Quick Answers / 'Newbie' Questions

It can be unit intensive (especially on larger maps), but most people find that (especially on the high barb settings and high difficulty levels) the unit investment is well worth it, for the time saved from not having to deal with pillaging and irritating barbs near your borders.

Interesting. I would think it would be easier to have a few units waiting to kill the barbs as they approach then spread them out across your border. Especially after you get chariots. But I will try fog busting, although I don't usually get archers at all.


The AI are there to provide a challenge, and some variety and interesting flavours to the game - but ultimately, they are there to be beaten. They've been designed more to provide obstacles to the human's victory than to seek victory themselves

Sounds like highschool.
 
Interesting. I would think it would be easier to have a few units waiting to kill the barbs as they approach then spread them out across your border. Especially after you get chariots. But I will try fog busting, although I don't usually get archers at all.
Instead of Archers, try Chariots--especially with Flanking I + Sentry promotions to increase their visibility range. No hills required!
 
Is there a way to clear a game out of the hall of fame?
 
Hello all, I have a (not-so-) quick question about the Regenerate Map option that is available during the first turn of a new game. I had always thought that this command produced a brand new map with all the conditions of the current map (conditions = AI civs, age/climate options, etc.), making the command a quick and easy way to hunt around for good starting sites without having to return to the main menu and begin again. (Sometimes you just have to indulge your greedy "I want the best starting site possible, dammit!" side. :D )

After installing Warlords and patching it up, however, I seem to be encountering something different. While hunting around for good starting sites in my latest game, I found that the maps produced by the regenerate command were recycling. I began the game, regenerated the map a bunch of times, and then was suddenly confronted by a map that I had seen earlier. I thought I must be imagining it, so I regenerated again, only to find another map that I had already seen.

Is it possible that the regenerate command doesn't actually produce a new map at all, but simply moves you to different (finite) potential starting spots on the same map, such that you wind up playing musical chairs with the other civs? If so, was the function of the command switched in Warlords, or has it always been like this? If not, what other explanation might there be for what happened? I am 100% certain that these maps were the same, tile for tile, and furthermore that they were presented to me in the same sequence in which I first encountered them. (I started with map #1, then the first regeneration gave me map #2, then #3, ... , then ~#11, then I saw #1 again, then #2 again, then #3, etc.) Thanks for any explanations/advice.
 
Just wondering.

Do units get different rates of experience depending where they fight?
I noticed in enemy borders one of my units got 2 exp points for a kill.

Can anyone confirm this? It was late when it happend, and I didnt get chance to check.
 
Just wondering.

Do units get different rates of experience depending where they fight?
I noticed in enemy borders one of my units got 2 exp points for a kill.

Can anyone confirm this? It was late when it happend, and I didnt get chance to check.

If they are attacking they get different amounts according to what the odds were. At least I think that is what decides it. The 98% battles my warlord unit are always fighting are only 1, a normal battle is 2. But with battles with longer odds I have seen more than 2 points. I had to attack a city with archers in order to secure the only source of metal, so I was planning on just wearing the defender down. I had 6 archers, but the first attack at 7% odds just worked, and that guy picked up 8 points.

I have never seen more than 1 point for defending, but I'm not sure about that.
 
I think attacking nets twice as many points for the same odds. There's a cutoff point in the mid or high 90s where you'll only get one point for attacking.
 
When attacking a city, is it best to attack unit by unit or to group different units and attack at once ? Is the latter explained anywhere on the forum or in the civopedia ? Thanks.
(Btw : I'm playing Warlords, latest patch).
 
Grouping the units just makes the best unit in that group attack first, then the next best, etc., so it's not like they are doing a combined attack. So, I select my best unit, but I do it unit by unit.
 
OK, first of all, where did you install the patch from? Did you do it inside the game ("Advanced" -> "Update"), or did you download it from CivFanatics Centre or some other download site on the internet, and then install it yourself? (I'm not too good with these technical things myself, but hopefully this question might help to give a clue as to the source of the problem.)

I instaled directly i go to internet play stay 2 seconds in the chat room and
after 2 seconds it apears that i have to instal it and i clik instal .

Hope you could help;)
 
1. If I upload a short game (Confucism was just founded somewhere) will someone good take a look at it and critique my opening game?

2. How does one upload a game?
 
I think attacking nets twice as many points for the same odds. There's a cutoff point in the mid or high 90s where you'll only get one point for attacking.
It's somewhere above 98%, I'm fairly sure on that (done a lot of attacking today).

Hello all, I have a (not-so-) quick question about the Regenerate Map option that is available during the first turn of a new game. I had always thought that this command produced a brand new map with all the conditions of the current map (conditions = AI civs, age/climate options, etc.), making the command a quick and easy way to hunt around for good starting sites without having to return to the main menu and begin again. (Sometimes you just have to indulge your greedy "I want the best starting site possible, dammit!" side. :D )

After installing Warlords and patching it up, however, I seem to be encountering something different. While hunting around for good starting sites in my latest game, I found that the maps produced by the regenerate command were recycling. I began the game, regenerated the map a bunch of times, and then was suddenly confronted by a map that I had seen earlier. I thought I must be imagining it, so I regenerated again, only to find another map that I had already seen.

Is it possible that the regenerate command doesn't actually produce a new map at all, but simply moves you to different (finite) potential starting spots on the same map, such that you wind up playing musical chairs with the other civs? If so, was the function of the command switched in Warlords, or has it always been like this? If not, what other explanation might there be for what happened? I am 100% certain that these maps were the same, tile for tile, and furthermore that they were presented to me in the same sequence in which I first encountered them. (I started with map #1, then the first regeneration gave me map #2, then #3, ... , then ~#11, then I saw #1 again, then #2 again, then #3, etc.) Thanks for any explanations/advice.
Hmm, that certainly sounds like a weird occurrence. I haven't encountered that myself, but then again I don't usually regenerate that much - if at all, it's certainly only a couple of times, and not dozens! ;) However, there's an easy way for you to check if what you suspect is indeed happening - simply open the WorldBuilder after loading each regenerated map, and check whether they all look the same or not. (I think you'll probably find that they're all different, but who knows.) :)

I instaled directly i go to internet play stay 2 seconds in the chat room and
after 2 seconds it apears that i have to instal it and i clik instal .

Hope you could help;)
Sorry, I don't think I know enough to be able to help you here. All I can say is that I've heard (perhaps wrongly) that the version downloaded from within the "internet play" section sometimes doesn't work correctly. Perhaps you could try downloading the version hosted here at CFC and then installing that - it's the one that I used, and it seems to work just fine. :)

1. If I upload a short game (Confucism was just founded somewhere) will someone good take a look at it and critique my opening game?
I can take a look at it and provide some of my thoughts on how I would do things personally if it was me playing, yes. I can't promise to give perfect "critique", because firstly my style of playing is just one among many, and secondly there is no one right way of playing the game anyway. Also, there's only a limited amount of info that could be gathered from a single save snapshot well into the game. But having said that, feel free to go ahead if you'd like to - just don't expect miracles to be worked. :)

2. How does one upload a game?
Click "Reply" as usual, scroll down below the text box to the "Additional Options" box. Click the "Manage Attachments" button, and add your file there.

Alternatively, another way:
upload.JPG
 
There's yet another (new) alternative to Lord Perkin's advice for uploading a file: above the Quick Reply box, there's a red box with an upward pointing arrow in it called "Easy Upload." Click on it and you'll be permitted to browse your hard drive.

Providing a critique of your opening moves might best be done in a new thread in the Strategies and Tips forum and might be beyond the scope of this thread. But we're mostly a friendly crowd here and it's unlikely anyone would bite your head off if you posted your save here. :)
 
Just wondering.

Do units get different rates of experience depending where they fight?
I noticed in enemy borders one of my units got 2 exp points for a kill.

Can anyone confirm this? It was late when it happend, and I didnt get chance to check.

Yes, units can get varying levels of experience for a kill, varying from 1 to 10. Even retreating from a battle gives you 1 exp (and none for the defender).

The amount of experience that you get for attacking is 4*(opponent strength)/(your strength) rounded down. The strength values are the values adjusted for terrain, promotions and other bonusses.
The amount of experience that you get for defending is 2*(opponent strength)/(your strength) rounded down.

Example: your swordsman (strength 6 no promotions) attacks another swordsman with the combat 1 promotion standing on a forest (adjusted strength 1.6*6=9.6). If you manage to win (against odds, only 4.4% chance to win), then you get 9.6/6 * 4= 1.6 * 4 = 6.4 experience (6 rounded down).

You won't see the higher amounts of experience often because you typically only attack when the odds are in your favour and then the amount of experience is not that high. You might see it when you suicide a catapult against a city defender and get lucky and win.

I thought of that (as what "fog busting" probably meant) but it seemed too unit intensive.

You shouldn't fog bust very early in the game because then you only have 1 city and better things to do. Also, no barbarians have appeared at that time (only animals) so there is nothing to fog bust. But once you have a few cities (say 2-3-4), the barbarians begin to appear and after a while will start to attack your cities. At this point, you typically also have better units like axemen, chariots and archers. However, the barbarians will not always come at regular intervals, 1 at a time. Sometimes they come in bigger numbers all at once at a weakly defended spot of your empire. It is costly to put enough defenders in every single one of your cities to deal with such an attack that early in the game. I must say that this will happen more on the bigger maps where there is a lot of unsettled land for the barbarians to appear in.

Now there are a few good reasons to have a few sentries around your cities at this time:
1) You will see any attack of barbarians and rival civilizations coming before they are next to your cities. This gives you time to react and combine your forces to meet the onslaught. Maybe you need to rush (slavery) some defenders if the attack is very big, but at least you have the time to do so. If you have an axeman placed on a forested hill, then a (single) barbarian must be very lucky to win if it attacks.
2) Any tile that you can see will not spawn barbarians or barbarian cities. This means that if you see an ideal city location, you can prevent the appearance of a barbarian city (which is not placed as ideally as you'd like) by placing your sentries close.
3) At some time a few guards are needed to escort a settler to a settling spot. 1 archer might not be good enough if you happen to meet 2 axemen. Even 2 archers might not be good enough. These units will also slow down the settler because they can't move as fast as the settler. However, if you have a few sentries in the area (placed on hills preferably), then you can see every tile of land and thus know that there are no barbarians around. So the settler can safely move to the settling spot without any escort and at full speed. The units that will guard the city are already there and a few new sentries will be needed.

In the early game (3-4 cities and expanding), I ideally have 1 city defence archer in my cities (minimal defence needed to surpress unhappiness). A mix of archers and axemen (some 3-5 units altogether) spread around my cities in such positions that they can intercept attackers, remove the fog of war from a lot of terrain and move back to defend cities in jeopardy. The archers will defend the cities that are going to be founded. And a few chariots close to the cities that can move from one city to the next as a quick defence/counterattack force. Often I have less units than this and have to improvise when an attack occurs.
This is quite a minimal defence force (and probably insufficient in multiplayer games), but I can get a quite sizeable force in a single city by the time an attacker would reach that location. The low number of defenders means that you will have an optimal amount of research.

You generally don't want more than 5 units outside your borders (in peacetime) because if you have more than 5, then they will start costing supply costs and you need every gold and research point that you can get in the early game.

I play on huge maps with high difficulty levels. On smaller maps with a lower difficulty level, the barbarians are less of a problem. There is just not enough land between the various players to spawn barbarians and at lower difficulty levels, the barbarians appear later. I usually only lose 1,2 maybe 3 units to barbarians and usually don't get pillaged at all.

1. If I upload a short game (Confucism was just founded somewhere) will someone good take a look at it and critique my opening game?

2. How does one upload a game?

I'll take a look and post some comments. But one cannot see everything about how a player plays by just looking at a savegame.

A question for you by the way, Roland - do you play multiplayer Civ4 at all? :D If so, I'd be very interested to challenge you to a game at some stage! (PBEM, Pitboss, Internet [preferably with no turn timer, and sequential turns if you'd like], or whatever you'd like.) Regardless of who wins, I'm sure that we'd both be able to pick up quite a few hints and tips during the game, and learn a lot more about Civ4 from each other. (Also, I bet some of the regulars from the Question Thread would be interested to keep up with such a game.) What do you think? :)

Oh man, the day we all feared has finally arrived . . . when one of you has been vanquished and cast out of the Civilization community in disgrace, it will take twice as long to get a definitive answer on this page! :confused:

To prevent this cataclysm, I'll sacrifice myself. Why don't you both play against me, and then you can compare notes as you go. "Yeah, we could have beat him in 3994 BC using your fishing boat of death strategy".

Heh, hardly... it'll just mean that we'll both be able to give even better answers, I hope. ;)

Oh, and I can play more than one game at once, so I can play with you too if you'd like. (Or alternatively, we could all be in the same game. :D )

I have never played a game of civilization multiplayer, so I'm a newbie at that front. For instance, I have never heard about the "fishing boat of death strategy" and never knew that the multiplayer game started with 6 year turns (3994 BC?). :crazyeye: I have played a few shooter games (bad at those as I never play them singleplayer) and real time strategy games (quite ok at those) on LAN parties and over the internet and that was quite fun. But I've always considered civilization to not be as suitable for multiplayer because of its turnbased nature. I have a tendency to play the game very relaxed, thinking about various options, sometimes even watching TV at the same time or posting a message at this forum. I wouldn't like to play the game with a turn timer and a human opponent would thus become very frustrated at my slow gameplay. I'm possibly not the most 'fun' multiplayer opponent.

Maybe play by email is an option as you aren't waiting on the other player for your turn. But I don't exactly know how play by email functions. I guess that the game is send to the other player through email after each turn. But would that mean that you don't see your opponents moves in your line of sight (because they happened while you weren't watching)? Play by email would at least avoid the frustration about waiting for the other player, but it would be a very slow game.

Playing with multiple human players (and maybe some AI players) would be fun. Then the strategy would involve human pacts against the strongest player, so I would welcome other players. Even if they know about mean plans like the fishing boat of death strategy.

From what I've heard, multiplayer games are very aggressive games focussed on (early) military action. In my games, I usually play on very big maps where early military action is not very effective. So I guess, I'll have to learn a lot if we ever play a multiplayer game. Are you an experienced multiplayer civ gamer?
 
Q: Do all types of Medic-promoted units benefit all types of damaged units?

1. In a coastal city, I have a stack with a Medic Transport, a Medic Carrier, and a Medic Grenadier. Will damaged naval, air and ground units all benefit from ALL THREE medical units in the square? That is, does a Medic Grenadier heal a damaged Battleship, does a Medic Carrier heal a damaged Tank, does a Medic Transport heal a damaged Fighter?

2. And what about the requirement to not move: when a damaged fighter on a carrier does nothing ("does not move nor do anything else") for the turn, but the Medic-promoted carrier moves - does that negate both the ordinary, minimum healing and the Carrier's extra healing? Or neither?

Thanks again for your time and patience.
 
tomart, healing for any unit, whether naval or ground, will benefit from any kind of unit with a medic promotion in the same tile (for Medic 1) or adjacent tile (for Medic II). Unfortunately, multiple medic units in a stack do not heal units any faster than just one medic unit.

Damaged fighters will heal as long as they don't fly any kind of sortee during the turn, regardless of whether or not their transporting carrier moves during that turn. Where the carrier ends up at the end of the turn, however, may affect the amount of healing (own city, own empire, friendly city, friendly empire, neutral territory or enemy territory).

I usually stack transports and carriers with escort destroyers or battleships (usually both). I give the transport and carriers the extra movement promotion if possible and always try to have a medic destroyer in the stack too. The medic heals all naval, ground and air units in the same tile.
 
I think a good rule of thumb for whether a unit heals that turn is whether you do anything with it that turns its little dot from green to yellow or red. If it stays green when selected (even if it looks white from fortifying or sleeping or being transported), the unit can heal.
 
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