Quick Answers / 'Newbie' Questions

Do vassals count in triangle diplomacy?
Potentially, sure, if they're big enough and reliable enough (i.e. unlikely to break the vassal relationship).

However, because vassals have to follow your lead on international diplomacy, I usually find it useful, if one of my triangle partners suddenly becomes my vassal, to find a replacement. It gives you more flexibility; for example, you may want one of your triangle partners to go to war with a rival without actually going to war yourself. You can't do that with a vassal.
 
Hi.

I've try to look in the war academy but found no article regarding "counter-espionage".

What are some general tips regarding counter-espionage? If you want to protect a target (eg your only oil field) what is the best course of action?
- Constructing anti-spying buildings in the city nearby?
- Placing units in the target? Does more mean better? Or 1 unit is more efficient?
- Placing spies in the target? does it help? Is it 2 better than 1?

If you have an oil source is it better (from a counter-espionage point of view) to build a city on top of it?
 
Hi.

I've try to look in the war academy but found no article regarding "counter-espionage".

What are some general tips regarding counter-espionage? If you want to protect a target (eg your only oil field) what is the best course of action?
- Constructing anti-spying buildings in the city nearby?
- Placing units in the target? Does more mean better? Or 1 unit is more efficient?
- Placing spies in the target? does it help? Is it 2 better than 1?

If you have an oil source is it better (from a counter-espionage point of view) to build a city on top of it?
1. You can send a spy to the neighbouring civ and perform a counter-espionage mission.
2. You can place spies on the oil tile (other units don't help).
3. You can focus more EP points on the civ and also build some buildings that give you EP points.
4. Dropping a city on top of the resource secures the resource as long as the city is connected.
5. You can also start building a fort on top of the well but stop 1t before completion. If the well gets pillaged you only need 1t to connect the resource again.
6. You can eliminate the annoying neighbour :D
 
Hi.

I've try to look in the war academy but found no article regarding "counter-espionage".

What are some general tips regarding counter-espionage? If you want to protect a target (eg your only oil field) what is the best course of action?
- Constructing anti-spying buildings in the city nearby?
- Placing units in the target? Does more mean better? Or 1 unit is more efficient?
- Placing spies in the target? does it help? Is it 2 better than 1?

If you have an oil source is it better (from a counter-espionage point of view) to build a city on top of it?

As far as I know the only way to protect a resource tile from espionage is to station a spy on that tile and to perform counter-espionage missions against the civ you think will try and sabotage it. Units do nothing for counter-espionage (except spies of course) and as far as I know buildings only catch spies in the city itself.

Building a city on top of the resource means it can't be sabotaged, same with forts I believe. But then you don't get the extra production or commerce from the tile improvement.
 
Building a city on top of the resource means it can't be sabotaged, same with forts I believe. But then you don't get the extra production or commerce from the tile improvement.
Is building a "junk" city in an otherwise very bad location a reasonable tactic? Is it any better than a fort? Forts take advantage of City Garrison promotions. I suppose pre-gunpowder the junk city could get extra protection from walls but that would be irrelevant for the specific example of oil.
 
Units do nothing for counter-espionage (except spies of course)

Consider this another question.

Are you sure? When I send in spies during always wars against unit spamming AIs they seem to get caught very easily and I knew they did not yet have spies of their own.

I'm not saying a stacks of units is a effective way to kill enemy spies though...

Is building a "junk" city in an otherwise very bad location a reasonable tactic? Is it any better than a fort? Forts take advantage of City Garrison promotions. I suppose pre-gunpowder the junk city could get extra protection from walls but that would be irrelevant for the specific example of oil.

Hypothetically you could build bunkers and bomb shelters with democracy in this new city. I don't know if forts can benefit from either of those buildings ( I'm guessing no).

We're almost on page 1000 guys.
 
Depending on how many posts you default per page. For me it's only almost 500 pages.

OT, I've discovered many spies prior to building any spies or any security buildings.
 
Consider this another question.

Are you sure? When I send in spies during always wars against unit spamming AIs they seem to get caught very easily and I knew they did not yet have spies of their own.

I'm not saying a stacks of units is a effective way to kill enemy spies though...



Hypothetically you could build bunkers and bomb shelters with democracy in this new city. I don't know if forts can benefit from either of those buildings ( I'm guessing no).

We're almost on page 1000 guys.

Spies are much more likely to be caught when traveling through AI lands when you are at war with them. That probably explains why you see your spies caught a lot in always war games. Plus the AI is likely spending more espionage against you which also makes it more likely for your spies to be caught.
edit: AI is investing more in espionage than normal since it is always at war, the chance your spy gets caught is a function of the total espionage the AI produces (not necessarily against you).

Forts can be sabotaged. So building a city on a resource is a much stronger way to secure the resource.

If you can't build a city on the resource building a fort until it is 1 turn from completion is a nice idea if it is sabotaged.
 
to everyone who responded to my desert plane question...thanks, I was just designing an Earth map of sorts, comprised of entirely desert and arid land and wondered about strategy...

to the "where the streets have no name" commenter :banana:
 
Hi.

I've try to look in the war academy but found no article regarding "counter-espionage".

What are some general tips regarding counter-espionage? If you want to protect a target (eg your only oil field) what is the best course of action?
- Constructing anti-spying buildings in the city nearby?
- Placing units in the target? Does more mean better? Or 1 unit is more efficient?
- Placing spies in the target? does it help? Is it 2 better than 1?

If you have an oil source is it better (from a counter-espionage point of view) to build a city on top of it?

Counter-espionage:
... Increasing percentage of EP toward another civ does NOT increase counter-espionage UNLESS it is used for the counter-espionage mission.
... ALL espionage points you generate are used for counter-espionage (defense).
... Espionage points toward specific civs are used for espionage (offense).
... Counter-espionage (defense) is NOT reduced by spending EPs (offense).

Best course of action ...
... generate EPs early and often (defense)
... focus EPs on single target for espionage (offense)

Also, it is fairly easy after spy attack to check the numbers in espionage screen to see who is messing with you. Outproduce them in EPs, focus all EPs on them, then send in your spies.

Clarification:
My list is not ordered, be sure to focus EPs as soon as you have a target.
All EPs produced from that point forward can be used for espionage against that specific target.
 
Out of curiosity, when do city expenses kick in. I know when you start the game, there are no expenses and you don't bring anything in. At some point city maintenance kicks in and if you don't have some hut money you've got to adjust the slider. What triggers the kicking in of expenses. Is it time based, technology based, or maybe based on number of cities?
 
There are other factors but it is primarily based on number of cities. You will start paying maintenance when you found your second city. The second city is almost always profitable from the start despite this. Third and later cities are investments. You have to develop them to make them pay.
 
When is the AI willing to trade cities in Vanilla Civ IV? Usually, the only time I see the city names in the trade table go from red (unwilling) to white (willing) is when I am at war with them and beating them badly. Sometimes mine are white, sometimes theirs are white, and sometimes both. However, I have never managed to actually trade cities. Can anyone give me some pointers?
 
Everyone else is always picking on me. You, too? :p

It's actually my full time job. :D

@Silv Something:

I don't think they're offering a trade. I think they're willing to give up a city to stop the war. If you ask the price for peace, they may offer the city, they may not.
 
I founded a city, had my Christian missionary do his thing, then Pacal immedietly sent one of his Confucian missionaries in there as well. I was going to build some Christian buildings, but then I saw that building Confucian buildings would give me two extra hammers each. I built those instead, natch. I'm not complaining, I just want to know, what gives?
 
I founded a city, had my Christian missionary do his thing, then Pacal immedietly sent one of his Confucian missionaries in there as well. I was going to build some Christian buildings, but then I saw that building Confucian buildings would give me two extra hammers each. I built those instead, natch. I'm not complaining, I just want to know, what gives?

A Confucian built the Apostolic Palace, which gives all buildings of that religion (regardless of the civ and even regardless of whether the AP religion is its state religion or not) +2 :hammers:.
 
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