Quick Answers / 'Newbie' Questions

Question about BtS:

I have Medicine, I have a great merchant, I have Corporation, I got a little pop-up saying congrats, I can make Sid's Sushi.

I moved the Great Merchant into a city and the create sid's sushi box is there, but it's not active (I have fish, crab, clams and rice, but none in that cities radius). So i moved it to my cap, which has rice in it's radius... still can't create it.

Any ideas? I have the 3.17 patch.

Never mind. I was in State Property :rolleyes:

First time with a corporation ;)
 
Hi,all. I like playing Rhye's scenario mod and I want to play on Rhye's map in normal single player mod. Please, help me find Rhye's map! I have Civ4 v.3.17. It is a very excellent map.
 
Is Worker automation worth it? I've never used it.
 
1. I have three rivals on a different continent that I would like to trade with, but each of them is "Not Connected to Trade Network". What's wrong and how do I fix it?

2. I couldn't find a link on the forum page to start a new topic.
 
@jmrathbun

If the rivals are on a continent that is separated by multiple ocean tiles, you cant trade with them unless you have Astonomy unless your cultural boundaries cover all of the ocean tiles between you.

To start a new thread, I assume you click on the 'New Thread' box located below the list of threads on the left side of the screen. I have never created one yet.
 
A couple of simple questions I had, but haven't been able to figure out.

1. Is it possible to "abandon" a city that you already own, such as you could in Civ 3. If so, how?

2. Can you rename a city? If so, how?

Thanks for any help. :)
 
A couple of simple questions I had, but haven't been able to figure out.

1. Is it possible to "abandon" a city that you already own, such as you could in Civ. If so, how?

2. Can you rename a city? If so, how?

Thanks for any help. :)

As far as my knowledge goes, you can't abandon a city but you gift it away to a rival civ. When you capture a city you can also burn it or disband it (cultural flip).

Yes, you can rename a city! Open the city screen go to the desired city and click on the name, you should get prompted to rename it, be aware that if it was one of your civ's original cities, the next one you found will be named that.

:)
 
As far as my knowledge goes, you can't abandon a city but you gift it away to a rival civ. When you capture a city you can also burn it or disband it (cultural flip).
Your knowledge is correct. The only way to get rid of a city is to either have it captured or to trade it away.
Yes, you can rename a city! Open the city screen go to the desired city and click on the name, you should get prompted to rename it, be aware that if it was one of your civ's original cities, the next one you found will be named that.

:)
Right on this too. I don't really like renaming my cities though for the exact reason you outlined later. It annoys me to no end when a crappy new city is named after the capital and I constantly think about as the capital even though it isn't.
 
<<If the rivals are on a continent that is separated by multiple ocean tiles, you cant trade with them unless you have Astonomy unless your cultural boundaries cover all of the ocean tiles between you.>>

I have astronomy and my ships have been to the other continents but I still can't trade resources with those guys, although I can with the civs on my own continent. What else could be wrong?
 
Can you raze a Holy city? If so, what would happen to the religion?
 
<<If the rivals are on a continent that is separated by multiple ocean tiles, you cant trade with them unless you have Astonomy unless your cultural boundaries cover all of the ocean tiles between you.>>

I have astronomy and my ships have been to the other continents but I still can't trade resources with those guys, although I can with the civs on my own continent. What else could be wrong?
Are you sure you have resources that they do not already have?
 
Anyone have a good general guideline for when and how many workers to build? There's an optimal answer to this, as building a worker too early sacrifices city population growth whereas building one too late sacrifices potential resource utilization. Having various permutations of resources in the BFC would impact this decision, as well as having different leader traits. I've tried playing various ways, sometimes building a worker earlier if there are readily cottage-able squares. But I've also gone for earlier settlers or warrior/scouts. I usually decide more or less intuitively. But do other people have more methodical rule of thumb? And please don't just say, just steal the workers from other civs. :) It's not an option that's always available.
 
1. I have three rivals on a different continent that I would like to trade with, but each of them is "Not Connected to Trade Network". What's wrong and how do I fix it?

2. I couldn't find a link on the forum page to start a new topic.

Do you have an 'Open Borders' agreement?

Welcome to posting jmrathbun. :beer:
 
Can you raze a Holy city? If so, what would happen to the religion?
Yes you can. Nothing happens to the religion, it just doesn't have a holy city anymore.
Anyone have a good general guideline for when and how many workers to build? There's an optimal answer to this, as building a worker too early sacrifices city population growth whereas building one too late sacrifices potential resource utilization. Having various permutations of resources in the BFC would impact this decision, as well as having different leader traits. I've tried playing various ways, sometimes building a worker earlier if there are readily cottage-able squares. But I've also gone for earlier settlers or warrior/scouts. I usually decide more or less intuitively. But do other people have more methodical rule of thumb? And please don't just say, just steal the workers from other civs. :) It's not an option that's always available.
About 1.5 workers per city is good in the early/mid game. Later on you can stop building workers because your old cities will all already be improved so you can use the old ones to improve newer conquests. Usually for me, a worker is one of my first two or three builds unless you can build workboats to improve seafood.
 
Aha. about 1.5 per city early game, that's a useful rule of thumb for reference. I had a bout of playing where I tended to put off building workers in favor of early population growth, even when I had no seafood resource. Recently, though, I've tried doing the earlier worker. Thanks for the reply.

I have another question for those around. What's the effect of opening borders on likelihood of AI war declaration? Having open borders for awhile does give that +1 bonus in relations, but does it make AI war declaration more likely in the short-term? The assumption is that the AI civ's power rating is higher than mine. So I guess the question really boils down to how does a AI civ determine what its likelihood to win a war. I've had cases where I see the AI stack move near my border, most likely for a war against me, only to back off when I moved a bigger stack into a defensive position. This experience would indicate that the AI does more than just go by the power rating in determining whether to declare war? So opening borders and letting the AI scout my territory could reveal weak spots that the AI is tempted to exploit? Is this correct?
 
I forgot to add re open borders. Can not opening borders make short term war more likely in a converse scenario? Let's say I have a very strong defensive set up (nice stack in a hill border city with no adjacent forests/hills to siege from), could showing this to the AI through open borders actually deter the AI? Or am I giving the AI too much credit? :)
 
I forgot to add re open borders. Can not opening borders make short term war more likely in a converse scenario? Let's say I have a very strong defensive set up (nice stack in a hill border city with no adjacent forests/hills to siege from), could showing this to the AI through open borders actually deter the AI? Or am I giving the AI too much credit? :)

In Vanilla, they just use Open Borders for Trade/Exploration, I odn't think they are THAT well programmed, just yet. :)
Although, i've heard the BtS AI is much better.
 
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