Quick Answers / 'Newbie' Questions

I am playing my first game of Civ IV - started on Noble as I was a veteran Civ II player so thought I could skip a level or two. I am, however, taking a bit of a battering (...)
I'm also a Civ2 veteran and all I pretty much can say is that CivIV is another game altogether. Take the time to read the manual, read some newbie guides (there are some on this side) and, most importantly, don't assume you know anything yet.

We actually discussed some of the differences between the two games yesterday in this thread.
 
What do you do when the game becomes boring? The game has nothing left to offer... though that shouldn't come to surprise since I played the game everyday for 5 weeks.
I've been there myself many, many times with the different editions of Civilization. Like the wise man above said, do something else for awhile and you're bound to start thinking about new ways to play the game, stuff you'd like to try out and strategies you haven't tried yet. You're probably in a bit of a rut for a moment. It also helps to try new approaches completely, since many players simply tend to go through the same motions in every game. The game can be played in almost unlimited different ways - some more effective than others, granted.

The one single thing that has revitalized Civ for me personally is discovering the Rhye's and Fall of Civilization mod. Its all I ever play these days - or probably ever will. Its more or less everything I ever wanted from a game of Civ. :D
 
When I try to get a vassal in diplomacy, the argument is "Sorry, it's out of our hands". I would like to know what it means.
I really dunno, but could it be that they are already someone else's vassal?
 
You don't say which techs you have. However, that may be your problem. Your foreign adviser (or minister) will only show you techs that other Civs have that you can discover or trade for. It won't show you more advanced ones that they have that you cannot trade for. For example: If you do not have Physics, then you will not know if anyone else has discovered Artillery, since you have to have Physics to research Artillery. If you have Physics, then the adviser will show you who has Artillery. If this does not solve your mystery, give us a few more details to work with. :)

Ah. Yeah, that makes sense. Must be doing worse than I thought! Perhaps I should drop back a difficulty level til i work out some new strategies....

Thanks for that.
 
Afternoon gang, couple of quick newbie questions for you all. Please forgive me not having the time to read the 500 pages posted before me to see if someone else asked the same question!! Please not tongue planted squarely in cheek...lol. Just thought Id ask a couple of questions didn't think it would hurt, I do know how to use the search and have used it much so far. Onward....
First, trading Techs, when trading technology what happens, do you lose all the advancements associated with said tech ? I can only assume the answer is yes, or there would be no down side to trading techs would there ? I guess I just don't understand how it works properly, perhaps someone can help explain it.
Another thing, I keep reading references to the culture and research 'sliders', is this simply an old 'Civ' term, and referring the '+-' found beside the Culture/Research/Gold stats shown in the top left hand corner of the city screens ? Are those the 'sliders' or am I completely lost ?
I have played Civilization before, cant recall the last series I played, I go on strategy kicks now and then and Civ has always been a great strategy game. Not sure why, I'm no great strategist, get totally smoked in any sort of strategy multi-player, but I still enjoy the whole build a nation thing.
Thanks for any help offered, Ill take whatever I can get in terms of help so if you can recommend a site or link or post that you feel is helpful to newbs like myself please feel free.
I could particularly use some info on how the cities work, how to make them work best etc....
Aside from the questions asked of course.
Thanks a lot and have a nice day,
-Mike 'Graiskye' Latimer
 
Afternoon gang, couple of quick newbie questions for you all. Please forgive me not having the time to read the 500 pages posted before me to see if someone else asked the same question!! Please not tongue planted squarely in cheek...lol. Just thought Id ask a couple of questions didn't think it would hurt, I do know how to use the search and have used it much so far. Onward....
First, trading Techs, when trading technology what happens, do you lose all the advancements associated with said tech ? I can only assume the answer is yes, or there would be no down side to trading techs would there ? I guess I just don't understand how it works properly, perhaps someone can help explain it.
Another thing, I keep reading references to the culture and research 'sliders', is this simply an old 'Civ' term, and referring the '+-' found beside the Culture/Research/Gold stats shown in the top left hand corner of the city screens ? Are those the 'sliders' or am I completely lost ?
I have played Civilization before, cant recall the last series I played, I go on strategy kicks now and then and Civ has always been a great strategy game. Not sure why, I'm no great strategist, get totally smoked in any sort of strategy multi-player, but I still enjoy the whole build a nation thing.
Thanks for any help offered, Ill take whatever I can get in terms of help so if you can recommend a site or link or post that you feel is helpful to newbs like myself please feel free.
I could particularly use some info on how the cities work, how to make them work best etc....
Aside from the questions asked of course.
Thanks a lot and have a nice day,
-Mike 'Graiskye' Latimer

Welcome, Dude. :goodjob:

Many of your questions, particularly pertaining to managing the early game and basic concepts, can be found in the War Academy; Sistuil's Guide for Beginners is a must read.

1. Nope, you don't lose any of the benefits of a traded tech. The only downside is that your trading partner gains those same benefits, and may trade it to someone you don't want to have it. It's a Risk/Reward kinda thing.

2. Yep, those are the sliders.

Happy Civing. :)

PS: Could we lose the Santa hats on the smilies already?
 
Hi EveryBody!

I am absolutly rookie on CivFan. I would like to play modpacks especially Frank Herberts Dune modpack, I downloaded it, run, but I was unable to play with.

What are the steps to the success? If possilbe write to me as if I were a complete stupid. (naturally I not, but want to play with.

Other:

I have the Civ4 Complete (Base, Warlords, BTS).

How can I see my Civ4's versionnumber? Every part has a different versionnumber and must be updated by separetly or together?

The latest patch is the 3.19 as I know.

What is the update-line to reach 3.19? Is somewhere website which contains the patches simply one after the other without mods, skins, etc. Just purely the main patches?
 
Welcome to CFC :band:

if BtS successfully installed then it already patched Civ4 and if you have it Warlords to the latest patches for them (1.74 and 2.13). So all you need to do is patch to 3.19. Some people had to install 3.17 first to install 3.19 successfully.
All patches for the game are listed here:

http://forums.civfanatics.com/downloads.php?do=cat&id=12
 
First, trading Techs, when trading technology what happens, do you lose all the advancements associated with said tech ? I can only assume the answer is yes, or there would be no down side to trading techs would there ? I guess I just don't understand how it works properly, perhaps someone can help explain it.
Trade is something that benefits both parties and essentially what makes the world go round. You could refuse to trade something, like Technology, but you wouldn't just be hurting your rivals but also yourself. I'd say trade everything and enything, as long as you think that you get a reasonable price for it. Because, if you do more trade than your rivals you benefit more than them. So trade with everyone, except maybe your worst rivals or someone who could use what you trade to them against you.

Another thing, I keep reading references to the culture and research 'sliders', is this simply an old 'Civ' term, and referring the '+-' found beside the Culture/Research/Gold stats shown in the top left hand corner of the city screens ? Are those the 'sliders' or am I completely lost ?
Yeah, you've managed to navigate some very bad jargon there. I try not to use the term "slider" myself because I realized they changed them for this version, and it could be very confusing to newcomers.

I have played Civilization before, cant recall the last series I played, I go on strategy kicks now and then and Civ has always been a great strategy game. Not sure why, I'm no great strategist, get totally smoked in any sort of strategy multi-player, but I still enjoy the whole build a nation thing.
I can relate, as I'm in it first and foremost to build my empire. Unfortunately its the other stuff, the Grand Strategy, that will win you your games. But you need to learn the basics of managing you empire in order to focus on that other, more important game.

Thanks for any help offered, Ill take whatever I can get in terms of help so if you can recommend a site or link or post that you feel is helpful to newbs like myself please feel free.
A good start might be just to browse this thread - you can start here and work backwards if you like. Important information and good advice has been posted here on a daily basis. And keep asking those "stupid" questions, as this would be the thread for them. :D

I could particularly use some info on how the cities work, how to make them work best etc....
You're on the right track as city management is the single most important thing to master in this game, and its also the first stumbling stone for any new player. I just wrote this in a thread on city specialization:

(About city specialization, specialists and the City Screen)

The white circles on the tiles are what is being worked on at the moment. The city will only get the yields (in terms of :food:, :hammers: and :commerce:) from those tiles and not from any other tiles. The number of tiles worked is the same as your city size. So each populations point corresponds to one "Citizen".

By clicking on the marked tiles (still inside the City Screen) you remove that Citizen from working the land. It has now become a specialist and can be found in the right side panel as a plain "Citizen" specialist. This isn't a very good specialist (with only a +1 :hammers:), so you should probably click on another tile to put him back to work on some tile instead.

But if you do have the option of assigning other more useful specialists - like Scientists or Merchants - you can make that Citizen into a proper specialist by clicking on the "+" symbol associated with the type of specialist you wanna employ.

You could remove all citizens from working the fields and make them into specialist (even plain Citizen ones if you lack other options) if you wanted. This would, however, starve your city down to size 1 and this way you'd end up with only one specialist in the end. So don't even consider this as any kind of option!

One thing you also have to understand is food production (:food:). The :food: collected from the tiles your citizens are working is stored in the Food Bar at the top of the City Screen. But firstly you have to feed your populous and every population point requires 2 :food: per turn - otherwise the city will starve. This is why the :food: surplus per turn is shown in the City Screen - can you find it?

So, its actually the surplus :food: that gets stored every turn and when the Food Bar is full the city grows by one population point. The Granary building effectively cuts this time in half by storing half of this amount every time the city grows. Otherwise its all gone and you'd have to fill it up again from nothing.
 
I have a question. Whenever I found a religion, it always goes in basically the worst possible location possible. Am I just unlucky, or are religions more likely to found in worse cities?
 
I have a question. Whenever I found a religion, it always goes in basically the worst possible location possible. Am I just unlucky, or are religions more likely to found in worse cities?

Generally, it's the largest city that doesn't have a religion. Also it is basically never your capital unless you don't have any other cities. A huge non-capital city with religion may overpower a tiny one with none, and there's a random element involved, but this is how it usually goes.
 
Generally, it's the largest city that doesn't have a religion. Also it is basically never your capital unless you don't have any other cities. A huge non-capital city with religion may overpower a tiny one with none, and there's a random element involved, but this is how it usually goes.

And it's just awesome when you get a double holy/Wall Street city; buku bucks. I can't recall if I've ever seen a triple holy city; that'd be cool.
 
My personal theory has always been, although backed up from a little experimentation but no actual hacking into the code, that religions actually are founded in the city that "discovers" the required Technology. In thinking like this:

Let's say you're 50 :science: from getting Theology and before the next turn all the :science: is collected from your cities. So the game adds 15 :science: from your first city, then 20 :science: from your second city, and then another 20 :science:... Bam! That third city just got you over the threshold for Theology and all the rest of the :science: collected from this turn will be saved up for your next research project. This is why the birthplace of Christianity would be the third city.

It seems like a simple and intuitive way of "randomizing" the actual birthplace. This would mean that cities with a high :science: output will be more likely to be the birthplace, and a city with no :science: output whatsoever never can found a religion. I might, however, be dead wrong on this.
 
When you click on a space with your units on it, whether in a city or outside, you get a list across the bottom showing the units in a certain order.

Can someone please tell me what order they are in?

In a city, strongest base defense first? Strongest defense including promotions??

Outside a city, strongest attack?

I'm running into problems, for example, when my city is under attack, and I want to identify the strongest counter-attack on the enemy stack.

Thanks.
 
I have a question. Whenever I found a religion, it always goes in basically the worst possible location possible. Am I just unlucky, or are religions more likely to found in worse cities?
You could view the situation like this: Any coastal city could be a good location as the birthplace of a religion. Because the shrine associated with that religion will generate :gold: the city has instantly become specialized for the generation of :gold: and a prime candidate for the Wall Street national wonder later on. Just work those water tiles and build all the :gold: modifier buildings - and then rise your :gold: percentage to cash in further.

The worst city to found a religion could be a pure production city, with little to none :commerce: that can be converted into additional :gold:. If you already have a specialized research city and it founds a religion, it could also make a mess out of your priorities. Small cities without any resources to speak of would, of course, be even worse. But then again, why would you found a city on such a poor location to begin with?
 
And it's just awesome when you get a double holy/Wall Street city; buku bucks. I can't recall if I've ever seen a triple holy city; that'd be cool.
I had a triple religion capital once in one of my first games on noble. In short it was my only city for a while, had a spiritual leader (started with mysticism), then I can't remember if I got all 3 ancient religions first, or if I got 2 of them then rushed a third one by beelining and bulbing a prophet.

Question : I had this crazy idea of gifting missionaries to other civs so I can score diplomatic points for giving a gift + spreading my religion at the same time. But the AI never uses these missionaries, and the religion won't spread. Have anyone used this trick successfully, or know why it won't work?
 
I'm running into problems, for example, when my city is under attack, and I want to identify the strongest counter-attack on the enemy stack.
When you get attacked, the game automatically picks the best defender to counter the unit that is attacking you... So you don't have to think about it at all. :)

Actually the only time you have to think about it is when making troops at your cities. If you know what the enemy will be using make sure to build counter units.
 
My personal theory has always been, although backed up from a little experimentation but no actual hacking into the code, that religions actually are founded in the city that "discovers" the required Technology. In thinking like this:

Let's say you're 50 :science: from getting Theology and before the next turn all the :science: is collected from your cities. So the game adds 15 :science: from your first city, then 20 :science: from your second city, and then another 20 :science:... Bam! That third city just got you over the threshold for Theology and all the rest of the :science: collected from this turn will be saved up for your next research project. This is why the birthplace of Christianity would be the third city.

It seems like a simple and intuitive way of "randomizing" the actual birthplace. This would mean that cities with a high :science: output will be more likely to be the birthplace, and a city with no :science: output whatsoever never can found a religion. I might, however, be dead wrong on this.

Here's the raw truth for those interested:

Broken down for convenience the value is counted for each city as

(10 + POPULATION + RAND(1,10)) / (RELIGIONS_PRESENT + 1)

and further divided by 8 for the capital. The city with the biggest value gets chosen.

Spoiler wall of C++ :
for (pLoopCity = firstCity(&iLoop); pLoopCity != NULL; pLoopCity = nextCity(&iLoop))

{

if (!bStarting || !(pLoopCity->isHolyCity()))

{

iValue = 10;

iValue += pLoopCity->getPopulation();

iValue += GC.getGameINLINE().getSorenRandNum(GC.getDefineINT("FOUND_RELIGION_CITY_RAND"), "Found Religion");



iValue /= (pLoopCity->getReligionCount() + 1);



if (pLoopCity->isCapital())

{

iValue /= 8;

}



iValue = std::max(1, iValue);



if (iValue > iBestValue)

{

iBestValue = iValue;

pBestCity = pLoopCity;

}

}

}



Sarassin said:
Question : I had this crazy idea of gifting missionaries to other civs so I can score diplomatic points for giving a gift + spreading my religion at the same time. But the AI never uses these missionaries, and the religion won't spread. Have anyone used this trick successfully, or know why it won't work?

You don't get any diplo bonuses for gifting units (only stuff through the trade screen such as cities, techs, gold etc.), though the AI will use your gifted missionaries for spreading if they aren't so bad off financially that they end up disbanding them on the spot. Anyway, you can just as well use them for spreading yourself. Unless the AI is in Theocracy, which is when gifting them is smart (though sometimes seen as an exploit).
 
Back
Top Bottom