Quick Answers / 'Newbie' Questions

Hi pros! Help me out!

I bee-lined to plastics so I could build Three Gorges Dam, but it isn't showing up in any of my cities as a choice to build. I have rivers... is there some other pre-requisite? Thanks!
 
Do you have a factory where you're trying to build it? I think that's a pre-req.
 
Hi pros! Help me out!

I bee-lined to plastics so I could build Three Gorges Dam, but it isn't showing up in any of my cities as a choice to build. I have rivers... is there some other pre-requisite? Thanks!

BTW, Hydro Plant doesn't show up either; so I know it's not that somebody beat me to the wonder.
For both of these, it's not enough just to have rivers around, flowing through the fat cross. The city square itself must be adjacent to a river. In other words, a river must flow past the central city tile--either along at least one side or corner. Otherwise, you can't build the TGD or Hydro Plants there.
 
Is there anything I should look at that to fully understand movement points and how they interact with actions? I know I can set up examples to answer these specific questions, but an understanding of the underlying principles would be better.:D

For context I'm talking vanilla civ and early game, with roads but nothing else. The sort of thing I want to know is:

1) Does the movement advantage from roads require a road in the tile currently occupied, the tile entered, or both?

2) If a worker moves three tiles on roads, can he still do a full turn of building an improvement with his reamining 1/2 MP?

3) Is it reasonable to consider that pillaging uses 1MP, so a unit with 2MP can move (a move using < 2MP) and pillage, or pillage and move (any movement cost)?

Thanks for any pointers.
 
For both of these, it's not enough just to have rivers around, flowing through the fat cross. The city square itself must be adjacent to a river. In other words, a river must flow past the central city tile--either along at least one side or corner. Otherwise, you can't build the TGD or Hydro Plants there.

Well, that will send me back to Paris to take a look; and it will change my strategy for city sites in the future too.

Another question... is unhealth like unhappiness in that once health points and sickness points in a city are equal, it's best to freeze growth there until you can improve your health points?

Thanks, folks! All this complexity is what makes the game fun, but it sure makes for a steep learning curve.
 
Is there anything I should look at that to fully understand movement points and how they interact with actions? I know I can set up examples to answer these specific questions, but an understanding of the underlying principles would be better.:D

For context I'm talking vanilla civ and early game, with roads but nothing else. The sort of thing I want to know is:

1) Does the movement advantage from roads require a road in the tile currently occupied, the tile entered, or both?

2) If a worker moves three tiles on roads, can he still do a full turn of building an improvement with his reamining 1/2 MP?

3) Is it reasonable to consider that pillaging uses 1MP, so a unit with 2MP can move (a move using < 2MP) and pillage, or pillage and move (any movement cost)?

Thanks for any pointers.

You'll get more of a feel for it as you continue to play, but for direct answers:
1. yes, as if you are travelling "along" the road so you need to be on a road going to a road. (interesting scenario I haven't tested, what if you were on a road onto a tile with railroad? I would imagine you'd get the road bonus, at this time would be 1/3)
2. Yes
3. yes pillaging uses one movement. So mounted units are best for this kind of thing, move pillage, move pillage (or if you're destroying a town PILLAGE PILLAGE!!)
 
fbcpraise said:
Another question... is unhealth like unhappiness in that once health points and sickness points in a city are equal, it's best to freeze growth there until you can improve your health points?

Not necessarily. Basically once you're over your :yuck: cap, you can think of it as taking 3 :food: per additional citizen instead of 2. If you've got enough surplus food, you might as well grow and get the extra output from your new citizen. If you've only got 1 or 2 surplus, then it might be time to assign some specialists or juggle the tiles you're working so you temporarily stop growing.

The only downside of growing into unhealthiness is you won't get "We love the <leader> day," but that's not enough of a deterrent for me.
 
Not necessarily. Basically once you're over your :yuck: cap, you can think of it as taking 3 :food: per additional citizen instead of 2. If you've got enough surplus food, you might as well grow and get the extra output from your new citizen. If you've only got 1 or 2 surplus, then it might be time to assign some specialists or juggle the tiles you're working so you temporarily stop growing.

The only downside of growing into unhealthiness is you won't get "We love the <leader> day," but that's not enough of a deterrent for me.

Agree. However, when unhealth starts to require 3 food instead of 2, it's often time to break out the whip! I usually revolt into slavery early on and don't get out until a lot of the health and happiness multipliers come on line.
 
Hi,

I just got Civ4 as part of a software package deal. I'm sure you all know this, but boy is it addicting!

I am having a couple of problems that I have not been able to find the answer to.

1) In the early stages I set up my city near some nice resources, but before I can get my cultural borders to surround it another culture sets up a zone of influence without a city. How are they doing that?

2) In the late stages of the game I can't get my ships to bombard coastal city or my fighters to bomb or relocate.

Any help would be greatly appreciated and thank you for your patience with a noob to this game.
 
Hi,

I just got Civ4 as part of a software package deal. I'm sure you all know this, but boy is it addicting!

I am having a couple of problems that I have not been able to find the answer to.

1) In the early stages I set up my city near some nice resources, but before I can get my cultural borders to surround it another culture sets up a zone of influence without a city. How are they doing that?

2) In the late stages of the game I can't get my ships to bombard coastal city or my fighters to bomb or relocate.

Any help would be greatly appreciated and thank you for your patience with a noob to this game.
1) They have to have a city somewhere nearby. Keep in mind, though, that if you haven't sent a unit to explore that part of the map recently, you won't see the city itself, just its cultural boundaries. Research Writing, get an open borders agreement, and send a unit to see what new city your opponent has founded.

2) You can bombard by clicking on the bombard icon (it looks like a target for ships, dropping bombs for aircraft). However, not all naval units can bombard (transports and carriers can't, for example). Also, if the cultural defenses have already been reduced to 0%, you can't bombard any further (maybe someone else is at war with your enemy?).
 
1) They have to have a city somewhere nearby. Keep in mind, though, that if you haven't sent a unit to explore that part of the map recently, you won't see the city itself, just its cultural boundaries. Research Writing, get an open borders agreement, and send a unit to see what new city your opponent has founded.

There is a city nearby, however; this is a discrete area of influence not connected to the city's. In fact there is nothing from the other culture in the area, it is just marked on the map as their's.
 
1) They have to have a city somewhere nearby. Keep in mind, though, that if you haven't sent a unit to explore that part of the map recently, you won't see the city itself, just its cultural boundaries. Research Writing, get an open borders agreement, and send a unit to see what new city your opponent has founded.

There is a city nearby, however; this is a discrete area of influence not connected to the city's. In fact there is nothing from the other culture in the area, it is just marked on the map as their's.
Can you post a screenshot or a saved game file?
 
You veterans are great!

Question... can you minimize this game??? Or do you just have to close it to check your email???
 
Can you post a screenshot or a saved game file?

Sorry no. I'm on a Mac and the screen shot command is giving a badly pixelated and unusable picture. The move before this happened there was an archer on the plot of ground and was nowhere to be seen after the takeover.
 
You veterans are great!

Question... can you minimize this game??? Or do you just have to close it to check your email???
Try pressing the Windows key on your keyboard, assuming you have one. Alt+Tab should work as well.
 
Sorry no. I'm on a Mac and the screen shot command is giving a badly pixelated and unusable picture. The move before this happened there was an archer on the plot of ground and was nowhere to be seen after the takeover.

I'm on a Mac as well. Try switching CIV from full screen to window mode and then using Grab to get the screen shot. If you save it as a tiff, it shouldn't be pixelated, then you can resave that as a smaller jpg for uploading.

As to your original question, if you haven't sent a unit to look at the area since you noticed the border, there may be a city hidden in the fog. OTOH, if a city was founded the border would show. If the city was then destroyed (say by barbarians) and the border area is now in the fog, you will not see that the border area is no longer there. You only see changes in areas not fogged over. Areas in fog look the same as when you last saw them, until you either send a unit to look, have your culture expansion reveal the area, or trade maps with someone that can see the area. Another possibility is that sometimes, due to the way culture diffuses over the tile grid, city positions can result in your culture influence "pinching off" a couple of tiles where the other civ has influence and you don't, with a tile or two of yours in between his main area and the pinched off ones.
 
1) They have to have a city somewhere nearby. Keep in mind, though, that if you haven't sent a unit to explore that part of the map recently, you won't see the city itself, just its cultural boundaries. Research Writing, get an open borders agreement, and send a unit to see what new city your opponent has founded. There is a city nearby, however; this is a discrete area of influence not connected to the city's. In fact there is nothing from the other culture in the area, it is just marked on the map as their's.

The cultural borders are determined by culture from cities. Left alone, a city should expand symmetrically in a circle as it increases culture. However, in practise, the shape of a city's cultural borders will be affected by geography (a little) and by neghboring cities of different civs with culture borders that compete for the same tile(s) - a lot.

You can sometimes see an isolated tile (more likely diagonally connected to other tiles in culture borders), especially when there have been wars which alter the ownership of cities, and/or the tile(s) are contested by three or more civs.

Also, the map does not update unless you visit it again. You can eliminate a civs completely, but the "old" map still shows tiles as belonging to that dead civ/city. But when you visit with a unit, the map will correctly show that the tile is unowned or assigned to another.
 
Well, that will send me back to Paris to take a look; and it will change my strategy for city sites in the future too.

Another good point of building your cities next to rivers is that you'll get 2 :health: bonuses, and with fishing your trade networks for these cities will be connected :goodjob:.
 
Another good point of building your cities next to rivers is that you'll get 2 :health: bonuses, and with fishing your trade networks for these cities will be connected :goodjob:.

Actually sailing ;) However, you can always trade along a river if its all within your cultural borders it seems
 
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