Quick Answers / 'Newbie' Questions

For a cultural victory it's 25K at quick speed, 50K at normal, 75K at epic and 150K at marathon. It always corresponds to the legendary culture value.
 
scloopy said:
This city suddenly dropped from a population of 12 to 1. I wish more than anything that I had a save game of those two turns. Learned to save after every turn after that. What would you suggest to make the city grow?


The screen shot shows that the govenor is not engaged. If you dont have any citizens assigned to city tiles then you will surely starve. I think it will take longer then two turns :)

To make the city grow just assign the last pop to a 3 food tile.
 
This problem is nowhere near as simple as a city starving, Illian, though i still can't find what's causing it. This is city population literally resetting to 1 in a single turn. The city will put citizens on the best available tiles regardless of whether the governor is active or not. You're more likely to hit starvation problems with the governor on as it will sometimes add specialists the city can't support.
 
I was trying to easily find out how much research my civ was generating each turn. I found that this information is displayed on the financial screen (left column) and by manually adding all of the cities' beaker count on the domestic advisor's screen.

Is this the correct way to do it? Both of the above methods agree on 98 (in the case I'm having an issue with). However, by manually monitoring the research change on the current technology, I see that it went up by 120. What other outside factors am I leaving out? It's almost like I'm getting some kind of bonus.
 
I know there is a threas for "Sluggish / bad Wonder movies", but I am just after a quick answer:
Is this a major problem among most players now after 1.52, or is it probably my Graphic card or settings that are wrong?
 
Maybe it's my game acting funny, or maybe I just don't know what I'm looking for. But I am not seeing any production overflow carry over in my current game (GOTM2, by the way). Ever.

Here's an example (forgive me if the numbers I cite are off...I'm at the office and memory is imperfect). I'll be producing, say, an Axeman in London. A forest chop results in the city reporting 83/75 hammers towards completion. Oh boy, I think--that'll carry over to the next Axeman I have waiting in the production queue.

No dice. Next turn, I look...and London is reporting 0/75 hammers towards the next Axeman.

The same thing seems to be happening with the garden variety overflow of just a couple hammers, though since it's not as devastating, I haven't followed it quite so closely.

I have tried using the build queue, not using the build queue; building high-value units post-overflow, building workers post-overflow; but invariably all my new builds start at 0. What's going on here?

-- Kevin​
 
_alphaBeta_ said:
I was trying to easily find out how much research my civ was generating each turn. I found that this information is displayed on the financial screen (left column) and by manually adding all of the cities' beaker count on the domestic advisor's screen.

Is this the correct way to do it? Both of the above methods agree on 98 (in the case I'm having an issue with). However, by manually monitoring the research change on the current technology, I see that it went up by 120. What other outside factors am I leaving out? It's almost like I'm getting some kind of bonus.
As more civs discover a technology it becomes easier to research.
The way the developer chose to implement this is to give you bonus beakers rather than reduce the cost of the tech.
The end result is that sometimes the amount of tech you gain each turn can be greater than the tech output of your civ!
 
KevinTMC said:
I'll be producing, say, an Axeman in London. A forest chop results in the city reporting 83/75 hammers towards completion. Oh boy, I think--that'll carry over to the next Axeman I have waiting in the production queue.

No dice. Next turn, I look...and London is reporting 0/75 hammers towards the next Axeman.

That's how it's supposed to work. The overflow production doesn't get added directly to the next thing you produce---which would reduce your flexibility in deciding what to build next. The overflow production gets added to your regular production, for whatever you decide to build on the next turn.

You should have noticed that the number of hammers of production that is displayed (next to the production bar at the top of the city screen) is more than the number of hammers on the tiles that you're working. And, if you mouse over the production number, a popup window will show you the breakdown of how many of those hammers are coming from overflow production.
 
Answer this one for me; I don't have access to horses, so I traded for them and built some Knights. Later in the game, after researching all of the technologies to create Cavalry, I was unable to upgrade my Knights. I no longer had access to the horses, but shouldn't I have been able to upgrade my current horse units? I know I cannot produce Cavalry without horses, but my Knights already have them. You can upgrade a Longbowman or a Pikeman to Rifleman by just handing them a rifle, aren't you doing the same with the Knights? I have Gunpowder, Riflling, Military Tradition and Guilds.

Any Advice?
 
DaviddesJ said:
You should have noticed that the number of hammers of production that is displayed (next to the production bar at the top of the city screen) is more than the number of hammers on the tiles that you're working. And, if you mouse over the production number, a popup window will show you the breakdown of how many of those hammers are coming from overflow production.
Oh. There it is!

So I'm not being cheated by the computer on build overflows after all. Excellent!

I think what had confused me was that research overflow shows up as a bright segment in the progress bar (the already-completed part) and is included in the beakers-so-far number, while production overflow is just one component of the dimmer segment (the projected-next-turn part) and is not included in hammers-so-far.

I had just been looking for bright blue and a hammers number, and had not thought of mousing over the appropriate elements in the city screen.

Thanks for the helpful reply!

-- Kevin​
 
ZedT said:
Answer this one for me; I don't have access to horses, so I traded for them and built some Knights. Later in the game, after researching all of the technologies to create Cavalry, I was unable to upgrade my Knights. I no longer had access to the horses, but shouldn't I have been able to upgrade my current horse units?

That seems logical, but it's not how the game works.

While it does seem intuitively reasonable that you should be able to upgrade Knights to Cavalry without giving them new horses, it would seem less reasonable to upgrade Axemen to Macemen without access to copper/iron.

And, if we're going to get into logical analysis, another question would be whether your Knights should still be able to charge into battle if you haven't had any access to horses for the past 1000 years!
 
How do I Zoom to City like in Civ 3 so I can look at eveything in it. And also where do I get the modding program for Civ 4 or can someone direct me to something that tells me how to get to it.
 
When i select a random leader of a random civ, how do i make it so that my name in the game is the actual leaders name?
Is this even possible?

As i don't know which leader i'm going to be, i can't name it properly.
I tried naming it [default], like it says in the boxes for civ name and stuff, but that just resulted in my leader being called "[default]".

Edit: By the way, there are no different architectures for different cultures in this game, right?
 
drahnier said:
When i select a random leader of a random civ, how do i make it so that my name in the game is the actual leaders name?
Is this even possible?

As i don't know which leader i'm going to be, i can't name it properly.
I tried naming it [default], like it says in the boxes for civ name and stuff, but that just resulted in my leader being called "[default]".

Edit: By the way, there are no different architectures for different cultures in this game, right?
Leave it on Random and the leader that is picked should already be named correctly. If not you can still do it if you have the latest patch v1.52. you can change it anytime just by clicking on the options menu and selecting (Player Details). And no the architecture and units all look the same except for the Civ's Unique Units they are all different.
 
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