Quick Answers / 'Newbie' Questions

dj_flip03 said:
JonnyB said:
Nope, it's just showing 1 unit per tile. the 3 riflemen in houston, the 2 cannons are each 1 unit. The two icons above the skull are the units in Anjar, the one highlighted in yellow is the one selected, if you look closely you'll see he's only represented by 1 soldier because he's only at half strength, if he was healthy there would be two men standing there.

That's exactly what I mean, anyway, I think I got it all figured out. Will I be able to make them attack at the same time?

What you're seeing are multiple soldiers representing one unit or 2 cannons or 2 workers representing one unit. It sounds like you have selected low resolution graphics in your options. There's a setting that shows only one person ber unit in order to allow the game to run smoother. I don't have the game available to tell you exactly how to change it but poke around in the graphics tab in your options and you'll find it.
 
eggrock said:
Well, the Oracle gives you a free technology of your choice, so if you can advance far enough along the tech. tree and then complete the Oracle, your choices will allow you to pick a fairly advanced tech., saving you lots of research points.

However, it's pretty easy to build the Oracle as far as the amount of research and production points you need to build it, so it's generally unlikely at higher difficulty levels (or especially against human opponents) to get a major freebie like Nationality from the Oracle before someone else builds it. Or else you sacrifice too much to get there and wind up leaving your cities open to invasion.

---

I know what Oracle does, I was asking for the strategy that gets you the prereqs for Nationalism before anyone builds it.

RJ, you said that rush buying had been nerfed in Warlords: what'd they do to it?
 
a4phantom said:
RJ, you said that rush buying had been nerfed in Warlords: what'd they do to it?


Yes it has been weakened. I wrote that in my previous post (quoted below). I reread that post and thought it was reasonably clear, but opinions can differ in that respect. :) What point was vague for you?

Roland Johansen said:
Someone here asked about gold rushing and how it worked some time ago. I answered that gold rushing allows you to convert 3 gold into one base hammer and that that hammer is subject to the production bonusses present in the city. What has changed in Warlords is that that hammer doesn't get any production bonusses anymore. So gold rushing in a city with forge, factory and power plant isn't more efficient than gold rushing in a minor city without these buildings.
 
Roland Johansen said:
Yes it has been weakened. I wrote that in my previous post (quoted below). I reread that post and thought it was reasonably clear, but opinions can differ in that respect. :) What point was vague for you?

That's perfectly clear, I skipped over the rest of that paragraph because I thought you were explaining the basic concept.:hammer2:
 
a4phantom said:
That's perfectly clear, I skipped over the rest of that paragraph because I thought you were explaining the basic concept.:hammer2:

Ah, I understand. I also have that tendency when I feel that I already know what is going to be said. :)
 
hi wondering if there is anything that can be done to stop my cities from getting sick from floodplans apart from bilding aqauduct or granary or even hanging gardens i have tryed al of them but its often not enof
 
northstar69 said:
hi wondering if there is anything that can be done to stop my cities from getting sick from floodplans apart from bilding aqauduct or granary or even hanging gardens i have tryed al of them but its often not enof

Welcome to civfanatics, northstar! :band:

Cities can become unhappy and can become unhealthy. Lack of happiness is a far bigger problem then lack of health as unhappy citizens don't work at all while one point of unhealthiness just costs one additional food to compensate. If you are settling a city near a lot of floodplains, the combined amount of unhealthiness can be pretty large and might be difficult to compensate with health bonusses. However, floodplains also give a large amount of food (3 unimproved) and thus should be able to compensate for the unhealthiness. It might be a problem if the city is small because all the unhealthiness from floodplains already exists and the food from all of the floodplains is not used yet.

It would of course be better if you can get enough healthiness in the city to compensate for the unhealthiness. That way it won't cost you food.
Healthiness comes primarily from food resources. And the health bonus from these resources is increased by a granary, grocer, harbor and supermarket. That's why some resources in the city list of resources have +1 :health: and some have +2 :health: . Which resources are enhanced by which building is clearly documented in the civilopedia and when you mouse over a certain building in the list of construction items. It can be helpfull to trade for some health resources if you have a health shortage in your cities. Especially the health resources which will be enhanced by buildings that are present in your cities.
Furthermore, you will get 2 health from settling directly adjacent to a fresh water source (river or lake). Also each forest in the city area that you leave provides you with 1/2 healthiness. The aquaduct can of course also help a bit by providing 2 additional health. Eventually health is no longer a problem when you get 3 health from the genetics technology and 1 health (and 1 happiness) from future technologies. But then the game is usually already over.

Good luck!
 
Roland Johansen said:
1)It seems like you only close that one as all the others remain open.

2) You might want to mouse over the amount of production, just in front of the production bar some times. It shows you where the production is coming from. If you're building settlers and workers, then food is converted into hammers (on a 1 to 1 basis) during the production of these units and thus your city does not grow. If you build other things, then only hammers contribute to the production of the city.
The breakdown of the production also shows you other bonusses such as the production bonus from organized religion for buildings, the bonus from the forge and the bonusses that various resources give when building wonders (such as + 100% from copper for the colossus).

A similar breakdown is available for research and gold in a city by just mousing over those entries in the city.

I figured out what this is, I think. I don't have the book/game on hand to verify but I think an 'unused', generic citizen produces a small amount of hammers, and if you work a corn/rice tile with no hammers your build time goes way up. It's either that or corn/rice has a hammer penalty but I think the former theory is correct. I'll have to check in-game it to make sure I'm not spreading misinformation.
 
eggrock said:
I figured out what this is, I think. I don't have the book/game on hand to verify but I think an 'unused', generic citizen produces a small amount of hammers, and if you work a corn/rice tile with no hammers your build time goes way up. It's either that or corn/rice has a hammer penalty but I think the former theory is correct. I'll have to check in-game it to make sure I'm not spreading misinformation.

If you deselect a tile (the number of tiles with circles + the number of specialists is smaller than the amount of population point in a city), then a citizen becomes available. You can always use citizens (you don't need a building to allow a number of citizens in your city) and they produce 1 hammer. So indeed if you deselect a tile that has no hammers, then the production time will go down as you have selected a citizen specialist at that moment which produces one hammer. If you select another tile, then the citizen specialist again becomes deselected and you only get the hammer production of the new tile.

You can see the production of the citizen if you mouse over it.

Or to be short, yes you are correct in your first theory. ;)
 
@Roland Johansen:- just wanted to say you do a fine job helping newcomers and the like in this thread. It saves the slightly lazier of us (points at self) a job....Keep up the good work :)
 
Does anyone ever use citizens? If you can't do better than 1hammer/pop it seems to me you're doing something wrong, but I admit I haven't thought through all scenarios. Even with Representation and Sistine Chapel it seems to me that a city big enough to support specialists should be able to employ one more useful than Citizen.
 
this has probably already been covered but i can't find it: how does one best stop a revolt in one's own city?

oh, and hello everyone, i'm new here....!
 
andsoitgoes said:
this has probably already been covered but i can't find it: how does one best stop a revolt in one's own city?

oh, and hello everyone, i'm new here....!

Welcome to CFC !! To stop cities revolting and flipping due to another civ's cultural influence you need to have culture in your own. Getting a religion in the city is a good start, religious buildings, theaters, wonders, etc all provide culture to your cuty over time.
And a Great Artist can 'culture bomb' the city with a great work of art, if you have one at the time.

If you hover the mouse over tiles that share your border with a competitors it tells you how much cultural influence you have (60% roman for example)
In the city map it shows you how much of the cities population is your own, (bottom left).

I think that's it, but I'm sick today.
 
DrewBledsoe said:
@Roland Johansen:- just wanted to say you do a fine job helping newcomers and the like in this thread. It saves the slightly lazier of us (points at self) a job....Keep up the good work :)

Thank, you. :)

a4phantom said:
Does anyone ever use citizens? If you can't do better than 1hammer/pop it seems to me you're doing something wrong, but I admit I haven't thought through all scenarios. Even with Representation and Sistine Chapel it seems to me that a city big enough to support specialists should be able to employ one more useful than Citizen.

I never do. If my city grows and I don't have a good tile to use, then I'll usually poprush. The citizen specialist is not worth it. In the period of the game after I'm not using slavery anymore, then I'll have other specialists available before I'm going to use a citizen. The citizen specialist might be useful if you don't plan your city growth well (building lots of farms in a city which doesn't have the buildings to support specialists after the slavery civic).

andsoitgoes said:
this has probably already been covered but i can't find it: how does one best stop a revolt in one's own city?

oh, and hello everyone, i'm new here....!

JonnyB is right, culture is the long term way to stop revolts and get a stable border around your cities. In the short term, you can place troops in the city to stop revolts and culture flips. When a city has a chance to revolt/culture flip, then a percentage score becomes visible inside the city directly below the culture bar. This percentage is the percentage chance that the city will revolt/flip. As you place more units in the city, the percentage will go down, until it reaches zero and the percentage bar will dissapear. The number of troops needed depends on the amount of cultural influence the enemy has in your center city square, whether or not the city has your state religion, the size of the city and the strength of the individual units placed in the city. The large troop strength will not be needed anymore when you get more than 50% cultural influence in your center city square.

Good luck pacifying your citizens.
 
I read in Zombie's micromanagement article that there is some kind of fault in the rounding so that slaving when you have a certain amount of hammers required in a unit or building actually gives you more hammers than you should get. It didn't seem to work when I tried it, can someone tell me whether or not this was fixed.

Also there is some kind of penalty for pop rushing or rush buying something in the 1st turn of production. Roland, do you know what this penalty is? Of course you do ;). Experience would tell me it is quite significant. Also when you do rush something is it the case that the pop or gold spent is sufficient to complete the unit or building without using the other base hammers for that turn, so that all the base hammers become overflow?
 
pixiejmcc said:
I read in Zombie's micromanagement article that there is some kind of fault in the rounding so that slaving when you have a certain amount of hammers required in a unit or building actually gives you more hammers than you should get. It didn't seem to work when I tried it, can someone tell me whether or not this was fixed.

It was fixed in Warlords (and I'm happy that it was because I really hated the micromanagement that was connected with it but it was to powerful not to use it).

pixiejmcc said:
Also there is some kind of penalty for pop rushing or rush buying something in the 1st turn of production. Roland, do you know what this penalty is? Of course you do ;). Experience would tell me it is quite significant. Also when you do rush something is it the case that the pop or gold spent is sufficient to complete the unit or building without using the other base hammers for that turn, so that all the base hammers become overflow?

The first turn of construction has a 50% penalty connected to it.
(The following assumes normal speed)
If you pop rush an archer with 5/30 hammers, then it will cost 1 pop and give you an archer with 35/30 hammers (so each pop gives you 30 hammers). If you pop rush an archer with 0/30 hammers, then it will cost you 2 pop and give you an archer with 40/30 hammers (so each pop only gives 20 (=30/1.5) hammers).

If you rush buy a granary with 10/60 hammers, then it will cost 3* 50 = 150 gold. If you rush buy a granary with 0/60 hammers, then it will cost 3*1.5*60=270 gold.

The pop rushing and rush buying always complete finishes the project in production. So you'll always have that turns production in overflow and with pop rushing, usually there will be some additional overflow as you cannot sacrifice a partial pop.

There also exist some cost multipliers connected with the various small and great wonders in the game. They are not all the same and vary from 50% (early game small wonders) to 300% (late game wonders connected to the space race). It would go to far to list them all here. If you are interested in a particular penalty, then you can find it in the file CIV4BuildingInfos.xml. The file lists the various buildings one after the other and each has an entry called iHurryCostModifier which determines the additional costs for hurrying that small/great wonder.

Edit: There is a difference between pop rushing and rush buying that I forgot to mention. Pop rushing production is subject to production bonusses in the city. Rush buying production is not subject to these production bonusses.
 
thanks jonny and rolland. i'll try putting in some more tanks and cash rushing a missionary down there. the bottom line is issabella needs to be completely destroyed once and for all.
 
:confused: Is there any way to convert a hotseat file to a singleplayer file? Or a hotseat file to a worldbuilder file? Or are there any utility programs that will do this? Please help...Thanks Bratboy
 
andsoitgoes said:
thanks jonny and rolland. i'll try putting in some more tanks and cash rushing a missionary down there. the bottom line is issabella needs to be completely destroyed once and for all.

What? Miss Congeniality herself? ;)
 
a4phantom said:
What? Miss Congeniality herself? ;)

Don't you dare compare that irritable, pouty, teenage ruler of The Iberian Peninsula with the wonderful Miss Bullock :mischief:

Izzy must always be destroyed completely, and without remorse..I've said it before and I'll say it again it's in the rules :)
 
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