronyms mean. There's also some in the Site Feedback FAQ, and the FAQ at the top of the page, I believe.
 
funny I made some more tests during my (brain function time) lol and proved that I'm either blind or can't do simple math or have a severe case of loss of memory more over they proved vmxa right ...... I can't have both power plants function
 
If my city 1 and city 2 are settler creating cities, should city 3 by a fully worker city?

If so how do I balance its tiles? Do I go for half shields have food, or as much food as possible and a bit of shields?

Also, Early in game (up to, say 1000B.C.), how many workers per city should I have?
 
The how many is just enough to have all worked tile fully improved. So a road and a mine or a road and irrigation. How many that works out to be is a function of the speed of your workers and the terrain.

The worker pump I wold just see how fast do I want them to pop out? I probably do not want one every other turn as I won't need them and will not want to pay for them.

So if it is one every 4 turns, then I need to get 10 shields in those 4 turns as well as enough food to grow 1 pop in 4 turns or less.

As to needing a worker pump, that is a function of the map. If you are playing a Regent game on a huge map and can expect to crank out a lot of town, you need a worker pump.

If you are playing Demi on a std map and do not expect to have all that mnay towns before the area is gone, then a worker pump may not be required.
 
well, if you can get to every other turn, you probably should. Worst case, you use the extra workers you don't want to pay for to drive growth in slower growing cities.
 
You will be hard pressed to pay for that many worker in the AA. You won't be founding towns every other turn, you may not even get the settlers into place at that pace.

You should be fine with getting those new 10 turn workers for each new town after the first 8 or 10 towns, with no worker pump.

To get 2 turn workers, you need 5 shields per turn and to grown every other turn. That will requires a lot of settup for no real need. Now if you were to play an AW game with lots of land and civs to fight, then you need to get a worker pump.

You may even want one in the late middle ages, but not in the early AA.
 
So I should concentrate on simply expanding first until I get around 10 cities (on a larger map), and then simply build workers FOR those cities, BY the cities themselves at 10 turns per (guessing new cities wont have many mines for shield production)?
 
Not quite. What I was saing is that at some point you start to plant towns that will grow in 10 turns and make 1 shield. You will have your current workers busy.

Those towns start a worker. Now you get your 1 worker per town, except in the places that make 2 shields. Those cannot do a worker as it would be done in 5 turns and the town will not have grown. You do somethign else there for 5 turn or maybe even do not build a worker in that town and some other place picks up the slack and makes an extra worker.

That happens after you get 5 or more towns. When is a fucntion of a lots of variables and presumes nothing else is needing attention. Those 2 shield places sometimes get 5 turns of wealth and then I come back to make the worker. It all depends on what is going on.

In any event expansion is the prioity and workers second. I would rather have more towns and not enough workers than fewer towns and plenty of workers. This is because land runs out eventually and has to be taken. I can make more workers later, if I have to do that.
 
How does the Military Advisor (F3) determine if you are weak, average, or strong compared to an AI? :viking:
 
I don't know the exact figures, but my guess is that it'd be a comparison of the sizes of your two forces in ratio format. Something like, <0.5 is "weak", 0.5<1.5 is "same", 1.5< is "strong". (Though I don't guarantee the figures there, I bet it'll be something similar. ;) )
 
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