LordValuna
High Lord
perhaps you discovered & mined uranium
uranium can be used for naval units but not the others u mentioned
uranium can be used for naval units but not the others u mentioned
When attacking with siege, do you feel that it's better to attack with your siege until all your other units have 90%+ odds, or attacking until your best units have about 70% odds to save more siege at the potential cost of city raider 3 melee units?
My own nooby questions:
1. Workers do have maintenance costs?
Yes
2. Is there a way to see how one civilization feels towards another by just looking at the flow chart thing (not asking them) ?
Yes, on the Foreign Advisor screen where you see all the leaderheads and relations toward you, simply click on an AI leader to find out what everyone else thinks of them.
3. City Specialization: what's the best specialization for a coastal city? Isn't there a tech or a wonder that will give those sea tiles hammers?
When it comes to hammers in coast cities oftentimes Slavery is your best bet, it lets you turn those seafood tiles into a production source. If you have the Beyond The Sword expansion the Maoi Statues national wonder adds 1to a cities water tiles, and the Dutch Unique Building does the same (and more) in any city.
For general coast specialization, coastal cities can fill any role IF the tiles they have allow it. Specialization itself should be based on what your empire needs and what the cities tiles allow. Also, ocean tiles suck for working and coast tiles aren't particularly good either.
4. What exactly do the blue circles for workers indicate? I always took it to mean, "this is the tile the nearest city wants improvements in", but when I checked the city screen, more often than not no one's working that tile at all.
Its the AI suggestions, its best to ignore them
Whether the tile is currently being worked is irrelevant, the govenor will select the highest yield tiles, all that matters is you have (or will soon) the population to work it
5. Conquering the Holy City: where's the special shrine? Do I have to rebuild it? Is it possible to wipe out a religion?
Wiping a religion out can be done by razing every single city it exists in.
The Shrine is a wonder, after a Prophet has been used to build it, it can only be destroyed by razing the city it is in. Capturing the city lets you take it.
Shrines give GoldSilv Something said:Shrines give +1 commercecommerce
for every city that practices that religion.
Shrines give +1 commercecommerce
for every city that practices that religion.
When attacking with siege, do you feel that it's better to attack with your siege until all your other units have 90%+ odds, or attacking until your best units have about 70% odds to save more siege at the potential cost of city raider 3 melee units?
Shrines give GoldNOT commerce
![]()
Yep, commerce is what gets run into sliders, and ngold you can trade, rushbuy with Universal Suffrage or use to pay city/unit mainteanceWhoops. Sorry. I always get them mixed up. Just to clarify, isn't commercecommerce
the stuff that gets turned into science
science
, espionage,
espionage
, culture
culture
and then gold
gold
? And gold
gold
can be spent on rushing with certain civics and on other leaders?
Hello All,
I've noticed that in games in which I reach late stages without having any oil resources that suddenly I can build naval units which require oil, but not tanks or fighters. Can anyone tell me why, please? When this happens, I am sure I haven't traded to receive oil.
Thanks,
Mike
You could have put that post in the forum FAQ thread, but it doesn't really matter.
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Provide evidence of two miracles and I'll put in a good word for you.They say it's good to confess one's inadequacies. If so, I'm about to be a saint. ;-)
Yes, that's how it works.1. What's the correlation between Culture levels and city radius? Does the city radius always grow in lockstep with the culture level? For instance, will my boundaries always grow from 5x5 to 7x7 when I advance from "fledgling" level to "developing" level?
I take it you mean "citizens", not "workers". Workers are units that you can and should move outside the Big Fat Cross (BFC) to lay down roads, hook up resources, chop forests, etc. Citizens are assigned to work specific tiles within the 5x5 BFC only.2. Regardless of city radius, you can never deploy workers to more than a 5x5 area (the "fat cross") around the city center, right?
Yep, you save on maintenance costs. All units have maintenance costs assigned to them; delete a few as an experiment and watch your available gold per turn go up.3. Is there any benefit to killing/destroying unused units?
When the city grows to its next population level, without a granary, all the food in the food bar is consumed; with a granary, only 50% of the food in the food bar is consumed. This means that to grow to the next population level, you only have to add 1/2 the amount of food that you'd need without a granary. So your city grows faster.4. How does a Granary help growth? I see that they add +1 health to Corn, Rice, and Wheat (when those are available) but what's this about storing 50% of surplus food production?
Trade routes are automatically calculated and can generate a lot more than just one commerce per turn. Trade routes with foreign cities are more lucrative than domestic trade routes, and intercontinental trade routes are more lucrative still. Whatever goods you're trading with the foreign civ has nothing to do with it, but you do need an open borders agreement and a route to the civ in question. My beginner's guide (link in my sig) has a more detailed explanation of trade routes, if you're interested.5. How and why do trade routes between cities generate +1 coin/turn? Is this automatic or does it depend on what the cities are trading?
Nope.6. Does a city's culture ever decline? (Apart from being sacked, I mean.)
The manual is incorrect, or at least misleading. The only time you don't need a road is if the resource is next to a river tile, and that river is also next to a city tile somewhere. Generally, though, it's always a good idea to put roads on resource tiles; it makes it easier for your units to move to them and protect them from pillagers, and for your workers to get to them if the improvement is wiped out by a pillager or a random event.7. My manual says in several places that cities get the benefit of improved resources (i.e., a Pasture for Horses, a Mine for Coal, etc.) if that resource is within the city's radius OR if it's connected by a road. I think that's wrong. From what I can tell, improved resources MUST be connected via road (or waterway) even if they're already inside the city. For example, my city gets no benefit from a Farm placed on a Corn field even though the Farm tile is right next to the city center tile. Once I build a road -- voila! -- I get +1 health and a pop-up window congratulating me on my achievement. Is the manual incorrect or am I missing something?
They say it's good to confess one's inadequacies. If so, I'm about to be a saint. ;-)
1. What's the correlation between Culture levels and city radius? Does the city radius always grow in lockstep with the culture level? For instance, will my boundaries always grow from 5x5 to 7x7 when I advance from "fledgling" level to "developing" level?
2. Regardless of city radius, you can never deploy workers to more than a 5x5 area (the "fat cross") around the city center, right?
3. Is there any benefit to killing/destroying unused units?
4. How does a Granary help growth? I see that they add +1 health to Corn, Rice, and Wheat (when those are available) but what's this about storing 50% of surplus food production?
5. How and why do trade routes between cities generate +1 coin/turn? Is this automatic or does it depend on what the cities are trading?
6. Does a city's culture ever decline? (Apart from being sacked, I mean.)
7. My manual says in several places that cities get the benefit of improved resources (i.e., a Pasture for Horses, a Mine for Coal, etc.) if that resource is within the city's radius OR if it's connected by a road. I think that's wrong. From what I can tell, improved resources MUST be connected via road (or waterway) even if they're already inside the city. For example, my city gets no benefit from a Farm placed on a Corn field even though the Farm tile is right next to the city center tile. Once I build a road -- voila! -- I get +1 health and a pop-up window congratulating me on my achievement. Is the manual incorrect or am I missing something?
Provide evidence of two miracles and I'll put in a good word for you.![]()
1. If I secure two sites containing a needed resource for wonder building - say, stone for Stonehenge - is the build time even quicker if I found only one deposit?
2. When Ivory becomes obsolete, should I rework the camps into more useful improvements?
3. I find the Domestic Advisor very useful for a quick glance at what all my cities or doing. However, double clicking on the city's name gets me nowhere. What I want to do is to immedately go to that city. Even better, go to it and open up the city management screen. How?
4. Is the U.N. completely disabled in a custom game not allowing diplomatic wins? Just finished one and the U.N. never appeared, I tried to see if I could build it (forbidding nukes would have been nice, I was going for a cultural victory), but, no, I couldn't build it, either (and I had the prereqs, pretty sure).
5. Does your own SDI prevent you from launching nukes? I seem to have a lot of problems getting them to work. I know the sites I aimed at weren't protected by SDI, and I tried near, far, nothing, couldn't get even one to fire.
Hi; sorry if this was already asked: can I turn the enemy's last city by culture? It has taken MUCH time and wonders to flip their cities to my cultural borders, but there's always the last city from each rival civilization to claim. Well, is it possible?
Thanks.