Quick Answers / 'Newbie' Questions

If a civ wants to trade with me (techs or resources, that is) and I say "not interested", does this give me a diplomacy negative with that civ?

I'm talking about straight swaps, as opposed to demanding tribute.
 
Yes, the worker (asuming you meant worker not settler) will build roads/railroads and hook up any resources you may have missed without doing any other improvements if you chose that. I use it sometimes but you have to watch them - if they run out of roads to build they will all go to sleep in one of your cities so you have to hunt them down when you have work for them later. :)


Oops, I meant worker, not settler :blush: -- I did notice that its sometimes hard to track down these people in my nations/cities. I went far too many turns forgetting that I had a boat full of people to send to a remote land just sitting in my city!
 
Oops, I meant worker, not settler :blush: -- I did notice that its sometimes hard to track down these people in my nations/cities. I went far too many turns forgetting that I had a boat full of people to send to a remote land just sitting in my city!

I would kill for a "wake all of this type of unit" command.
 
If a civ wants to trade with me (techs or resources, that is) and I say "not interested", does this give me a diplomacy negative with that civ?

I'm talking about straight swaps, as opposed to demanding tribute.

I don't think so. I do this all the time when I'm not interested and I've never seen a related diplomatic penalty. It would be quite crazy if there were one as you can also negotiate and then not do the deal.

Oops, I meant worker, not settler :blush: -- I did notice that its sometimes hard to track down these people in my nations/cities. I went far too many turns forgetting that I had a boat full of people to send to a remote land just sitting in my city!

I would kill for a "wake all of this type of unit" command.

There supposedly is one but I've never been able to get it to work. :(

You can go into the military advisor (F5) and find your workers. When you click, show individual units, then the ones with a star in front of them are the ones that are sleeping. Those are the ones that you need to activate. Clicking them in the military advisor underlines them and makes them yellow. They start flickering white in the inbuild minimap of the military advisor. Clicking on their position in this minimap closes the military advisor and brings you to the main map centered on the position that you clicked. This way, you can find a few forgotten sleeping workers.

Alternatively, you can select one sleeping or working worker and then click the button to wake it up while holding the Alt button. All the workers will wake up. This also works for other units. So waking up an archer while holding the Alt button wakes them all up. Alt-selecting a city, selects them all (and allows you to build the same building in all of these cities).
Don't worry that you lose worker turns when you wake up workers during the construction of some kind of terrain improvement. The game keeps track of this for each and every tile and partially constructed improvements don't deteriorate over time.

CTRL has a similar functionality. CTRL selecting a unit, selects all of the units of the same type on that tile. CTRL selecting a city, selects all of the cities on that continent/island. All of these combinations with CTRL and Alt can sometimes be useful.

(And for some kind of completeness: selecting a building in a city while holding the CTRL button places it at the start of the building queue of a city. selecting a building in a city while holding the SHIFT button places it at the end of the building queue of the city.)

Play around a bit with these combinations and look around a bit in the military advisor and you might find something that is useful for your playing style. :)
 
Alternatively, you can select one sleeping or working worker and then click the button to wake it up while holding the Alt button. All the workers will wake up. This also works for other units. So waking up an archer while holding the Alt button wakes them all up.

OMG. you are my hero. i knew about alt grouping that type of unit on the same tile. i never made the connection about alt-buttonclick upgrading applying to all units (including other tiles) to try alt-buttonclick with other buttons.

i have wanted a way to do this forever!!!!!!!!!!
 
Alternatively, you can select one sleeping or working worker and then click the button to wake it up while holding the Alt button. All the workers will wake up. This also works for other units. So waking up an archer while holding the Alt button wakes them all up. Alt-selecting a city, selects them all (and allows you to build the same building in all of these cities).

A deal is a deal . . . who do you want me to kill?
 
I have two quick questions about city specialization: which of my early cities should be a Great People farm? The second? The third? Fourth? Sometimes, I leave my Great People farm to be the fourth or fifth city I build, but by then, I often don't really have a nice suitable location, with a river, grasslands, floodplains, and food resources...

Also, what percentage of my cities should be commerce cities?
 
Alternatively, you can select one sleeping or working worker and then click the button to wake it up while holding the Alt button. All the workers will wake up. This also works for other units

This is also helpful when deciding who to upgrade (especially with a massive army) in conjunction with the W key.

E.g. You've just got say 2000 gold and have feudalism. Hold alt, and click the wake button for one archer, then use the "W" key (giving a wait order to come back to said unit later in that turn) to cycle through all archers, and decide which you want to upgrade. The ones with the "wait" order, will be revisited after you've upgraded, and you can then decide what you want to do with them.

Hopefully this may help someone :)
 
I have two quick questions about city specialization: which of my early cities should be a Great People farm? The second? The third? Fourth? Sometimes, I leave my Great People farm to be the fourth or fifth city I build, but by then, I often don't really have a nice suitable location, with a river, grasslands, floodplains, and food resources...

Also, what percentage of my cities should be commerce cities?

The answer to the first isn't easy, it depends on a lot of factors, including size of map, projected size of empire, etc. Personally I try and find a flatlands area that has no "natural production" i.e. hills (later in the game almost anywhere can be made productive with workshops), but at least two if not 3 food resources. Then check that eventually irrigation can be chained to almost every tile. All you want in this city is food, nothing else. Flatlands jungle is often the most ideal for this (although just about every building must be built with slavery). This kind of city can often support 15 or more specialists post biology.

I'd again personally, say roughly 2.5 commerce to one production city, but a lot again depends on the terrain and your gameplay style. A warmongerer would probaly be 2 to 1 if not closer to 1.5 to one. Later using universal sufferage, even pure cottaged cities give a reasonable amount of production (+1 hammer for each town, thats 2 hammers and at very least 8 gold from a town on the flat / plains).
 
My Great People Farm is usually the city with the most wonders (not shrines) from my early conquests. That way the Wonders are contributing GPP, and hopefully one of those wonders is the Great Wall or the Pyramids for Great Engineer points, since until the late game you can only have one Engineer per city.

Do people use workshops much? I never build them, because of the -1 food. I know later technologies improve them but I've never replaced my farms or heaven forbid villages/towns with them. Where and when do you build them?
 
The answer to the first isn't easy, it depends on a lot of factors, including size of map, projected size of empire, etc. Personally I try and find a flatlands area that has no "natural production" i.e. hills (later in the game almost anywhere can be made productive with workshops), but at least two if not 3 food resources. Then check that eventually irrigation can be chained to almost every tile. All you want in this city is food, nothing else. Flatlands jungle is often the most ideal for this (although just about every building must be built with slavery). This kind of city can often support 15 or more specialists post biology.

I'd again personally, say roughly 2.5 commerce to one production city, but a lot again depends on the terrain and your gameplay style. A warmongerer would probaly be 2 to 1 if not closer to 1.5 to one. Later using universal sufferage, even pure cottaged cities give a reasonable amount of production (+1 hammer for each town, thats 2 hammers and at very least 8 gold from a town on the flat / plains).

Thanks! I guess I haven't been building enough commerce cities... But then, I am something of a warmonger. :hammer:
 
OMG. you are my hero. i knew about alt grouping that type of unit on the same tile. i never made the connection about alt-buttonclick upgrading applying to all units (including other tiles) to try alt-buttonclick with other buttons.

i have wanted a way to do this forever!!!!!!!!!!

A deal is a deal . . . who do you want me to kill?

You're both welcome. And about that killing. I have to think a while. Too many targets. Do you have any references that show that you're competent? Have you played some shooter games at least...

Do people use workshops much? I never build them, because of the -1 food. I know later technologies improve them but I've never replaced my farms or heaven forbid villages/towns with them. Where and when do you build them?

I like them in the late game with state property and all of their upgrades. They will just increase the hammer output of any tile by 3 then, equal to a late game mine or lumbermill. That's just a great way to get some production out of a city. I want each of my cities to be able to produce some stuff to improve the city itself. So each city has a minimal level of production that it needs to get something done. This becomes less important when you use Universal Suffrage and cash rushing. In that case, the only advantage for the workshop over the cottage is that a workshop directly gives it ultimate output while a cottage needs a lot of time to develop. This is especially important if your lands get bombed by the enemy. Cottages are too hard to develop then.
Some cities don't have enough hills and thus I build some workshops there. I also build them in my wonder building city (with Ironworks) and in my unit production city (with Heroic Epic and West Point).

They aren't available in the early in the game and when they finally become available with metal casting, they are a very bad tile improvement. After the development of guilds, they become somewhat ok. You can then change a grasland tile into the output of a forested plains (1 f, 2h) and the output of a plains tile into a mined desert hill (3h). That can be ok if a city has a very low hammer output. I like to use slavery and whipping myself as that is usually more efficient, but it has its limits. They unhappiness time cannot be shortened, so sometimes I will use some workshops. And later in the game, large cities take a long time to regrow and slavery becomes less efficient.
They become a decent tile improvement after the development of chemistry. A grassland tile then gets the output of a mined grassland hill (1f, 3h) and a plains tile get the output of a mined plains hill (4h).
With state property (and chemistry), they become good terrain improvements. A plains tile gets the output of a mined, railroaded grassland hill (1f, 4h) and a grassland gets an output of 2f, 3h.
 
Can a great person be killed?

I produced a Great Merchant, and sent him off to a distant capital (Carthage) for a trade mission.

A few turns later, Saladin and Mehmed declare war on me. I forget about the merchant.

A few turns after that, I opened up my military advisor, and the Great Merchant had vaporised!!

What happened?
 
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