Quick Answers / 'Newbie' Questions

If I build the Hermitage in a city for it's +100%:culture: is that cumulative for buildings that are constructed after? Would that mean temples built thereafter provide +2:culture:?
Yes, though the temple's culture wouldn't be displayed as +2. You'd still see it giving +1 culture and see the Hermitage listed as giving +100% culture. As far as I understand it, when the game calculates things like the culture output of a city, it generally does the following:

- add up all raw yields (e.g. +1 for a temple, +3 for a library, sum of raw yields: +4)
- separately add up percentage bonuses (e.g. +50% for cathedral, +100% for Hermitage, sum of bonuses: 150%)
- determine the value of the accumulated bonuses (e.g. 150% of 4 = 6)
- add the value of the bonuses to the raw yields (e.g. 4 + 6 = 10)

This mechanism is also applied for other yields (food, production, gold, etc.). So it doesn't matter in which order you build the buildings (at least not for the per-turn yield after all have been built). :)
 
Yes, though the temple's culture wouldn't be displayed as +2. You'd still see it giving +1 culture and see the Hermitage listed as giving +100% culture. As far as I understand it, when the game calculates things like the culture output of a city, it generally does the following:

- add up all raw yields (e.g. +1 for a temple, +3 for a library, sum of raw yields: +4)
- separately add up percentage bonuses (e.g. +50% for cathedral, +100% for Hermitage, sum of bonuses: 150%)
- determine the value of the accumulated bonuses (e.g. 150% of 4 = 6)
- add the value of the bonuses to the raw yields (e.g. 4 + 6 = 10)

This mechanism is also applied for other yields (food, production, gold, etc.). So it doesn't matter in which order you build the buildings (at least not for the per-turn yield after all have been built). :)

I'd like to say thank you for the answer AND because it's the answer I wanted to hear...

You get a dancing banana.
:banana:
F
 
Specialists: How do they affect population and tiles worked? Ive seen that in some cases I can add specialist and they dont affect growth at all, while in some other cases just by adding 1 i go 'stagnant' or worse... What about free ones? Does that mean i can add them without impacting population or worked tiles?

Yellow box on religion icon in city map: What does that mean? In some cities it is not boxed

When you assign a specialist a tile stops being worked. To follow growth read the orange bar in the city screen.

The only things that influences a city's growth is the amount of food it gathers. You get 2 free in the city square to support its 1 population. A city with 5 population will need to gather an extra 8 food per turn just to stagnate (each population point consumes two food per turn). If you want the city to grow you need to work tiles rich in food. A city with 4 population working an irrigated grassland corn farm and 3 grassland farms in the early ages will have a surplus of 4 + 1 + 1 + 1. So every turn the food store will gather 7 food. When it fills the city grows a population point and the food store gets reset (or halved if the city has a granary).

If you stop working a plains hill and turn it into a specialist the city will not grow slower since that tile did not generate any food. But if you stop working a farm the city's growth will be impacted.

Free specialist are free, and have no impact on growth.

Yellow box + star means that city is the holy city for that religion. It will get 5 culture if it's the state religion (or free religion) and a great prophet will be able to build its religious wonder (generates 1 gold for every city in the world with that religion and spreads the it around for free).
 
So I was playing RFC, England and when I finally sail to the New World in 1520 or so, Arabia has conquered Meso-America. This doesn't seem normal to me? Is there something wrong with my copy?
 
Free specialists: how do I know how many free ones are available? Is there an indicator of how many I've used or are available?
 
1 free from Mercantilism civic, 1 free from the Statue of Liberty.
Multiple in the city that builds the National Park.

When you hover over the specialist it will say it's free. (if it can't be removed to work land it's because it's free)


The star is there, you just can't see it in the city screen.
 
RFC is not supposed to be historical. And anyway, wrong forum for an RFC question.

Well it was also more generic, applicable to the 34 civs mods for Earth scenarios. Yes it was aimed at RFC, but really, in general, that is so unrealistic that Arabia conquers Meso America?
 
You can check the :health: bonuses the city has by mousing over them. It'll say something like "+2:health: for fresh water" if the city is getting a fresh-water bonus. I would assume that oases provide this bonus like rivers do.
 
If you mouse over a tile and it says "Fresh water" then you will get that 2 extra heath.
Still, a river is better than a lake or oasis as you can build a levee, hydro plant and because of the extra commerce.

I usually try to build coastal cities that are also river bound, great for health.
 
Well it was also more generic, applicable to the 34 civs mods for Earth scenarios. Yes it was aimed at RFC, but really, in general, that is so unrealistic that Arabia conquers Meso America?

Civ is not an historical re-enactment. :)

Lived in Stuttgart 10 years ago, btw. Lovely city, great folks, and I thank you all for the hospitality. :goodjob:
 
Well it was also more generic, applicable to the 34 civs mods for Earth scenarios. Yes it was aimed at RFC, but really, in general, that is so unrealistic that Arabia conquers Meso America?

They researched optics. They explored to the West. They got the Conquerors event.
Or... they had a boat near Ponta Deglada. They researched astronomy, upgraded it. Went west.
 
Am I right in assuming that if you adopt free religion (no state religion), wonders like the Sistine Chapel, Uni of Sankore, Sprial Minarette (which give cash/culture/science for state religion building) are pretty much useless? (except for the specialists culture from SC)
 
Yep.

University of Sankore requires a major investment to pay off, IMO. It's usually not worth it unless you're going for a religion-heavy game.
 
If I "walk away" from an item on the tech tree that's only been partially researched, will it remain that way, like a building in the city que, or will I have to start all over again?
(I really hope this doesn't depend on the mod)
F
 
If I "walk away" from an item on the tech tree that's only been partially researched, will it remain that way, like a building in the city que, or will I have to start all over again?
(I really hope this doesn't depend on the mod)
F

I think (emphasis on think) that there is some beaker decay, but not much (or any). I don know that you don't have to start over from zero.
 
On that note, if I build half a harbour for example and then start another building instead (so that the harbour disappears from the list), will what I had already spent go into the next building, or be lost forever?

I have noticed there is a little decay if I put buildings on a halt for a good while. It may say something along the lines of "will lose one hammer in 3 turns," and then start losing hammers. But I'm not sure what happens if you actually swap one started building with another.
 
On that note, if I build half a harbour for example and then start another building instead (so that the harbour disappears from the list), will what I had already spent go into the next building, or be lost forever?

I have noticed there is a little decay if I put buildings on a halt for a good while. It may say something along the lines of "will lose one hammer in 3 turns," and then start losing hammers. But I'm not sure what happens if you actually swap one started building with another.

As I understand it, you get a certain number of turns that you will not lose hammers after you have put some into it. Off the top of my head, it is 10 for units, 50 for buildings and 150 for wonders. After that you lose some, perhaps 1 hammer per turn?
 
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