Quick Answers / 'Newbie' Questions

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Without seeing a specific save, it's very hard to answer this first batch of questions:

Yes, the GA produces additional commerce, so that will help with happiness. Some other questions occur to me, though:
(1) Did you DOW the other civ, or vice versa?
(2) Are there luxes or resources that you can capture?
(3) How many luxes do you currently have?
(4) Do you have markets up and running?
(5) Who is your opponent?
(6) Where are you in techs and what sorts of units are you using and facing?
(7) Is there anyone else that you can drag into the war on your side?

I'm sure there are other relevant questions, but those are the ones that strike me right away.

I'll take a shot at this one, though:

1) Usually, none. Now and again, a particularly food-rich farm will get an aqueduct, but that's the exception rather than the rule.
2) As large as their food supply will allow. Building along riverbanks will let them grow past size 6 without an aque, so that's advisable if they've got enough food. Building them on hills also gets them up off of grassland and increases the available food. Same with tundra. Turns bad terrain into a 2-food tile (maybe 3 if agri).

Thanks!

1) I DOW'ed on him.
2) Yes. Incense and salt and iron, but I have the resources, but not the lux.
3) I have 3 - gems, spices, wines.
4) Yes. Markets are up in most big cities(10-12), if not all.
5) The Mongols, but then the Americans. They are both fairly small, and share one Island. I have just taken two Mongol islands just off that main island.
6) I am currently researching Chemistry. I have Berserkers, Knights and Med Inf. They have some muskets, from what I have seen. But there might be more advanced units on that main island. I don't know as I haven't landed there yet.
7) Not really. There is one large civ on a couple of large islands further away. That is my main enemy (Zulu), and I don't really need him to get a piece. Neither am I in need of help as I am stronger than both the Mongols and the Americans.

I just wanted to learn a bit on the GA thing, as I can afford to hang back for the whole age and build/research and then hit these 2 civs easily before starting to plan on how to take the Zulu.
 
I don't bother with them. I just pack my farms in tightly, so they don't generally need to grab more food tiles.

And how large are they usually then when on coastal tiles? Mostly at size 6?
 
Usually size 6. Sea tiles are 1 food without a harbor and 2 with. That means that, even with a harbor, every fisherman in your village supports himself, but has no excess food to help support a specialist. In order to run specialist farms, what you need is 3+ food tiles.

As far as the post above, . . . well, please bear in mind that I've yet to bag my first DG win. Free advice being worth what you pay for it and all that. . . Anyway, I'd *guess* that it will be better to stay at war. Keep cranking out knights. You'll lose some to muskets, but if you can take their saltpeter, you may not have to face them for long.
 
Aqueduct and hospital as needed. Granary is a maybe.

Let them grow as big as possible. Helps with unit support in addition to the specialists.

Why would need or bother to build these things in a farm? Aqua maybe, if it is early enough in the game. Hospital in farm? I do not even research Sanitation.

Once you are getting lots of farms, you are long past the concern of support.

Temples, evaluate each one. Often will build one and sell if after border pops. Harbors, not frequent. If the place is so short on food, just let it idle at what ever size it can support.
 
Harbors, not frequent. If the place is so short on food, just let it idle at what ever size it can support.

Unless it is a virtually un-productive city in a tundra landscape on the coast, that you took from an AI...:mischief:
 
VMXA said:
Why would need or bother to build these things in a farm? Aqua maybe, if it is early enough in the game. Hospital in farm? I do not even research Sanitation.

In a histographic game these make a lot of sense. I know, I know, a newbie probably won't shoot for it or realize that it exists, but if they hear it now, they might remember this for later.
 
Why would need or bother to build these things in a farm? Aqua maybe, if it is early enough in the game. Hospital in farm? I do not even research Sanitation.

Once you are getting lots of farms, you are long past the concern of support.

Temples, evaluate each one. Often will build one and sell if after border pops. Harbors, not frequent. If the place is so short on food, just let it idle at what ever size it can support.

Thanks.

Seems the pattern I have already established is quite similar to this.
Aqueduct, yes. Harbour or Temple when needed to grow.

I wouldn't bother with Hozzies though.
Size 12 in those one shield cities is enough for me, even with the hardhats available.
 
Why would need or bother to build these things in a farm? Aqua maybe, if it is early enough in the game. Hospital in farm? I do not even research Sanitation.

Once you are getting lots of farms, you are long past the concern of support.

Actually, I don't really build hospitals there very often. So yeah, hospitals probably not a great idea. And they don't really help with support either. OK, hospitals bad idea.

I'm not sure I've ever considered myself "past the concern of support". Especially as it applies to aquas. I could pay 1 gpt for the aqua or an extra 4gpt in upkeep (republic, obv.)

Granaries probably aren't worth it unless the city is small, on a river (or with a prebuilt aqua) and with mid-high fpt. Sell it once the growing is done (unless I forget)
 
I think the cost to benefit ratio has value in the early empire phase. Once you get to the point you are creating farms, that is towns/cities with no shields, you are talking about 100 turns for the build.

At this stage, after Steam, you should be paying no support or getting close. So no point in going for aqua in these places. The game is likely to end before you can get it build and then you have a long time to get it populated.

I understand you can speed it up, but that cost. I will some times use a leader to rush an aqua or market in some of these corrupt towns, when the leader cannot be used for an army, due to city limit. I did maybe 5 or 6 of these in my last game, where I ended the game with 34 armies and stop trying for more.

Granary, my scheme is to build 2 maybe three period. Those are build quite early and only in food bonus core towns. I will sell them off after getting to size 12 as those places are not making any workers or settlers, only troops.

I get my workers and settlers from new towns that are not going to be making enough shields to do much at that point. By the middle ages, workers are no longer made and only slaves will increase the work force.
 
In a histographic game these make a lot of sense. I know, I know, a newbie probably won't shoot for it or realize that it exists, but if they hear it now, they might remember this for later.

The truth is I do not get to historical wins. It will either be conquest or domination. I used this tactic in a game that was taken from a Mumpulus story.

It was a large map played AWE and you were not allowed to use any nation that knew spears or archers to start. I won in 1470AD by killing them all. It was pangaea, but 2 nations shared a large island.

By the way it was a very rough AA and early middle age. I had 7 civs to fight quite soon. So I do not see why the game matters, unless it some HoF attempt. Those games are best left to the HoF forum in terms of tactics. So yes anything I say, would probably not apply to that sort of specialized play.
 
What determines when you advance to the next age? One would think you just discover all the techs of that age and then you'll jump to the next one, but I've been able to go to the next age without the monarchy tech before.
 
Some techs are optional. Republic and Monarchy in the Ancient Age. They'll have a little circle w/ a line through it if it's optional.
 
That is because it is an optional tech. Any tech with the little slash in a circle is not needed to advance.

Whoops I did not see there was another page wit this answered.
 
There are techs that have a little "forbidden sign" (ala no smoking) in the top right corner that are not required for advancement to the next age. You can, however, always return to research these or trade for them.

[edit]
Whoops I did not see there was another page wit this answered.
 
I have a vage memory of reading something on here that seamed to say if I keep a certain amount of money in my treasury (1000) that I get extra interest payments?

Was I just imagining it?

thanks
 
No, you don't get interest for having a certain amount of money in your treasury.

You do get interest if you build the Wall Street small wonder. 5% percent of your treasury up to 50 gpt is what you get from it.
 
I've not played Civ for a long time, but took it up again over the holidays. I play Conquests 1.22. First question: is there a later version of Conquests or is 1.22 the final version?

About palace jumping: from my (spotty) reading on the forum, it appears that there is no real benefit from moving the palace anymore. I haven't actually tried it myself so far (my Monarch skills seem to have come back and I just conquer or dominate without having to make anything outside the original core very productive - but I'm leery of moving to Emp or above without understanding how the palaces work after the original Civ3 was updated). Is there any benefit to palace jumps anymore?

Forbidden City: pretty much the same question - does it really matter where it goes, anymore? In one game where I started at one end of a massive continent, I tried putting the FP at the other end - it worked great for the FP city, but had little effect on the other cities at that end. What's the favored strategy for FP placement/timing in 1.22?

and City Placement: again from my forum reading, it appears that RCP and similar strategies are pointless in 1.22. My typical plan is to use something approximating OCP for the inner 3 - 5 cities around the capital, go to 2-3 tile separation (cxxc or cxxxc) for the "middle" band of cities, and something approximating cxc for the outlyers (since they'll never develop much anyway). Is there a better way? Specifically, I'm wondering if I'm missing some opportunity to create a bigger productive area outside the original core by using palace relocation or FP placement better.

All tips are appreciated (as they say in the retail food biz). :confused:
 
1.22 was the last patch for C3C.

Palace jumping is a very specialist event. In the main, you do not do it as the original core is already built up and the new core would not be so well built.

FP I just built where it is I can, not worrying about placement. It was pretty much nuked in Conquest.
 
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