Quick Answers / 'Newbie' Questions

Prince David said:
Also, you can only trade across ocean tiles if you have the technology that allows you to cross ocean tiles. (Which I believe is optics which enables the caravel unit.)

No, you need Astronomy for ocean trade.
 
Prince David said:
Culture bombs are a great way to try and reclaim the lost territory. But your city can not accumulate culture while it's in revolt. If you set off the culture bomb before the reolt is over I suspect you wasted it.

I'm new to CIV but it's been my experience that the culture bomb/great artist actually ends the revolt.
 
Prince David said:
Culture bombs are a great way to try and reclaim the lost territory. But your city can not accumulate culture while it's in revolt. If you set off the culture bomb before the reolt is over I suspect you wasted it.

Using your Great Artist to perform a great work will end the resistance and give you the culture boost. This is documented in the game.
 
ok two questions.

When you build a wonder that gives a bonus to "all cities on this continent", is it all your cities, or really.. all cities on this continent?

and, does capured cities never flip? if so... why?

cheers!
 
sweetpete said:
ok two questions.

When you build a wonder that gives a bonus to "all cities on this continent", is it all your cities, or really.. all cities on this continent?

and, does capured cities never flip? if so... why?

cheers!

It is just cities on that continent, but sometimes the definition of what constitutes a continent is a bit strange. I think sometimes landmasses separated by only a small amount of water (eg. 1 tile) can count as 1 continent.

Unless you change one of the options in the Custom Game screen, captured cities do not flip back to their original owner during the resistance phase after capture. I have seen captured cities revolt (due to cultural pressure) many turns after the initial resistance but never actually flip back - mainly because I'd then proceed to destroy the city causing the culture influence.

I assume that "No city flips after capture" just means they don't flip during the initial resistance, but still can in future revolts. Does anyone have more info?
 
PieceOfMind said:
It is just cities on that continent, but sometimes the definition of what constitutes a continent is a bit strange. I think sometimes landmasses separated by only a small amount of water (eg. 1 tile) can count as 1 continent.

I think it's actually the single landmass---i.e., you have to be able to trace a path by land from one city to the next. If you have a counterexample, please post it.
 
MrCynical said:
While the caravel can cross ocean tiles, you aren't able to trade across oceans until the invention of astronomy.

Ooops - you're right. Thanks for the correction.
 
DaviddesJ said:
Using your Great Artist to perform a great work will end the resistance and give you the culture boost. This is documented in the game.

This I did not know. And here I've been sitting on them until the revolt is over. D'oh. All those wasted turns . . .
 
DaviddesJ said:
I think it's actually the single landmass---i.e., you have to be able to trace a path by land from one city to the next. If you have a counterexample, please post it.

You're correct. Just checked in the world builder. There does have to be a land connection. This means that small islands off a large landmass are not part of the continent.
 
Hi, I tried to find an answer to this question, but couldn't find it:

Could any one explain precisely what the different game speeds do to the game (i.e., quick/epic/etc)?

Thanks!
 
Jaytravis said:
Hi, I tried to find an answer to this question, but couldn't find it:

Could any one explain precisely what the different game speeds do to the game (i.e., quick/epic/etc)?

Thanks!

hey change the values for Hammer cost, research, GP acquisition, culture growth, build time for improvements, etc (except stats of units)

which in effect make the game longer or shorter

for example ...

First culture expansion happens :
Quick - 5
Normal - 10
Epic - 15
Marathon - 30

Warrior hammer cost is :
Quick - 12
Normal - 15
Epic - 18
Marathon - 30

Barracks hammer cost is :
Quick - 40
Normal - 80
Epic - 125
Marathon - 200

Ag research beaker cost is:
Quick - 40
Normal - 60
Epic - 90
Marathon - 180

Worker Road Build time is:
Quick - 2
Normal - 2
Epic - 3
Marathon - 6

GP Artist, great work Value is :
Quick - 2680
Normal - 4000
Epic - 6000
Marathon - 12000


So from a quick observation

Quick - Reduces cost of everthing by about 20%,
Normal - Normal
Epic - Increase unit cost by 25%, Tech and culture by 50%
Marathon - Increase unit cost by 100%, tech and culture by 200%

Making the game longer has a huge impact on your game, the mistakes that you may make in a game (what to reseach, build) tend to have a larger effect (50% - 200% larger) as it takes a lot longer time to rectify them, expecily early in the game if you neglect your army !!

it becomes a big diffence when an army turns up at ur doorstep and u find that it takes 20- 30 turns to produce that "insert defensive unit here"



Question ! - Anyone know where the file that the options for ur game are saved to ? or the name of it ?
 
sprig said:
Warrior hammer cost is :
Quick - 12
Normal - 15
Epic - 18
Marathon - 30

Barracks hammer cost is :
Quick - 40
Normal - 80
Epic - 125
Marathon - 200
Are you sure of these? Note the multiplier for the warrior is 120% (125% would be 18.75, so probably rounded down), and the Barracks is about 156.25% (125% would be 100, 150% would be 120).

The longer games really are for war mongerers, if units are "cheaper" than buildings (as well as units moving and fighting as fast as normal).
 
How do i draft units once i have researched the aproppriate civic for it like the + 9 free unit one that almost all other civilizations adopt but only for as long as they have to. Then i'm 9 units behind and look like a tempting target , plus i always us the land grab tactic in the begging so i'm often behind in military units in most city's and could really benifit form the free units
 
curios1 said:
How do i draft units once i have researched the aproppriate civic for it like the + 9 free unit one that almost all other civilizations adopt but only for as long as they have to. Then i'm 9 units behind and look like a tempting target , plus i always us the land grab tactic in the begging so i'm often behind in military units in most city's and could really benifit form the free units
When you reaserch Nationalism, you can change civics to Nationhood. This allows you to draft units. To do this you go to a city, and 1 on the buttons next to the build options (with the rush options and goveror comands). This will draft one unit from this city.

You not getting confused with the Vasslege civic? That gives you "free" units, but this means you pay unit support for fewer units, rather that giving you more units.
 
Some newb questions on research. The "Emphasize Research" button in the city management menu does what exactly? I know that it emphasizes research per se, but to what end? By how much? What does this emphasis on research get me in total? If I have several underperforming or lackluster cities all emphasizing research, does this increase my overall research effort? What exactly are my cities researching if I hit this button?
 
chaosklima said:
Some newb questions on research. The "Emphasize Research" button in the city management menu does what exactly? I know that it emphasizes research per se, but to what end? By how much? What does this emphasis on research get me in total? If I have several underperforming or lackluster cities all emphasizing research, does this increase my overall research effort? What exactly are my cities researching if I hit this button?

The emphasise research button only affects the allocation of the city's citizens. It does not affect your science slider or what tech you are researching. This button in particular will distribute citizens to workable tiles and specialist slots (scientists usually) so that the city produces as many beakers as possible (or at least what the computer believes). It will also make sure the city is either stagnant or growing - though there have been instances of "emphasise" buttons putting cities unnecessarily into starvation.

You should be able to see exactly what effect toggling this button does as it is all shown to you in the top left part of the city screen. Sometimes the button may change nothing at all - that just means your citizens are already optimally placed for beaker production. In particular notice the change in the number of beakers when you press the button.

Your cities all contribute their beakers towards the tech you are presently researching - the one indicated at the top of the game screen.
 
It just means that the governor puts your citizens on tiles that produce as much commerce as possible. If you have two grassland tiles and one has a village and the other a forest your governor uses the one with the village.
 
Okay, so if all my cities are contributing their beakers toward production of the tech I am currently researching, what if I click Emphasize Research in all my cities and by doing so, several of them happen to increase the number of beakers they contribute? That still wouldn't change the rate at which I am researching the current tech, nor the speed at which I complete the research, right?
 
PieceOfMind said:
Unless you change one of the options in the Custom Game screen, captured cities do not flip back to their original owner during the resistance phase after capture. I have seen captured cities revolt (due to cultural pressure) many turns after the initial resistance but never actually flip back - mainly because I'd then proceed to destroy the city causing the culture influence.

I assume that "No city flips after capture" just means they don't flip during the initial resistance, but still can in future revolts. Does anyone have more info?
When this option is allowed, captured cities never flip back to the original owner. They can revolt, but the only way to have them back is to recapture them. The exception is, if a 3rd nation pushes heavy on the city, then it can flip to this 3rd party.
It's a fair rule: imagine, you sieged and conquered a city right next to an AI's capital, signed peace, and after 10 turns that city flips back! :mad: That would be really frustrating!
 
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