Quick Answers / 'Newbie' Questions

Speaking of Monasteries and SM, I can't remember. Do you still get the culture from the Monastery after getting SM?

I think you almost always keep the culture of a building that becomes obsolete (in particular, wonders), just that most effects disappear. In this case though, you can build a missionary after SM without running OR if that city has built a monastery in the past.
 
And it's good to have the option of not having to run OR to build missionaries of course.
 
Speaking of Monasteries and SM, I can't remember. Do you still get the culture from the Monastery after getting SM?

Yes, my Cranky Irish Wagon, er Woman, you still receive the culture. :)
 
Brand new Civ player, here.

I have had two different cities, in two different games, kind of implode in early/mid game...not enough food, I guess, to support them. Here's what I think is happening: Both times, they were specialist cities that created warriors, archers, swordsmen, etc., for other cities. Maybe this isn't a good idea, supporting units all over creation.

2 questions: Is this theory correct, or am I on the wrong track? (I won't way that I have city management down yet, but most of my cities seem to get along fine with the various improvements I make).

If this is my problem, it seems like there must be a way of assigning units to cities other than the city they were created it, so that support of the unit falls to the new city. Or do I really have to create each city's units in that city to avoid this problem?
 
Brand new Civ player, here.

I have had two different cities, in two different games, kind of implode in early/mid game...not enough food, I guess, to support them. Here's what I think is happening: Both times, they were specialist cities that created warriors, archers, swordsmen, etc., for other cities. Maybe this isn't a good idea, supporting units all over creation.

2 questions: Is this theory correct, or am I on the wrong track? (I won't way that I have city management down yet, but most of my cities seem to get along fine with the various improvements I make).

If this is my problem, it seems like there must be a way of assigning units to cities other than the city they were created it, so that support of the unit falls to the new city. Or do I really have to create each city's units in that city to avoid this problem?

In Civ IV unit maintenance/support is no longer tied to the specific city that built them. That was a feature of Civ II.
 
Brand new Civ player, here.

I have had two different cities, in two different games, kind of implode in early/mid game...not enough food, I guess, to support them. Here's what I think is happening: Both times, they were specialist cities that created warriors, archers, swordsmen, etc., for other cities. Maybe this isn't a good idea, supporting units all over creation.

2 questions: Is this theory correct, or am I on the wrong track? (I won't way that I have city management down yet, but most of my cities seem to get along fine with the various improvements I make).

If this is my problem, it seems like there must be a way of assigning units to cities other than the city they were created it, so that support of the unit falls to the new city. Or do I really have to create each city's units in that city to avoid this problem?

Welcome to CivFanatics! :clap::wavey:[party]:dance:
Cities can run into trouble if they grow larger than the amount of happiness you have (known as the "happy cap") or the amount of health modifying buildings you have (known as the "health cap"). For example, building a market will help with happiness, and building an aqueduct or grocer will help with healthiness. If your city has built nothing but military units, it may need some minimal infrastructure to thrive.
 
Red face = whip
Blue-green face = whip

(if they're not already in whip anger, in which case, = specialists)
 
Brand new Civ player, here.

I have had two different cities, in two different games, kind of implode in early/mid game...not enough food, I guess, to support them. Here's what I think is happening: Both times, they were specialist cities that created warriors, archers, swordsmen, etc., for other cities. Maybe this isn't a good idea, supporting units all over creation.

2 questions: Is this theory correct, or am I on the wrong track? (I won't way that I have city management down yet, but most of my cities seem to get along fine with the various improvements I make).

If this is my problem, it seems like there must be a way of assigning units to cities other than the city they were created it, so that support of the unit falls to the new city. Or do I really have to create each city's units in that city to avoid this problem?


Welcome to the forums!:band:

It's good your specializing one city to create military units. City specialization is essentail. As Vorlon_mi said, military cities still need infrastructure. If you have unhappy citizens, you can whip a happiness building if you're in slavery. You do want to have those cities be able to grow, work more tiles and have more hammers for stronger, more expensive units. A forge should also be built (or whipped) in your military city. If the city is unhealthy, a building such as a grocer can help, but unhappiness is worse than unhealthiness.

Unit support is no longer tied to a specific city as it was in Civ2. So there's no need to create a city's units in that city. Just move the unit to the city you want to station it in. Sorry if this is an obvious point, but unlike Civ3 you should have one unit in every city, even if that unit will never see combat. Demands for military presence can cause up to 4 or 5 unhappiness in a city as it grows.
 
From my save after SM, yes.

By the way, what is Enya crying "goodbye, goodbye" about?
Thanks.

She's getting all Molly over the bright days of her youth. Nice song, actually, now that I can finally hear after the Metallica concert last week. :lol:

I really should change it again to something in English, though.

Yes, my Cranky Irish Wagon, er Woman, you still receive the culture. :)
Well, good! Because I AM cultured, darnit! (As much as an Irish girl can be, that is. :p )
 
Still need help email me @ dgertzjr@yahoo.com


Help can't play game, so I tried to reload game. It couldn’t reload. So went to control panel to delete and it wouldn’t, but says it's there. Deleted files in program files. Screwed up there probably. IM screwed and I don’t know what to do…
Thanks for your help







I got two messages from the forum and I can't find what they say?
 
looking for a decent espionage faq/guide/spreadsheet/something
So, I have a bunch of questions. you would think there would be a guide for all this, but if there is, I can't find it. So, here goes...

One turn my spy had a 92% chance of success for stealing a tech. the next turn it dropped to 78% chance. How many different factors could have caused this?
When I look at the espionage screen, there is a percentage next to every rival, usually between 60% and 140%. What do those percentages mean? is it better to see a higher number or a lower one?
When you perform counterespionage, does that lower your espionage cost at all?
If you want to steal a tech, would it be better to steal it from the capital, or a 2 population city on tundra? (assuming no anti-spy buildings or enemy spies in either)
If you blow 3000 espionage points on stealing a tech, can that drop you below the city visibility threshold (or other thresholds)?

Any answers to these questions, or a faq that answers questions like thei would be greatly appreciated.
 
One turn my spy had a 92% chance of success for stealing a tech. the next turn it dropped to 78% chance. How many different factors could have caused this?
Not sure, it was a big drop so I suspect a spy moved into the city or a security bureau was built there on the previous turn.
When I look at the espionage screen, there is a percentage next to every rival, usually between 60% and 140%. What do those percentages mean? is it better to see a higher number or a lower one?
I am pretty certain they are espionage cost modifiers. I suspect below 100% is best, but can't be certain without checking.
When you perform counterespionage, does that lower your espionage cost at all?
Counterespionage does nothing for your costs, it increases their costs for missions against you.
If you want to steal a tech, would it be better to steal it from the capital, or a 2 population city on tundra? (assuming no anti-spy buildings or enemy spies in either)
Neither. The best city is the one with the best modifiers to reduce costs. This is imacted by distance to your capital, presence of your state religion, trade routes with your cities, impact of your culture and a few other things. Very often the best place to steal from will be the city closest to your capital.
If you blow 3000 espionage points on stealing a tech, can that drop you below the city visibility threshold (or other thresholds)?
Yes. It can also drop you below the thresholds for seeing the rivals research, and seeing demographics though the latter is very unlikely.
 
When I look at the espionage screen, there is a percentage next to every rival, usually between 60% and 140%. What do those percentages mean? is it better to see a higher number or a lower one?
A lower number means that espionage missions are cheaper for you to perform. From what I gather, you can improve the percentage by producing more espionage than your opponents. So if you both produce 4 espionage pt, like at the start of the game the percentage doesn't change at all - only when you outproduce them. But you don't have to put the espionage on one opponent, it seems to reduce the percentage for everyone. When they catch up and produce the same as you again, it seems as though the percentage 'stagnates' and falls (or grows) back to 100%
(when I was testing this out though, sometimes I would meet someone who had a good percentage against me, which fell down to 100%. Not quite sure why that happened...)
If you want to steal a tech, would it be better to steal it from the capital, or a 2 population city on tundra? (assuming no anti-spy buildings or enemy spies in either)
There's lots of modifiers, which you can see if you highlight over the mission. Distance, population, religion and other things play a factor. You might have noticed that the 2 tundra city is often better, because it has lower population, but that's not always the case. Check the espionage mission screen for the city that costs the least.
If you blow 3000 espionage points on stealing a tech, can that drop you below the city visibility threshold (or other thresholds)?
yup

Any answers to these questions, or a faq that answers questions like thei would be greatly appreciated.
http://www.civfanatics.com/civ4/strategy/espionage_guide.php
http://www.civfanatics.com/civ4/strategy/espionage_cost.php

Who is listed 1st in the :bts: espionage ratio? You or a given opponent?
F
I think its you first, but its easy to work out. Look at the ratio then go to the espionage screen. One number will be the same as the number of EPs you have against that opponent. So that's your bit of the ratio :)
 
what does obsolete mean? that i can no longer build this building or if i had one i will no longer get bonus from obsoleted building?
 
Considering the Irish gave us Enya, Mhaire Brennan, Fionnula Sherry, and the entire cast of Celtic Woman, they'd better be a Creative civ!

Don't forget Dolores O'Riordan. Different style of music, but in my experience she gives a +1:culture: and a +1:) to all cities with Broadcast Towers. At least whenever "Dreams" comes on. :D
 
what does obsolete mean? that i can no longer build this building or if i had one i will no longer get bonus from obsoleted building?

Yes to you can't build.

Yes also to SOME of the bonuses. I believe that static culture bonuses stay, but everything else gets wiped (e.g., the happy from the Monument if you are Charismatic, and I believe specials like the +25% culture from the stele).
 
Back
Top Bottom