Quick Answers / 'Newbie' Questions

When, where and why do people use workshops? They seem like incredibly unproductive improvements, unless you're trying to eke out a trickle of hammers from a city with absolutely no hills or, after machinery (watermills) rivers.

When workshops give 3 hammers or more, then they're quite good. A workshop enhanced by the caste system civic (+1 hammer in BTS) and the guilds technology (+1 hammer) adds 3 hammers for the cost of 1 food. This means that it changes the output of a grassland tile into the output of a mined grassland hill (before railroads). I don't think that I need to argue that mined grassland hills are great production tiles.

Further enhancement of the workshop improvement occurs at chemistry (+1 hammer) and when you use state property (no food cost for adding a workshop). At the end of the game with both boosting civics, grassland workshops would produce 2 food and 4 hammers. Of course at that time in the game, you might not use state property or caste system.

Workshops start the game as very weak tile improvements and become better during the game due to technologies or civic choices. Depending on what civics you use at the end of the game, they'll be decent to great tile improvements.
 
Thanks Dalamb and RJ.

Say I draft a unit in a city with a barracks and I'm running Theocracy (total +5 xp to units built in that city). How many, if any, xp does the drafted unit start with?
 
Say I draft a unit in a city with a barracks and I'm running Theocracy (total +5 xp to units built in that city). How many, if any, xp does the drafted unit start with?

Drafted units receive half the normal XP that built units get, so I would say 2.5, rounded down to 2 XP.
 
Drafted units receive half the normal XP that built units get, so I would say 2.5, rounded down to 2 XP.

Hmm, so not so great for drafting an offensive army. You'd need two factors (Civics, Instructors, barracks, Pentagon) just to get one promo, and it's almost impossible to draft units with two promos. Obviously in a pinch when the enemy lands on your coast, it'll have to be good enough.

Do draftable units go:
Warrior
Archer
Longbow
Musket
Grenadier
Rifle
Infantry
Mech Infantry?
 
When you get the Civic Nationhood what does the 'draft' thing do??:sad:
 
When you get the Civic Nationhood what does the 'draft' thing do??:sad:

It lets you instantly create defensive units in cities that meet certain size and culture criteria, at the cost of population loss and temporary unhappiness. Say for instance Napoleon declares war on me and in the same turn lands an invasion force outside my capital. Without drafting, I'm screwed unless I have sufficient forces within reach. With drafting, I can instantly raise several defensive units to defend my capital. I've never actually used Nationhood/drafting before, but I suspect it's a big benefit to playing a Spiritual leader - switching to Nationhood and raising a garrison in one turn.
 
When you get the Civic Nationhood what does the 'draft' thing do??:sad:
Down at lower right in the city screen, just above the hurry buttons (hurry pop (slavery)/hurry gold (universal suffrage) is the DRAFT button. By using this you will sacrifice 1 population and in return get 1 unit (usually a Musket, Rifleman, Infantry, or Mech Infantry--whichever you have access to) with 1/2 the XPs it would normally have and 3 :mad: citizens in that city for the standard duration on the chosen game speed (e.g. 10 turns at normal speed). You can only draft 3 units per turn, and only from cities size 6 or larger and with at least 50% or so of your culture, IIRC.

One commonly-used trick is to build the Globe Theatre in a city with a lot of food. You can draft from that city as much as it can bear (and thanks to the food, it should be able to bear a lot) with no :mad:.
 
Down at lower right in the city screen, just above the hurry buttons (hurry pop (slavery)/hurry gold (universal suffrage) is the DRAFT button. By using this you will sacrifice 1 population and in return get 1 unit (usually a Musket, Rifleman, Infantry, or Mech Infantry--whichever you have access to) with 1/2 the XPs it would normally have and 3 :mad: citizens in that city for the standard duration on the chosen game speed (e.g. 10 turns at normal speed). You can only draft 3 units per turn, and only from cities size 6 or larger and with at least 50% or so of your culture, IIRC.

One commonly-used trick is to build the Globe Theatre in a city with a lot of food. You can draft from that city as much as it can bear (and thanks to the food, it should be able to bear a lot) with no :mad:.

Ha! You get three times the :mad: from drafting your subjects that you do from outright murdering them by overwork/whipping?
 
Ha! You get three times the :mad: from drafting your subjects that you do from outright murdering them by overwork/whipping?
Yep. I think that's realistic. Back when slavery was common, life was nasty, brutish, and short anyway. As we've progressed and have made personal liberty more common and each individual life more valuable, we get more upset when anything threatens those. Or so I'd like to think.

What would also be realistic is at a certain point, civs start earning diplomatic demerits for running slavery. Say, once Democracy is researched.
 
Down at lower right in the city screen, just above the hurry buttons (hurry pop (slavery)/hurry gold (universal suffrage) is the DRAFT button. By using this you will sacrifice 1 population and in return get 1 unit (usually a Musket, Rifleman, Infantry, or Mech Infantry--whichever you have access to) with 1/2 the XPs it would normally have and 3 :mad: citizens in that city for the standard duration on the chosen game speed (e.g. 10 turns at normal speed). You can only draft 3 units per turn, and only from cities size 6 or larger and with at least 50% or so of your culture, IIRC.

One commonly-used trick is to build the Globe Theatre in a city with a lot of food. You can draft from that city as much as it can bear (and thanks to the food, it should be able to bear a lot) with no :mad:.

Ha! You get three times the :mad: from drafting your subjects that you do from outright murdering them by overwork/whipping?

Yep. I think that's realistic. Back when slavery was common, life was nasty, brutish, and short anyway. As we've progressed and have made personal liberty more common and each individual life more valuable, we get more upset when anything threatens those. Or so I'd like to think.

What would also be realistic is at a certain point, civs start earning diplomatic demerits for running slavery. Say, once Democracy is researched.

I never (rarely) use drafting, but I thought to have read that it takes 3 citizens to draft a mechanized infantry and 2 to draft an infantry. The rest of the military units just take 1 citizen to draft.


I have a different way to look at the drafting unhappiness versus the slavery unhappiness. When a civilisation is using the slavery civic, then the slaves don't have a voice (unless they start a rebellion) and the other citizens don't value their lives as equal to free humans. So when the slave part of the population of a city is worked to death, then the loss is not viewed as the loss of humans but the loss of beings whose value is somewhere around the value of animals. (It's cruel, I know).
When a civilisation is drafting citizens for the army, then free citizens see how other free citizens (children, husbands, brothers) are forced into the army and those free citizens realise that they might lose their loved ones.
So while slavery is a much more cruel practise, it doesn't effect the free citizens as much and its the free citizens that determine the happiness of a city.
 
How much does a unit heal when you promote it?
 
50% of total or 50% of the damage taken? I presume the latter, since otherwise you'd always heal up completely if you were above 50% health. Thanks for the answer. :)
 
50% of total or 50% of the damage taken? I presume the latter, since otherwise you'd always heal up completely if you were above 50% health. Thanks for the answer. :)
50% of what's needed to get you back to full health.

e.g. if you are on 60 hp, you will heal 20 hp (50% of 40).
 
Hello people. I am a complete hopeless newbie and have never been on a forum of any sort. I tried to look for the answers to my very basic questions, but with 474 pages-you'll excuse me, I hope.

All I want to know is, why am I having so much trouble expanding at the beginning of my game. I seem to run out of gold quickly. I play on chieftain and I like to build lots of cities, but they seem to cost alot more in upkeep than in previous games. what is the quickest fix to this, besides racing to build banks.
Thank you
 
Hello people. I am a complete hopeless newbie and have never been on a forum of any sort. I tried to look for the answers to my very basic questions, but with 474 pages-you'll excuse me, I hope.

All I want to know is, why am I having so much trouble expanding at the beginning of my game. I seem to run out of gold quickly. I play on chieftain and I like to build lots of cities, but they seem to cost alot more in upkeep than in previous games. what is the quickest fix to this, besides racing to build banks.
Thank you

welcome to the forums!:cheers:
Really all that can be said is expand slower :lol: A decent rule of thumb I use is to decide how low I'm willing to put the science slider, then expand until that percentage is the highest I can go while still running a profit in gold.

Also make sure you have enough workers to lay down cottages (or farms if you're running a specialist economy). Get granaries up to encourage growth, courthouses to decrease maintenance, and monuments to expand borders. My first builds are usually some variation on a worker, monument, granary, courthouse.
 
Commadore Nate, thanks for the info. It kind of sucks though-I really like to expand. When you say monument, do you mean like a wonder-like Stonehenge and stuff?
 
Commadore Nate, thanks for the info. It kind of sucks though-I really like to expand. When you say monument, do you mean like a wonder-like Stonehenge and stuff?
You can still expand, you just need to do so slower at first - until you get an economy up and running. Then you can start to expand some more. Usually I find that by the early-mid game, I can expand my empire to be double its original size without too many worries, since my economy can support the new cities by that time. Even further on in the game, I can support more and more cities, more and more easily. By the later stages of the game I can usually control most of the world's cities and still run a very healthy profit.

It's a matter of pacing your expansion, that's all. No more infinite rushes at the very start, like in earlier Civ games. ;)

You can get either a monument in each city or Stonehenge, by the way - depending on your strategy. You can't rely on Stonehenge all the time, though (especially as you move up difficulty levels).
 
Hello people. I am a complete hopeless newbie and have never been on a forum of any sort. I tried to look for the answers to my very basic questions, but with 474 pages-you'll excuse me, I hope.

All I want to know is, why am I having so much trouble expanding at the beginning of my game. I seem to run out of gold quickly. I play on chieftain and I like to build lots of cities, but they seem to cost alot more in upkeep than in previous games. what is the quickest fix to this, besides racing to build banks.
Thank you

Commadore Nate, thanks for the info. It kind of sucks though-I really like to expand. When you say monument, do you mean like a wonder-like Stonehenge and stuff?
Welcome to CFC, ellethekitty! :beer:

Just to expand (pun fully intended ;)) on what Commodore Nate said, and to answer your question...

In Civ IV the game designers intentionally sought to eliminate the Rapid EXpansion (REX) that was commonly used to win previous versions of Civ. The solution was the city maintenance costs that you notice have limited your early expansion. Your reaction, then, is typical of many veteran Civ players experiencing Civ IV for the first time. But look at it this way: with that previous strategy eliminated, the game is now more challenging. Come on, admit it, REX wasn't a very challenging way to win.

So typically you'll be able to expand to about 4 to 6 cities before you have to stop, otherwise you'll kill your economy and, in particular, your research. As Nate said, it's good to set a limit, and 60% on the research slider is a good target for new players of Civ IV. Expand until you can still make a little gold per turn at 60% on the science slider, then stop for a while.

As Nate said, cottages are crucial, as are courthouses. By the way, the Currency tech is a prerequisite for Code of Laws, which makes courthouses available. Currency is also very helpful, as it increases the number of trade routes your cities have, providing further income, and allows you to sell resources to other civs for gold per turn (GPT) and to sell things like technologies for gold as well. And you can build markets, which multiply the gold a city generates; build these in your cities with the most cottages being worked. Markets also increase the number of happy citizens you have, allowing your cities to become larger, work more cottages, earn more money... you catch the drift, methinks.

As for monuments, these are the best early-game method to produce culture, which makes a city's borders expand so that all the tiles in its "fat cross" are available to be worked. You can either build them yourself in each city or build the Stonehenge wonder, which automatigically places a monument in each of your cities. If you're playing as a Creative leader, however, don't bother with either monuments or Stonehenge, as your cities automatically produce +2 culture by default.
 
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