Quick Answers / 'Newbie' Questions

Bleeeeeeeeeeeeeeeeh i wanna edit my siggy NOW!!! xD

Just copy-paste that phrase onto the bottom of all your posts until it lets you do it the right way. :lol:

And, no, sorry, I don't have an actual real answer. I don't remember having to wait, but I did an awful lot of lurking when I was first here, so maybe I just didn't notice.
 
Keep pushing it with culture. Build cathedrals or hermitage around it if you can.
My next pop won't be for a while, even with a cathedral. I could push more culture with some espionage, but why bother if all I need is another revolt? I could just as easily start the 2nd revolt and it's mission accomplished. Just spreading culture would be cheaper for espionage points, but is it gonna take longer. I know I read somewhere that the 2nd revolt flips the city, except in some limited circumstances, I'm just wondering if this is true using espionage led revolts.

I'm really just trying to take this one city w/o having to declare or fund an entire war. So does the 2nd revolt move the city or do I need to do something else. Population in the city is 80% mine, 20% zulu, with my culture swamped around it, he's only got 4 tiles in his cultural control.
 
City Flip Question;
I have had cities flip over to me before, but I've never really paid attention to how it worked, it was always just a city that was on my strongest cultural border and it wound up coming over to me.

This time around I've paid special attention to this one city (it has an Iron resource) and I've got a spy in the city. I've got it surrounded by culture, and 80% of the population is my Civ, but it is still under Zulu control. In the past I've just gone to war and taken the city, but this time I'm trying to figure out how to just get the city to flip to me since i've never done it actively. I sent a spy in a few turns ago, and incited the one turn revolt. I have the next spy en route. If I incite revolt again will it make the city flip? Thought I remembered reading somewhere that if a city revolts twice it will flip, or do I need to do something else beside the revolt? I really don't need to push culture since I've got it surrounded anyway but wasn't sure how to get it to flip. Hope this makes sense. Thanks.

PS - This was a city Shaka founded himself. He slipped through a hole in my early culture border and founded it on top of the iron so I've never actually owned the city, it's just mostly filled with my people, and surrounded by my culture.

Did you read this one:

http://www.civfanatics.com/civ4/strategy/culture_mechanics.php

The biggest thing seems to be to get that city to have a religion that is your current State Religion.
 
The 2 revolts must be from the culture itself, spy revolts do nothing for culture flips. Indeed if they did it would be a horribly broken and widely abused mechanic! Does Shaka have a large garrison there? More troops reduce the liklihood of revolts and having enough troops prevents them entirely.
 
Thanks Yx and Ghpstage, just the info I was looking for.

Yes, that does make sense it would become to easy for cities to flip if it was only related to espionage. Makes good sense, I'll just need to be a little more patient and just keep running the culture pumping missions.

On another note, is there a certain # or level of troop deployment that seems to keep cities from flipping? If so what's the criteria or amount? At times he's had a pretty large force in there, but they seem to be more transitory than anything. I'm sure his only true use for the city is the access it gives him to Iron.
 
Yeah. Look at the Community->Forum Rules link.

EDIT: That was replying to Shoes' question about the sig editing ;)
 
OMG u found DA RULZ for me ^^ ty
 
Forum Rules
You need to be here for 5 days and have at least 5 posts
 
Today I was playing a game where I settled a city on another continent and captured a barb city, but the AI didn't like me over there cramping his style and dow'd. I had a tech lead and thought that by colonizing the two cities my vassal would get two modern foot soldiers (which would have been macemen) but they ended up getting two warriors each. He has iron, WTH?
 
Hello, finally bought Civilization IV after waiting for it to go on sale on Steam for a while (It's currently about $6.50). I am familiar with civilization 3 and my question is: must your cities in civ IV always be producing some unit/building? In Civ 3, you could set your cities to produce wealth. I can't find a similar option in Civ IV and I'm running out of money!
 
Hello, finally bought Civilization IV after waiting for it to go on sale on Steam for a while (It's currently about $6.50). I am familiar with civilization 3 and my question is: must your cities in civ IV always be producing some unit/building? In Civ 3, you could set your cities to produce wealth. I can't find a similar option in Civ IV and I'm running out of money!
You can produce Research, Wealth or Culture in cities. Unfortunately you need the correct tech to allow it, Alphabet allows you to build Research, Currency lets you build Wealth and you need Music for Culture.
 
Hello, finally bought Civilization IV after waiting for it to go on sale on Steam for a while (It's currently about $6.50). I am familiar with civilization 3 and my question is: must your cities in civ IV always be producing some unit/building? In Civ 3, you could set your cities to produce wealth. I can't find a similar option in Civ IV and I'm running out of money!

You can build wealth, culture, espionage (with BtS expansion), or science. However each of them requires a discovery of a related tech that allows you to then generate them in your cities. Once you have them, scroll to the very bottom of the build que and they will show up there. Look in the Civopedia or the Tech Tree to see which techs you need. I think it's currency for wealth, but I could very well be wrong on that one.
 
If you haven't got currency so you can build wealth, you either didn't research it (its a useful tech though, do it!) or have overexpanded in the early game or have millions of units
You can build wealth, culture, espionage (with BtS expansion), or science
You can't build espionage, but you can put commerce into it, the slider appears when you meet a rival.
 
hey guys! i got 2 newb questions but... hey... that's what this thread is for isn't it?

1. does the gold in the demographics mean gold/turn or commerce/turn or gold in treasury or maybe even something else?

2. when a cooporation consumes does the resource dissapear or can you still use it for it's benefits or for trade?

thnx!
 
hey guys! i got 2 newb questions but... hey... that's what this thread is for isn't it?

1. does the gold in the demographics mean gold/turn or commerce/turn or gold in treasury or maybe even something else?

2. when a cooporation consumes does the resource dissapear or can you still use it for it's benefits or for trade?

thnx!

for #2, no it doesn't disappear - Consume is a bad choice of wording I think. But if you trade it away it doesn't count for the Corp - the Corp can't use it. Once you get a Corp you want to try to monopolize all the resources that the Corp uses (consumes) by getting other Civs to trade them to you.
 
If you haven't got currency so you can build wealth, you either didn't research it (its a useful tech though, do it!) or have overexpanded in the early game or have millions of units

You can't build espionage, but you can put commerce into it, the slider appears when you meet a rival.

You sure it can't be built? I know you can adjust it with the slider, but I was almost positive you could "build" it in the city que like the other items (wealth, culture, etc.) I'll have to double check it tonight when I play, I could certainly be wrong, it's happened one or two million times before!
 
Keep pushing it with culture. Build cathedrals or hermitage around it if you can.
My next pop won't be for a while, even with a cathedral.

I'm really just trying to take this one city w/o having to declare or fund an entire war. So does the 2nd revolt move the city or do I need to do something else. Population in the city is 80% mine, 20% zulu, with my culture swamped around it, he's only got 4 tiles in his cultural control.

I followed the discussion in reply to you but I want to add one thing. It's the culture on the tile that counts. That gets recalculated every turn. You don't need another culture pop to do it, just a steady input of culture from the nearby cities. This is the same number of culture points produced per turn that contributes to the total towards the next pop. So, for example, a GA building his art will increase the total culture and perhaps cause a culture border pop (depending on what the current culture status of the city is) but won't do a thing to raise the culture per turn and increase the odds that the nearby AI city will revolt and join your civ. OTOH, if the same GA is settled in the same city instead, the culture being produced per turn will increase and may push the AI city into your hands. I usually culture flip at least one and sometimes as many as three from my neighbors. The last time Shaka was my neighbor, I flipped three of his cities.
 
Today I was playing a game where I settled a city on another continent and captured a barb city, but the AI didn't like me over there cramping his style and dow'd. I had a tech lead and thought that by colonizing the two cities my vassal would get two modern foot soldiers (which would have been macemen) but they ended up getting two warriors each. He has iron, WTH?

I just tested this in WB - you must not have had Iron.
 
I just tested this in WB - you must not have had Iron.

Wild guess, but perhapsibly neither of those cities were on the coast and hooked up to :traderoute:, cutting off their Iron...?

EDIT: Disregard nooob comment, after reading Gwynnja's original question I realized that we were talking about a different civ already vassalized.
 
OK, I spoke too soon. From my WB tests, it appears that access to Iron (or any other resource) for purposes of units generated during vassal creation must be over land. If someone could confirm this that would be cool. Looks like a bug.

Note: tests were done pre Astronomy

I'm also seeing that the resource has to be in or adjacent to a city in order to be used when creating the garrison. Very weird stuff.

I'm not sure now about the Land Route thing now but there are two things I'm pretty sure about:

1. The Motherland does not supply resources for the creation of units.
2. If the resource is not in or ADJACENT to the city - it won't be used for unit creation.
 
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