Quick Answers / 'Newbie' Questions

You need to be at war with the civilization you want to bombard.

Bombardment can target cities with cultural defense or tiles with improvements. Air strike can only target enemy units damaging the top unit and also causing collateral damage to others in the stack.
 
I've tried looking around for this, but, is it possible to add 'Landmarks' to the map? For instance, say I have a really amazing battle that takes place at a certain place, and I want to commemorate the occasion by placing a landmark there. It doesn't give me any bonuses or anything, just sort of makes it a 'national park' for my own amusement, and that of others in multiplayer games. I've heard allusions to the ability to place such landmarks in the past, but I've never seen how to do it.

On screen, this is represented by a tag of sorts, such as with the random occurrences like the 'Local Legend' tag and whatnot.
 
I've tried looking around for this, but, is it possible to add 'Landmarks' to the map?
Yes, you can put "signs" on the map and enter a text for each. I think you place them with Alt-S (then left-click on the tile you want to place the sign), but better double-check that.

I'm not sure if you can see other player's signs in multiplayer (rarely played that).
 
Yes, you can put "signs" on the map and enter a text for each. I think you place them with Alt-S (then left-click on the tile you want to place the sign), but better double-check that.

I'm not sure if you can see other player's signs in multiplayer (rarely played that).

Roughly correct but backwards. First click on the tile, then press alt-S and you will get a window to type your text, which will then appear on the map as a "balloon" tied to the tile in question and colored to match your empire. I use this all the time to mark potential city sites on my maps.

I don't play multiplayer, so I can't comment on that question.
 
DO you guys have some dates I can use as a reference so I know if I am going to slow?
Like @ xxxx BC you should have at lease x techs and y cities
Also, what is the beginning build order?
my first game i went warrior,worker,settler i think
should i add a scout in,etc.....
how many units are needed to take a city? i used like5 swords and 5 axes and 2 cats and it took a while......
what am I supposed to use extra workers for? I have improved all resources, connected cities, what else? should i just farm/cottage everything (not including hills that is)
THANK YOU! :D
 
DO you guys have some dates I can use as a reference so I know if I am going to slow?
Depends on the situation - the game can progress very differently depending on which civs are involved and which options were chosen at game creation. I'm using the info screens (F9) to check whether I'm falling this behind, imho this is better than trying to stick to fixed external timelines.
Also, what is the beginning build order?
my first game i went warrior,worker,settler i think
should i add a scout in,etc.....
Depends on the situation. Usually it's best to start with a worker and improve tiles ASAP. However, if you don't have the techs to improve any tiles and the worker would just stand there twiddling thumbs, then it might be better to go for a warrior, or even start with a settler. If you have fishing and seafood available, it's almost always best to start with a work boat. On lower difficulties, there might be rare occasions where it's even best to start with Stonehenge. Anyway, as you can see, I don't really believe in cookie-cutter build orders, imho the game is varied enough to make thinking worthwhile. ;)
how many units are needed to take a city? i used like5 swords and 5 axes and 2 cats and it took a while......
Depends on the situation (do I sound like a broken record?). You should be able to take a city in 1-3 turns. The usual mistake that beginners make is to bring too few siege units. Bring enough to reduce the city's defenses to 0% in one turn, then (in the same turn, or in the next one if you already used all your siege units) use siege units to soften the defenders if necessary, and make quick work of the defenses. Bringing at least as many melee units as there are defenders in the city, plus 2 or 3 more in case you lose one of the battles, is usually a good rule of thumb.
what am I supposed to use extra workers for? I have improved all resources, connected cities, what else? should i just farm/cottage everything (not including hills that is)
First priority is improving special resources and hooking them up. Second is improving all tiles that are actually worked by your cities, and connecting all cities. Third, connecz your trade network with that of other civs, for trade. Afterwards, think ahead. Improve the tiles that your cities will work after their next pop growth. Build more roads to have more movement options when attacked. Build fortresses on choke points to prepare a good defensive position (and sometimes to build a canal for your ships).
 
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?

Yellow box without star on religion icon in city screen: what does it mean?
 
With catapult I can attack my enemies:
1. Bombard city to decrease defense bonus to 0%.
2. Attack as usual unit but with collateral damage.
Anything else?
 
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?

Yellow box without star on religion icon in city screen: what does it mean?
When you mouse over a specialist, if it's a free one it will tell you. Cities will automatically assign free specialists when you get them, so you don't have to go to each city to set its specialists after e.g. switching to mercantilism. Of course there's no guarantee that they'll choose the right specialist.

I think the yellow box you're talking about just indicates that the city has that religion.
 
When you mouse over a specialist, if it's a free one it will tell you. Cities will automatically assign free specialists when you get them, so you don't have to go to each city to set its specialists after e.g. switching to mercantilism. Of course there's no guarantee that they'll choose the right specialist.

I think the yellow box you're talking about just indicates that the city has that religion.

Yellow box, as it has been explained already, indicates that it is the holy city.
 
What is the best way to use a Great General for a Super Medic? I chose a Chariot I had lying around and got him Comabat I and Medic 1-3. But later on I checked the Promotion tree in Civopedia and found out with Woodsman 3 you can get even more healing, but horsies don't have access to that. Is it therefore better to use a melee unit as a super medic? Or can you risk they get involved in defence if you slap Woodsman 1-3 on a Super Medic?
 
Use the weakest melee unit you have (have a spare warrior?). Explorers sadly do not get woodsman III.

Anyway, unless you're charismatic or aggressive it will take a lot of experience points. (level 7 unit)
 
What is the best way to use a Great General for a Super Medic? I chose a Chariot I had lying around and got him Comabat I and Medic 1-3. But later on I checked the Promotion tree in Civopedia and found out with Woodsman 3 you can get even more healing, but horsies don't have access to that. Is it therefore better to use a melee unit as a super medic? Or can you risk they get involved in defence if you slap Woodsman 1-3 on a Super Medic?

Use the weakest melee unit you have (have a spare warrior?). Explorers sadly do not get woodsman III.

Anyway, unless you're charismatic or aggressive it will take a lot of experience points. (level 7 unit)
A Woodsman III/Medic III unit by far contributes the most healing per turn: 40% per turn, +15% more than the Medic I/III Chariot's 25%. But it's hard to get a unit to that point, mainly because you have to use so many of the easy-to-reach promotions to acquire the Woodsman benefits.

Fortunately, I usually give my early exploring Warriors the Woodsman promotions anyway; the extra movement through jungle or forest from Woodsy II is great for exploring, and with so much of both around in the early game it enhances their chances of survival. Makes them top-notch worker-stealers, too. There is also a random event which, IIRC, grants a Warrior that wins a battle against a barb unit the Leadership promotion--more on that later.

Once one of my exploring Warriors reaches Woodsman II and I have copper or iron, I upgrade him to an Axeman. Depending upon the map and other circumstances, he may then become a home-bound anti-barb unit, or he may resume exploring. Either way, the idea is that he is now going to go barb-hunting in pursuit of Woodsy III. He then becomes a medic unit, because Woodsy III gives +15% healing per turn--the equivalent of Medic I.

Now comes the tricky part--how to get him all the way up to Medic III? He needs Combat I, Medic I, and Medic II, then needs to have a GG attached to get Medic IIII. (The good news is that once this unit has Woodsman I/II/III, Combat I, and Medic I, it has the equivalent healing power to the Medic I/II/III Chariot mentioned above. So getting to Medic III is gravy.)

What I usually do, especially if I'm not Charismatic, is attach the GG ASAP and give him the Leadership promotion so he acquires double XPs for every battle he wins. It may seem like a diversion, but I find I can get a unit with Leadership up the promotion tree a lot faster. (This is why that random event that may grant you a free Leadership promotion is so nice.) You have to choose your battles for this unit carefully; fortunately, Woodsy III makes the unit pretty awesome at attacking other units in jungle or forest, so that's one good use for him. Other than that, go after Construction ASAP and assign him clean-up duty when attacking cities once the Catapults have done their work.
 
-2 You declared war on our friend

How long does it take for this diplomacy demerit to go away?
 
-2 You declared war on our friend

How long does it take for this diplomacy demerit to go away?

Varies from one leader to another. Some will forget about it in a few turns. Some don't seem to ever forget. The majority fall in between but there is no standard number of turns.
 
Does research overflow go towards your next research?

For example lets say I only need 100 beakers to finish a tech, and I get 400 beakers a turn, then does the other 300 beakers go towards the next tech?
 
Does research overflow go towards your next research?

For example lets say I only need 100 beakers to finish a tech, and I get 400 beakers a turn, then does the other 300 beakers go towards the next tech?
Yes--though the only time this doesn't happen is if you use a Great Person to finish research of a tech, in which case the extra beakers are lost (just like if you use a Great Engineer to finish the build of a wonder, any extra hammers are lost, unlike a regular build).
 
Yes--though the only time this doesn't happen is if you use a Great Person to finish research of a tech, in which case the extra beakers are lost (just like if you use a Great Engineer to finish the build of a wonder, any extra hammers are lost, unlike a regular build).
Imagine getting a Great Engineer early and using him to rush-buy a barracks and 9 axemen...
 
Back
Top Bottom