So far, to my surprise, I haven't found a guide to how exactly the Kremlin works, and it isn't mentioned in VoU's "The Whip" article. The Civilopedia says "-33% Hurry Production Cost" and for US that seems easy enough to understand, 2

per hammer needed (assuming there is at least 1

invested) instead of 3

, right? But what about Slavery? Do you get +50%

(thereby getting 45

instead of 30 on Normal speed) for every pop whipped--making more overflow

available to you in many situations? Or is it only that when you go to do what would previously have been a 3-pop to 5-pop whip, that it costs you 1 pop less (I don't do many 6+ pop whips so wouldn't expect to save 2 pop on a whip often)--but not giving you any more overflow than before you had the Kremlin? Or something different than either of these? Please help. THank you.
This thread appears to have come to a halt. Was something not clear about my question, or is it just that no one has an answer? It's okay if it's the latter; I don't want to hold up the thread as others may have questions too.
I guess activity in some threads can fluctuate a bit during the summer holiday season. I for instance was away a few days.
Each citizen is worth 50% more hammers than normal (normal speed 45 in stead of 30). These base hammers are then multiplied with the production modifiers in the city as usual. The minimum number of citizens needed to acquire the hammers to finish the construction are then sacrificed. If you need an example, just ask.
Couple of questions about city growth here.
1. What are the consequences of Starvation? I know how/why it occurs but what happens once your food deficit empties your food bar? I would guess you lose population but I was wondering at what rate this happens. E.g. One pop per turn of no food.
2. What are the reasons for stagnating growth? As far as I can tell if you have more unhealthy citizens than healthy then your only punishment is -2 food for every extra unhealthy citizen. Not a problem as long as your working enough food to avoid starvation. And as for happiness, well growing past your happy cap provides you with an extra citizen who isn’t working a tile, useless for now but it’s essentially a citizen in storage for when you get more happiness. Surely it is more efficient to keep growing past your happy cap and having this citizen ready to work as soon as you get more happiness, as opposed to stagnating, waiting for more happiness, then growing.
1. Usually when a city shrinks, you will stop using low food tiles which will help the net food situation in the city which stabilises things. But if you had a big negative food, then this might not be enough and you'll suffer several successive turns of starvation due to food shortages and you'll lose several citizens. Since it costs a lot of food to get them back, you usually want to avoid this if possible.
2. There are several things which you can do in a high food city which are better than having unhappy citizens:
a) Use the sacrifice population option of slavery to change the unhappy citizens into hammers
b) Use lower food tiles which offer more hammers and commerce or great person points (specialists). You're not building a city for food, you want hammers, commerce and great person points. Food and population is just a means to an end. It's very important but not the end goal.
Higher population has some consequences of its own like higher cost (city maintenance, civic), lower cost (less unit maintenance), more commerce income (trade routes) and more votes (diplomacy: UN and AP). All of these effects are extremely minor compared to the value of hammers, commerce and great person points and will usually not make a real difference.
Separately, so it's not missed: Can anyone pass me a link to a summary of religious victory conditions? (How the voting works, in other words.)
This one is quite good:
The Apostolic Palace Guide. The War Academy is usually the first place to look for game mechanics.
One that really bothers me is.. If i gain a vassal state and later down the road that state goes to war with someone...can that state choose to surrender by becoming a vassal of it's enemy..therefore betraying me and leaving me in the trenches all alone?
A vassal obtained by capitulation can only become free by growing too large for you (more than 50% land and population compared to you) or when it's losing a lot of land while under your protection (losing half of its territory).
Another question that i hope is possible but i haven't seen yet(maybe i should move on to a more difficult..erm..difficulty) is other AI civs Wiping each other out. i've seen from the course of 4000bc., to 2000 ish ad., china and japan AI's chronically invading and attacking each other but never causing enough damage and eventually work a peace treaty.
Sure.. I absolutly love decimating unexpecting nations.. but i would feel a little more comfortable if i knew i wasn't the only ace card on the map.
Understandable.
You will see more successful AI wars on higher difficulty levels (AI can build larger armies quicker) and when using the aggressive AI option during game setup. The mod BetterAI also improves the abilities of the AI, especially when at war.
I've recently been looking over the Civ4 Strategy Guides section, but to my surprise, I have not seen any guides dealing, specifically or otherwise, with how to best place improvements on different terrains. I've only seen guides stating the benefits of improvements, but not optimal placements.
Did I overlook any guides or are there really no guides dealing with improvement placements?
Such a guide should not be written as personally I would think it's worthless. You will get some people giving you rules of thumb but these are typically not the experienced players who defeat the game at high levels.
The improvements are influenced by the needs of the city, not the underlying tile. If a city has a low average food output in its surrounding lands, then you should build a few farms and windmills to increase this. If the surrounding lands hold enough food, then farms and windmills aren't needed to grow and use all the surrounding tiles and improvements like mines, workshops and cottages can be used more.
The above is true for a generic city. City specialisation might influence the city in another direction. I guess that the city specialisation articles in the War Academy will hold some information about how city specialisation influences the tile improvements. However, even if you know how to specialise a city, this will not give you absolute rules about tile improvement.
Tile improvement is actually one of the most deep tactical elements of civilisation 4. It's interwoven with every other strategic decision that you take. Good players are a lot better at this than the AI and it's one of the hardest things to learn the AI because it does have to think in absolute rules.
How do I enable AI Autoplay? I did a search and could not find the exact post.
AIautoplay mod.