Quick Answers / 'Newbie' Questions

Only a forced deal (demand-request for help, peace treaty at the end of a war) results in an unbreakable peace treaty for 10 turns. Normal trade deals still allow normal war declaration.

I don't know if a defensive pact can force you to break an unbreakable 10-turn peace treaty.

That's exactly what I was trying to figure out. It turns out that the Defensive Pact takes precedence.
 
Regarding Trade Network:
It says Sailing must be researched in order for rivers to connect two cities.
Still my city, without road connection is connected with my capital through a river, without this tech being fulfilled?

Is this a bug? Any comments?
 
its actually a misleading text. It is implemented this way:
IF there is a river connecting two cities AND the connection (i.e. the part of the river between those cities) is completely within your borders THEN the cities are connected regardless of sailing.
IF there is a river connecting two cities AND the connection lies partially outside your borders THEN you need sailing.
This is true for coastal connections too by the way - you only need sailing if there is no coastal connection within your borders - otherwise I believe you need fishing only :)
 
How do I view my own civs war fatigue? I can see everyone else's but not my own.

Your own war weariness is mentioned in the ranking display in the lower right of the main screen. Normally, the ranking display is activated. If it is not, then activate it with one of the minibuttons above the minimap. Each civilization mentions the war weariness that you have with it when you hold your pointer above that civilization.
 
I am very new to the game and had a few questions. Do I get to choose when/which cities will utilize slavery or do they all do it automatically? Also, in my first game I discovered both Hinduism and Judaism. Is it a bad idea to have cities with different religions? Is building missionaries the only way to convert all my cities to the same religion? Thanks.
 
FOr slavery, they can all "do" it. TO pop-rush a production, use one of the button on top of the city covernors, in the city screen

FOr different religions, it's usually a better idea than a bad one. Especially if you want to go to free religion later. It can be a bad idea if you want to war often against civs with those state religions (since you will have unhappy faces because of "wa don't want to fight or brothers of faith")

Religion spreads naturally only to cities without religions. So if that's not the case, yes, missionaries are the only options.
 
it tells you the maintenance cost of this city.

it's not so precise actually, because if the city's maintenance is 2.5, it will show 2, but if you have two cities with maintenance 2.5, you will have to pay 5, and not 2*2. But it can give you a good idea of which cities are economically expensive.
 
I'm trying to figure out more about roads. It seems the only benefit you get from them is unit speed, resource hookups and trade routes. When I look at people's screenshots though, it almost seems like they put a road on every single tile. Is this just something they do when their worker has nothing else to do? Or is there a benefit I'm missing?
 
I'm trying to figure out more about roads. It seems the only benefit you get from them is unit speed, resource hookups and trade routes. When I look at people's screenshots though, it almost seems like they put a road on every single tile. Is this just something they do when their worker has nothing else to do? Or is there a benefit I'm missing?

You're not missing a lot. It's just that it's nice to get everywhere quickly with your units, so if your workers don't have anything better to do, then roads are always useful. And there usually is a time in the game when your workers don't have anything better to do.

If you have to be on a certain tile a few times, then it's handy to have a road there as otherwise it will cost you movement points each time.

Railroads increase the productivity of some tiles (mines, lumbermills, quarries), so those are useful beyond the movement, resource hookups and trade route reasons.

Oh, and welcome to civfanatics![party] :band: :dance:
 
You're not missing a lot. It's just that it's nice to get everywhere quickly with your units, so if your workers don't have anything better to do, then roads are always useful. And there usually is a time in the game when your workers don't have anything better to do.

If you have to be on a certain tile a few times, then it's handy to have a road there as otherwise it will cost you movement points each time.

Railroads increase the productivity of some tiles (mines, lumbermills, quarries), so those are useful beyond the movement, resource hookups and trade route reasons.

Oh, and welcome to civfanatics![party] :band: :dance:

That's a number of good points, as usual.

I'm in the habit of usually laying down a road if my Worker has to move onto a forest, jungle, or hill tile in order to work on another tile--just to save movement points later on. I'll make an exception if it's urgent for the worker to get to and work on the ultimate destination tile ASAP.

I've lately gotten in the habit of not roading flat, non-resource tiles (that are farmed or cottaged) early in the game when worker turns are precious.
 
Your own war weariness is mentioned in the ranking display in the lower right of the main screen. Normally, the ranking display is activated. If it is not, then activate it with one of the minibuttons above the minimap. Each civilization mentions the war weariness that you have with it when you hold your pointer above that civilization.

Then I am confused... that is the number I have been looking at. Warring civs will have different war weariness ratings, correct? I thought that was their weariness vs me. So if that is "my" rating vs them, where is their rating vs me? Thanks
 
One City Challenge: does the palace count as one of my national wonders? So far I have Moai, OxU, nat ep, the palace, i'm building globe theater. I want to save the last slot for IW. should I not build globe?
 
That's a number of good points, as usual.

I'm in the habit of usually laying down a road if my Worker has to move onto a forest, jungle, or hill tile in order to work on another tile--just to save movement points later on. I'll make an exception if it's urgent for the worker to get to and work on the ultimate destination tile ASAP.

I've lately gotten in the habit of not roading flat, non-resource tiles (that are farmed or cottaged) early in the game when worker turns are precious.

I do it exactly the same and also for me roading has dropped in priority a bit lately. :)

When I have a worker that has to move multiple turns to get to a destination, then I often let him do some work on the way over as the worker can often walk a few tiles and still do some partial work on a tile. Often that partial work will be a road. The partially finished construction is not forgotten and can later be finished quicker. Micromanagement! ;)

Then I am confused... that is the number I have been looking at. Warring civs will have different war weariness ratings, correct? I thought that was their weariness vs me. So if that is "my" rating vs them, where is their rating vs me? Thanks

Warring civs will have different war weariness ratings with you. Some of them will have caused more war weariness for your civilization than others. The numbers are added up to calculate the final war weariness in your cities.

Their war weariness rating vs you cannot be seen in the game. You might find out the war weariness in their cities by passive spying benefits.
 
I do it exactly the same and also for me roading has dropped in priority a bit lately. :)

When I have a worker that has to move multiple turns to get to a destination, then I often let him do some work on the way over as the worker can often walk a few tiles and still do some partial work on a tile. Often that partial work will be a road. The partially finished construction is not forgotten and can later be finished quicker. Micromanagement! ;)

I really hope in Civ 5, they'll fix this problem so that people like us don't keep MMing like this! Simple fix I guess would be to have the number of movement points a worker has left contribute to the work, so getting there earlier will indeed make the improvement come quicker. ... but then you still have the fraction of movement points left issue :lol:
 
I really hope in Civ 5, they'll fix this problem so that people like us don't keep MMing like this! Simple fix I guess would be to have the number of movement points a worker has left contribute to the work, so getting there earlier will indeed make the improvement come quicker. ... but then you still have the fraction of movement points left issue :lol:

Hmm, interesting idea.

When you start a 4-turn improvement with a worker that has 1/3-th of a movement point left, then after 4 turns it will become available again with 1/3-th of a movement point. Seems logical to me... In this game it becomes available again with full movement points left and thus some people will micromanage that small benefit. :D
 
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