Quick Answers / 'Newbie' Questions

Regarding civ borders...

During my current game I captured a city from one civ, and that city is adjacent to the border of another civ that I'm not at war with. On the turn following the capture, the adjacent civ's borders expanded and took over some of the tiles that used to belong to the captured city.

Could I have placed units on those tiles to prevent the adjacent civ from expanding into them? Is there anything I can do now (short of attacking the adjacent civ) to get some of those tiles back? I'm trying to crank up the culture in the city in hope of pushing the borders. Is that likely to work?

Thanks.
 
A. Ninny said:
Regarding civ borders...

During my current game I captured a city from one civ, and that city is adjacent to the border of another civ that I'm not at war with. On the turn following the capture, the adjacent civ's borders expanded and took over some of the tiles that used to belong to the captured city.

Could I have placed units on those tiles to prevent the adjacent civ from expanding into them? Is there anything I can do now (short of attacking the adjacent civ) to get some of those tiles back? I'm trying to crank up the culture in the city in hope of pushing the borders. Is that likely to work?

Thanks.

The only real things you can do is build culture in the city with buildings or great people. A great artist with a culture bomb can help holding off the other civ border but it wont work that much against old cities with lots of culture.

Placing units on the tiles wont change anything.

Attacking the civ can make you get the place to expand your borders if you conquer the surrounding cities.

When I plan a all out offensive against a rival civ I try to have a great artist ready. I spot a central city and work my way there by capturing the rival civ's cities, When I get to the central city I do a culture bomb and conquer the rest of the civ'c cities. Usually by the end of the war(elimination of the rival civ) all the cities are all connected within the culture border.
 
Another few questions:

Is it possible to change difficulty level mid-game?

I recall that in an earlier Civ (maybe it was Civ II?) that it was possible to bribe foreign units into joining your civ's army. Is that still possible?
 
A. Ninny said:
Another few questions:

Is it possible to change difficulty level mid-game?

I recall that in an earlier Civ (maybe it was Civ II?) that it was possible to bribe foreign units into joining your civ's army. Is that still possible?

No and no. You could bribe units in Civ1 and maybe Civ2 but not anymore.

As for the question of how culture contributes to defense, look at the situation in Iraq to see how much it matters if the locals support one side or the other. If your people identify strongly with your cause, they can feed and shelter your soldiers, they can act as scouts and spies, they can even pick up weapons and act as skirmishers as the enemy tries to push into your city. If a big city has low culture, that probably means it was conquered. Think of the Germans trying to defend Paris from the British and Americans with the French resistance sabotaging their supplies and transportation.

Can someone spell out for me the change in Great Generals in the patch? Do they now take more accumulated XP? Does the Great Wall still double production from battles within your territory, and is the only change that it no longer produces as many standard Great Person points?
 
The tutorial pauses "forever" when I'm waiting for the obelisk to be built. How do I continue?

Where else can I get help? I'm new to all games and profoundly ignorant. Where should I be posting utter newbie questions? Also, I'm using just the touchpad on a notebook. Is that part of the problem? Books? Guides? etc.?

TIA
 
Hub said:
The tutorial pauses "forever" when I'm waiting for the obelisk to be built. How do I continue?

Where else can I get help? I'm new to all games and profoundly ignorant. Where should I be posting utter newbie questions? Also, I'm using just the touchpad on a notebook. Is that part of the problem? Books? Guides? etc.?

TIA
It's been awhile, but I thought the tutorial ended at a certain point. Sorry, that's probably not much help.

Aside from that, this is the right place for utter newbie questions, so keep firing away. The General Discussions forum is also the proper place for "tech support"-type questions, while questions related to better gameplay generally belong in the Strategy & Tips forum. Also check the War Academy for strategy and tactical articles.
 
andybrown65 said:
is this how combat works?

me strength 17 (modified) vs enemy strength 14 (modified)
say for sake of argument I'm 81% odds on (I'm not sure how the odds are calculated); lets say I loose and get hit for 3 damage.

Now I'm strength 14 vs strength 14
on the next virtual dice roll is it 50/50 I'll win - or am I still at 81%

If it is the case that it is now 50%, what affected how much damage I was given after the first dice roll.

Thanks for any help or redirects to a useful guide.

Not exactly. There are several numbers involved in combat, not all of which are visible in the interface. See this article in the War Academy for more details than you would ever want.
 
Tantor said:
What`s the logic behind the cultural city defense??
I think high culture cities sometimes are ridicoulusly hard to conquer.
In my hometown we have a library, a theater, a colloseum (stadium) and a university, but what are we supposed to do if an evil Shaka comes to rape and pillage? Throw books on his tanks?
High culture cities are indeed hard to conquer by brute force. That's where your artillery units come in - Catapults, Trebuchets (in Warlords), Cannons and Artillery are the keys to winning wars in the later game once most cities are at 40% or 60% (or above) in cultural defence. ;)

And of course, you need to learn to balance culture with military. As you say, it's no use building the greatest city in the world with libraries and theatres and coloseums everywhere if your next door neighbour could easily just walk in and take it. Try to keep things even so that you expand your culture as you expand your military. :)
 
andybrown65 said:
I've just turned the forum from red to blue! - How did I do that?

Fhew. Had to look for that one too. It's in the User CP of course. Then choose edit options and scroll way down and there you find an option called 'forum skin'. Change it to whatever you want.

andybrown65 said:
My real question is this:

I've been loosing a lot of battle at 81% what seems like 81% of the time. Naturally I accept that it is statistically possible for me to be cursed and loose them all; all of the time and it's probably me just ignoring the good and remebering the bad, but it got me thinking: is this how combat works?

me strength 17 (modified) vs enemy strength 14 (modified)
say for sake of argument I'm 81% odds on (I'm not sure how the odds are calculated); lets say I loose and get hit for 3 damage.

Now I'm strength 14 vs strength 14
on the next virtual dice roll is it 50/50 I'll win - or am I still at 81%

If it is the case that it is now 50%, what affected how much damage I was given after the first dice roll.

Thanks for any help or redirects to a useful guide.

I would recommend another War Academy article then the one mentioned before in this thread. It was written earlier and is more comprehensive. You can find it here.

A very very basic way to look at it:
-Combat is divided in rounds.
-One unit wins each round (exception with first strikes, then only the first striker can win or no one wins).
-The stronger unit has a better chance to win each round.
-The stronger unit does more damage per won round then the weaker one
-Each not wounded unit starts with 100 hitpoints and loses when it runs out of hitpoints.
-The chance to win each round and the damage that you do each round is only based on the starting strength values of the units, not on how the battle progresses.

Many people think that they have an extraordinary row of losses and that the combat calculations must be wrong. That has to do with the human mind that forgets normal outcomes (oh, I won again an 80% battle) and remembers the exceptional ones (huh, what I lost two 80% battles in a row again, not fair!). That doesn't mean that you are an unfair person, but that is just how the human mind works. It remembers streaks, paterns and things that are unusual.

If you want to convince yourself of the accuracy of the combat calculations, then do the following. In the next game that you play, record the chances of victory and the outcome of battles for the first 100 battles in your game (a list of 100 times a percentage + the word win or loss). As a human, you will probably fight many 70%+ battles since you avoid the bad situations. Count how many of those 100 battles were of 70%+ chance and how many of those were won and lost. You will probably see that you have won more than twice as many as you have lost of these 70%+ battles. (If all battle were of exactly 70% chance, then you should have a win-loss ratio of about 7:3).

It much nicer to play the game without the feeling that the computer game is cheating.


a4phantom said:
Can someone spell out for me the change in Great Generals in the patch? Do they now take more accumulated XP? Does the Great Wall still double production from battles within your territory, and is the only change that it no longer produces as many standard Great Person points?

In Warlords 2.00, the number of great general points needed to create a great general were linked directly to the game speed (quick, normal, epic or marathon). In Warlords 2.08, the number of great general points needed is linked to the number of units that are typically produced in a game (this is not exactly the same at every game speed). The 2.08 way is more fair as it leads to about the same number of great generals in a quick speed game as in a marathon speed game. The 2.00 way would give many more great generals at quick speed than at marathon speed. It's a bit of a technical change, but one that is good for game balance between the various speeds at which the game can be played.

The numbers of GG-points at speeds quick-normal-epic-marathon for the first GG in the two versions:
2.00: 20-30-45-90
2.08: 30-30-30-45


Hub said:
The tutorial pauses "forever" when I'm waiting for the obelisk to be built. How do I continue?

Where else can I get help? I'm new to all games and profoundly ignorant. Where should I be posting utter newbie questions? Also, I'm using just the touchpad on a notebook. Is that part of the problem? Books? Guides? etc.?

TIA

I remember encountering a similar bug when I played the first unpatched versions of the Civ4 tutorial. I saved the tutorial at some point and when I loaded it the next day, all kinds of things went wrong. It had something to do with the scripted events in the tutorial that were not correctly stored in the savegame. So I just finished the tutorial in one go (it doesn't take very long). Later I read in the changelog of the first patch that a lot of things concerning the tutorial were finished.
So first of all, if you haven't done so already, then install the latest patch. My guess is that you're talking about basic Civilization 4 without the expansion pack Warlords. You can find the patch on this site: here.
You need the Civ4 Patch Version: v1.61
You can also use the ingame update system. In the main starting menu pick advanced and then something with update (sorry don't remember exactly how it is called). Watch out with firewalls. The firewall must let the game connect to the internet or else the the game can stop responding.

Restart the tutorial from the beginning after installing the patch.

If that doesn't help you with running the tutorial, then I would advice you to ask more questions in the Civ4 - Technical Support forum.

Note that the tutorial has a scripted part with all kinds of tips and advice provided by a face resembling Sid Meier. But after this part is ended, it continues with a normal game at the lowest difficulty level and all advice will stop. I personally considered the tutorial completely useless (but not boring), but I'm a veteran of Civ1, Civ2 and Civ3 so that was not so strange. I think it can be rather useful when you're not used to (these types of) games.

If you're totally unexperienced, then I would advice you:
1) play the tutorial (don't expect that you now know everything about the game).
2) read the manual as far as you can. I know, it's rather boring in comparison to playing the game. But if you're really green, then it can help and will help you understand the game faster.
3) play a game on a small map type at the lowest difficulty level.
4) use the civilopedia (F12) to look up a lot of information on the units and buildings and other elements of the game that you encounter.
5) come here to ask questions about things that you encounter and don't understand.
6) if you want to really discuss an item from the game (for instance: Praetorians are the best unit in the game, don't you all agree!!!) instead of asking a question, then you can of course start a new thread about it.
7) go to the War Academy for strategy articles and learn more and more about the game. Discuss stuff in the strategy and tips forum to get another persons view and learn.

Other general advice: You'll learn faster when you don't automate things too much. For instance: it might be attractive to automate the workers that improve the terrain and let the artificial intelligence (AI) decide what is best. But then you won't learn a lot about the game and you are also not really playing the game to the fullest as many important decisions are made by the AI. And with some experience, you can make far better decisions than the AI.
Note that civ4 is a game with a pretty steep learning curve. Don't be discouraged too fast if you don't understand why things go wrong or don't work the way you planned it.

Oh, before I forget it:

Welcome to Civfanatics!!! :dance: [party]
 
Roland Johansen said:
In Warlords 2.00, the number of great general points needed to create a great general were linked directly to the game speed (quick, normal, epic or marathon). In Warlords 2.08, the number of great general points needed is linked to the number of units that are typically produced in a game (this is not exactly the same at every game speed). The 2.08 way is more fair as it leads to about the same number of great generals in a quick speed game as in a marathon speed game. The 2.00 way would give many more great generals at quick speed than at marathon speed. It's a bit of a technical change, but one that is good for game balance between the various speeds at which the game can be played.

The numbers of GG-points at speeds quick-normal-epic-marathon for the first GG in the two versions:
2.00: 20-30-45-90
2.08: 30-30-30-45

So playing at normal Great Generals are exactly the same, and at quicker speeds there are fewer and at slow speeds there are more Great Generals. Everythign else about them remains the same? I love Great Generals.

Just curious, where's the numbering system for patches come from? 1.52, 1.61 for Vanilla, 2.00, 2.08 for Warlords? I assume the 2 is because it's an expansion, but where do they get the other number? Starcraft patches were 1.01, 1.02, 1.03 . . .
 
how do you reinstall the game
 
s.c.dude said:
how do you reinstall the game
First, uninstall the old version. Go to Start -> Control Panel -> Add/Remove Programs, and Remove Civilization IV. (You might want to back up your old saves and/or mods before you do this.) Then, just insert the disk, and install the game again. :)

Note though that you probably don't want to do this without a very good reason. Why do you want to reinstall?
 
Lord Parkin said:
First, uninstall the old version. Go to Start -> Control Panel -> Add/Remove Programs, and Remove Civilization IV. (You might want to back up your old saves and/or mods before you do this.) Then, just insert the disk, and install the game again. :)

Note though that you probably don't want to do this without a very good reason. Why do you want to reinstall?
i was messing around in xml and completely screwed up multiplayer:blush:
 
Is there any way to block an enemy trade network by sea?
I mean, in CIVIII you could block the city coast with many ships, but now it doesn't seem to work anymore...

What happens with the cultural bar when you conquer an enemy city?
What happens with the buildings?
 
garciamedavar said:
Is there any way to block an enemy trade network by sea?
I mean, in CIVIII you could block the city coast with many ships, but now it doesn't seem to work anymore...

I don't think you can anymore, but wait for a more expert answer.


garciamedavar said:
What happens with the cultural bar when you conquer an enemy city?
What happens with the buildings?

The cultural buildings (and random other buildings) are destroyed. The culture bra is reset to 0%, but the city's native culture will return if it is reconquered. I believe also that captured Wonders don't produce culture.
 
1. My strategy for the past several Nobel games has been to minimalize settler-expansion and concentrate on conquest. Usually I'll build three or four cities, pump out a host of swords and catapults, and conquer my neighbors one by one. If I'm Persian I only build two cities (one if the capital has horses), and if I'm Inca only one before going on the warpath (all of this subject to the map of course). The benefits of this are obvious: I let my opponents do all the heavy lifting of building settlers, connecting cities and improving terrain, founding religions, and building city improvements some of which will survive my conquest. I also get assorted Wonders out of it. Also, by having a massive army from early on I deter attack from the AI civs, who are all bullies and vultures and only attack the weak. Often by the end of the game, there are only 5 or 6 cities whose names match my Civ, and some of those are built to occupy territory where several other cities were razed so they benefit from others' terrain improvements. I don't care to think about what this says about me as a person, but what I do want to ask is: will this strategy be less suited when I make the jump from Prince to Monarch?

2. When I have time to start a new game I will play as Ghengis Khan. What does one actually do with those splendid Keshiks? I usually focus on city taking units, with some attention to city defenders and what's left goes to auxilary units like horse archers. With the Mongols, should Keshiks make up a significant part of your army?

3. Sometimes I have very urgent Civ questions and RJ and Lord Parkin aren't on to answer them. What are their phone numbers?

































:Just kidding:
 
a4phantom said:
1. My strategy for the past several Nobel games has been to minimalize settler-expansion and concentrate on conquest. Usually I'll build three or four cities, pump out a host of swords and catapults, and conquer my neighbors one by one. If I'm Persian I only build two cities (one if the capital has horses), and if I'm Inca only one before going on the warpath (all of this subject to the map of course). The benefits of this are obvious: I let my opponents do all the heavy lifting of building settlers, connecting cities and improving terrain, founding religions, and building city improvements some of which will survive my conquest. I also get assorted Wonders out of it. Also, by having a massive army from early on I deter attack from the AI civs, who are all bullies and vultures and only attack the weak. Often by the end of the game, there are only 5 or 6 cities whose names match my Civ, and some of those are built to occupy territory where several other cities were razed so they benefit from others' terrain improvements. I don't care to think about what this says about me as a person, but what I do want to ask is: will this strategy be less suited when I make the jump from Prince to Monarch?
I think it sounds like a reasonable sort of strategy, but you have to be aware of the fact that the most important thing in becoming a master of Civ4 (at least in my opinion) is the ability to adapt to the different and unique situations offered by each new game. No two games are exactly the same (nor should they be!), so you won't want to adopt a single, overruling strategy for all of your games. Indeed, doing so would probably worsen your abilities at Civ! (Or at least it will not allow you to experience and begin to understand the full complexities behind the game.) :)

So yeah, just take a look at the situation with each new game and decide what your strengths and weaknesses are, and prioritise from there. If you're Persia, then you're right that getting those Immortals out early will be an extremely effective tactic against lower-level AI (although it's trickier against intelligent humans and higher-level AI, since they actually prepare with decent numbers of Spearmen). Don't have a set number of cities that you work towards in every game - factor in the map size, the surrounding terrain and resources, and weight your decisions accordingly. In some games it may be better to hang back on city numbers and just boom up the infrastructure of your capital and one or two other cities; in other games it may be worth temporarily sacrificing some economy to gain some important strategic territory through an extra city or two. You have to analyse and decide that for yourself. ;) (Although, with regards to Settler numbers, if you're fully going for the aggressive path then I agree that you might not need so many, since you can just capture your opponents' cities. Be aware though that this might not be the best option since the AI doesn't always place their cities optimally, plus they may be a long way from your starting location (depending on the map).)

a4phantom said:
2. When I have time to start a new game I will play as Ghengis Khan. What does one actually do with those splendid Keshiks? I usually focus on city taking units, with some attention to city defenders and what's left goes to auxilary units like horse archers. With the Mongols, should Keshiks make up a significant part of your army?
Again, it depends on the type of game. ;) On the lower levels against AI you can probably get away with Keshiks making up the bulk of your army. On the higher levels, and against smart humans, you should try to spread out your forces a bit more over different unit types - you'll actually be stronger and better prepared for anything they can throw at you that way. Of course, if you're Genghis then you probably want to at least try to make use of a few Keshiks (they're your special unit after all, might as well make use of them!). One of the only few cases in which you won't want to bother with Horseback Riding at all is when you discover that you don't have any Horses nearby (with Animal Husbandry).

As for their abilities, Keshiks have an extra first strike (which is nice, but only tilts the scales slightly in their favour), plus that no-terrain-cost thing. That's their main ability, and you should put it to use whenever you can. You can usually use this benefit to great advantage in field skirmish combat, surprising enemy troops by attacking them through a forest and then running away, or capturing a Worker that's been badly placed over the other side of a forest (you can even sometimes catch relatively new human players to MP out with this trick). Obviously Keshiks aren't great city-capturing units (though they can do a decent job if the defenders are weak or if you have a lot of them), but they're great support units, allowing your Axes and Swords to move into position safely while the Keshiks take care of any enemy troops in the open field.

But the best way to figure out how to work them best (just like any civ leader or UU) is to fiddle around with them yourself for a while and try out some strategies to see what works and what doesn't for you. :)

a4phantom said:
3. Sometimes I have very urgent Civ questions and RJ and Lord Parkin aren't on to answer them. What are their phone numbers?
:lol: Actually you wouldn't want to call me anyway, since being in New Zealand the toll rate would be quite high, I'd imagine. ;)
Trv016 said:
Can someone sum up what a "first strike" is for me? I'm playing on prince and still have not learned exactly what it is.
Basically, "normal" combat works on a round-by-round basis: each round one or the other of the two units will "win" and inflict damage on the other unit. The chance of each unit winning each round, and the amount of damage that they do is determined by their relative strengths.

So, for instance, you might get:
Axeman vs Chariot
Combat Round 1 - Axeman wins, inflicts X damage on Chariot
Combat Round 2 - Chariot wins, inflicts Y damage on Axeman
Combat Round 3 - Axeman wins, inflicts X damage on Chariot
Combat Round 4 - Chariot wins, inflicts Y damage on Axeman
Combat Round 5 - Chariot wins, inflicts Y damage on Axeman
Combat Round 6 - Chariot wins, inflicts Y damage on Axeman
Combat Round 7 - Axeman wins, inflicts X damage on Chariot
Combat Round 8 - Chariot wins, inflicts Y damage on Axeman, kills Axeman
Chariot wins the battle with some (X+X+X) damage.

Now, the first strike is basically a "free shot" round in which one of the units gets an extra chance to inflict damage. In a "first strike round", the percentages of each unit hitting the other are as usual, but there's a difference - the unit with the first strike is the only one that can inflict damage during that round.

To illustrate by example:
Archer vs Chariot, Archer has 2 first strikes
First Strike Round 1 - Archer wins, inflicts X damage on Chariot
First Strike Round 2 - Chariot wins, no unit recieves any damage (ie "draw")
Combat Round 1 - ...etc

So the first strike rounds are "freebies" in which the unit with the first strike(s) is itself invulnerable to damage, but may inflict damage to the other unit. After the first strike rounds, battle progresses in the normal way with combat rounds in which either unit can receive damage.

I hope that clears that up for you. Just incidentally, I think that generally the consensus amongst players is that first strikes are usually not quite as powerful as the combat promotions. However, they're still quite useful for tilting the scales slightly in your favour when the units engaged in combat are fairly close in relative strength to each other. :)
 
I did a world builder test awhile ago. A rifleman with drill one (chance of a first strike) has something like a 53% chance of winning against a green rifleman. A rifleman with Combat1 has something like a 60% chance against an unpromoted rifleman. I think the point of first strikes come in when you already dwarf your enemy, like a tank against a rifleman. +10% more is no longer a huge deal, whereas the ability to cripple your enemy before he even gets the chance to attack you will greatly reduce the damage your tank takes, especially if fighting a swarm of weaker units. The problem is that the Drill promotions add so little. 50% chance at a first strike?

I still don't see the great advantage to Keshik's ignore terrain ability. In real life such an ability was murder, but crammed and pegged to game mechanics it doesn't seem so hot. It won't help much in enemy territory, where the enemy has roads, and keshiks alone don't seem likely to do very much before they're cut down by spears.
 
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