Quick Answers / 'Newbie' Questions

Forts count as mines/pastures/farms/etc., as well as coastal cities, for the purposes of hooking up resources. An iron tile with a Fort is an iron tile with a Mine as far as adding a special resource to your trade network is concerned, and if that iron tile is coastal the Fort also counts as a land/sea connection.
 
Forts count as mines/pastures/farms/etc., as well as coastal cities, for the purposes of hooking up resources. An iron tile with a Fort is an iron tile with a Mine as far as adding a special resource to your trade network is concerned, and if that iron tile is coastal the Fort also counts as a land/sea connection.
Does it give the bonus resource as if the tile were mined/farmed etc if you have the tech? You can also just build a road to a resource from a city and even if the tile is outside the city work area it will be in network?

I got some questions about wonder fail gold.

Sometimes for some reason I will get a message that the AI beat me to building a wonder but I can still build on that wonder. If I do so and even chop towards it for that turn, does all that production add to the fail gold even though its a turn of building a wonder already built?

So if I build on a wonder in one city, then another, like if I have partial builds of a wonder in multiple cities, that all multiples towards fail gold? Had another question as well, but forgot.
 
Does it give the bonus resource as if the tile were mined/farmed etc if you have the tech? You can also just build a road to a resource from a city and even if the tile is outside the city work area it will be in network?
It does not give the bonus yields, but does give the tile a defensive bonus and acts as a city for combat purposes, so a fort does make the resource easier to defend from invaders. Though if you've got invaders at all that's a problem in it's own right.

Resources do not need to be within any city's work area to be hooked up. So long as they are within your cultural borders and connected to your trade network you will have access to the resource.
 
Well I don't remember each name of those religious buildings and each has it's own name.
It's all in the Civlopedia
Is there a mod that causes wonders to be listed alphabetically? Is there any pattern at all to the wonder listing or is it just randomly listed? Searching wonder lists to determine if a wonder has been built becomes harder and harder has the list gets longer and longer with seemingly random listing order. Is there a mod for that?
You can sort the columns by clicking on the headers. I believe it is sorted by date.
Is there a easy way to determine if a tech has already been researched or not by someone else? You can sort of limitedly do it via tech trade screen but that is very limited and very difficult to use for that purpose. Is there a better way?
Please provide an example. I'm not sure what you mean by the limitation of the tech trade screen - that's usually how I do it.
 
I got some questions about wonder fail gold.

Sometimes for some reason I will get a message that the AI beat me to building a wonder but I can still build on that wonder. If I do so and even chop towards it for that turn, does all that production add to the fail gold even though its a turn of building a wonder already built?
No...you should stop building that wonder that turn otherwise any hammers put into it that turn will be lost. (good question actually)
So if I build on a wonder in one city, then another, like if I have partial builds of a wonder in multiple cities, that all multiples towards fail gold? Had another question as well, but forgot.
You get fail gold for any city in which you put hammers into a wonder completed elsewhere..yup (I've received thousands of gold sometimes doing that..even with National Wonders)
 
So Wonder fail is 2g per p or 4g with the special resource doubler?

(I've received thousands of gold sometimes doing that..even with National Wonders)
How does a opponent beat you to building a national wonder? I don't understand. You mean if other cities were building the same national wonder and you finish that nation wonder somewhere, you get gold for beating yourself? That seems too cheesy, like a bug that should have been fixed.
Is there a easy way to determine if a tech has already been researched or not by someone else? You can sort of limitedly do it via tech trade screen but that is very limited and very difficult to use for that purpose. Is there a better way?
Please provide an example. I'm not sure what you mean by the limitation of the tech trade screen - that's usually how I do it.
For one it requires you to memorize the tech tree, if you can't memorize the tech tree then it's confusing. Like let's say if you want to know if AI beat you to being first to get music. unless you have the tech right before music, it won't even tell you that music is a tech enemy nation can research.

Also if you get new tech from tech trading, it won't even show up there till next turn. So like if you just got the tech right before music, you won't see "will/won't trade music tech"

And if neither of you have writing you can't trade tech at all thus you can't see what techs the AI has at all.

And if you haven't met a AI yet you can't see what techs they have.

So is there a way to determine if anyone has gotten a tech yet other than through the tech trade screen and it's limitations?
 
Well, if you can still get the free GA from Music, the tech will say so when you hover over it. Same for religion. If the tech is founded it will not have that message.

Alphabet lets you see techs of civs you have met. You can’t see techs of those you’ve not met, logically. The game log, though, will announce when religions are founded and great people born. An early-ish Great Artist founded somewhere may be a good sign Music was teched.

Focusing espionage on one AI is a good way if seeing what they are currently teching.

Otherwise, not knowing things and figuring it out is part of the game.

Yes … one would build the National Wonder throughout the empire. Eh one might think it cheesy but a) I only do it with NWs I actually want b) there’s a balance to it in terms of gameplay. Not always feasible depending on my goals and resources. Also, I don’t build many NWs at all.

Fail gold is really only worth the effort if you have the bonus resources and/or IND. Of course, both make it really worthwhile. Try testing it out sometime.

Oh and I fail gold Great Wonders that I complete myself too.

Oh…as to your first question, I think more about the hammers put into the wonder in terms of the bonus(es). The end result is 1:1 I believe.

For example, I use passive overflow a lot in building wonders. Like say you complete a build and have 10 OF hammers. If you have marble for a marble womder - nonIND - that is 20 hammers into that wonder that turn plus double the city’s base hammers.
 
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The wonder list is chronological with the wonder built first at the bottom (usually Stonehenge or possibly The Great Wall). On top are the most recently constructed plus the ones the player is currently working on.

In Civ 3 you could build a colony outside your cultural borders to claim a resource but in Civ 4 that's not possible. You either have to place a new city there or wait for your borders to expand enough.


... ah, I see there was a considerable amount of discussion hiding on the next page! Serves me right for idling and being lazy...
 
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Well, if you can still get the free GA from Music, the tech will say so when you hover over it. Same for religion. If the tech is founded it will not have that message.
You mean in tech research screen? But that's not true. It says "First to discover gets free great artist" whether any nation has researched a tech or not.
 
How does the game handle multiple %-modifiers of the same yield, e.g. two +25% gold modifiers such as the Market and the Grocer?

Does the game calculate and add up all the flat gold yields (say, 10% from your commerce slider of 100 commerce from tiles is 10, +7 gold per turn from a trade deal, +3 from specialists, = 20), and on top of that number, do +25% from the Market (25% of 20 = 5), and on that same amount (20, i.e. ignoring the %-modifiers), do the other +25% from the Grocer (i.e. again 25% of 20 = 5), yielding a total of 20+5+5=30?
 
I don't read code, but I'm pretty sure it just adds 25%+25% so it's a +50% bonus.
 
For city modifiers the same applicable modifiers are just added up and applied to the final value. I.E. a city with a market and grocer gets +50%:gold: output, and if you add a bank it gets +100%:gold: output. Similarly a capitol city with a Forge and running both Organized Religion with the state religion present and Bureau gets +100%:hammers: when building buildings, or +75%:hammers: otherwise.
 
Similarly a capitol city with a Forge and running both Organized Religion with the state religion present and Bureau gets +100%:hammers: when building buildings, or +75%:hammers: otherwise.
Note that about the one example where this is not the case is the capital under bureaucracy and commerce buildings. If you are producing 10 commerce, you are 100% cash and have a bank and bureaucracy capital bonus you get a total of 22 gold not 20, (10*1.5)*1.5.
 
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Correct. Bureau gives +50%:commerce:, not +50%:gold:, so it multiplies commerce output directly before running it through whatever slider you're running, not just the gold slider.
 
I don't read code, but I'm pretty sure it just adds 25%+25% so it's a +50% bonus.
So it is +25% over e.g. 100, and then another +25% over the same 100, leading to 100+25+25=150.
And so it is not +25% of 100 = 125 and then +25% of 125 = 156.25.
So the game must use some kind of 'total amount before multiplication modifiers'-value, as if you simply do it sequentially you end up getting the 156.25.
 
You mean in tech research screen? But that's not true. It says "First to discover gets free great artist" whether any nation has researched a tech or not.
No, not the tech tree, The tech progress bar where you select techs to research.
 
So Wonder fail is 2g per p or 4g with the special resource doubler?
Failgold is 1gold per hammer invested into the wonder. If you have access to the special resource, each base production hammer invests two hammers into the wonder. If you’re industrious, each bph invests 1.5 hammers into the wonder.

Without resource or IND, failgold gives you the same return as building wealth, but you have to wait for the wonder to fail to get the gold.
 
But you can't even see that till you have met all the tech prerequisites, and often you need to know well before then.
Then I'd keep an eye out for the Great Artist born announcement. I really know no other way if you haven't met the AI in question. Going for Music can sometimes simply be a risk, but if you are playing lower levels there is no reason you can' get it.
 
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