Quick Answers / 'Newbie' Questions

Do coastal cities ever sink as a result to Global Warming?
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I was thinking of that one on the first question but didn't state it. No, coastal cities never sink as a result of Global Warming in the game. It sounds like an interesting thing for the Next World mod but it's not in the game. Global Warming turns grasslands to plains and plains to deserts.

I'm not sure if Global Warming turns tundra tiles into something usable in the game.
 
I was thinking of that one on the first question but didn't state it. No, coastal cities never sink as a result of Global Warming in the game. It sounds like an interesting thing for the Next World mod but it's not in the game. Global Warming turns grasslands to plains and plains to deserts.

I'm not sure if Global Warming turns tundra tiles into something usable in the game.


Well I knew about turning tiles, but had never encountered sinking cities in the game. However, it happened all the time in Call to Power and Tiffany's question made me wonder.

Thanks.
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I was thinking of that one on the first question but didn't state it. No, coastal cities never sink as a result of Global Warming in the game. It sounds like an interesting thing for the Next World mod but it's not in the game. Global Warming turns grasslands to plains and plains to deserts.

I'm not sure if Global Warming turns tundra tiles into something usable in the game.
Not sure about tundra, I think it goes to grassland though. Also, forests disappear on tiles which experience "Global Warming", as I recall.

I could be wrong though, it's been a long time since I've experienced Global Warming in a game. :)
 
How long can you safely leave your first city unprotected by military?
 
How long can you safely leave your first city unprotected by military?

difficult to say exactly and it varies with the difficulty. Generally though, you are ok leaving it undefended for a while. Animals don't start appearing until a certain amount of turns, and they can't enter your borders, so you can use that warrior to defend a settler if you get it out early enough. Just gotta watch out for proper barbs...
I think the AI will always defend their city, or build a warrior to defend it if they begin with a scout, so a human player can grab some earlier improvements or something over the AI
 
How long can you safely leave your first city unprotected by military?

Well, if you're playing against me in multi-player, feel free to forego military entirely. You can trust me. :mischief:
 
difficult to say exactly and it varies with the difficulty. Generally though, you are ok leaving it undefended for a while. Animals don't start appearing until a certain amount of turns, and they can't enter your borders, so you can use that warrior to defend a settler if you get it out early enough. Just gotta watch out for proper barbs...
I think the AI will always defend their city, or build a warrior to defend it if they begin with a scout, so a human player can grab some earlier improvements or something over the AI

Thanks for the reply. So on Prince, for example, if I start (worker,warrior) or even (settler, warrior), with the built warrior to defend first city, I'm safe, and can use the initial warrior for explore/escort.

I presume an AI scout can't take my city.
 
Thanks for the reply. So on Prince, for example, if I start (worker,warrior) or even (settler, warrior), with the built warrior to defend first city, I'm safe, and can use the initial warrior for explore/escort.

I presume an AI scout can't take my city.

You'd probably be safer a little longer actually, although warrior for second build is probably the best option (allows you to grow some to use the improved tiles, or defend a new city). Also depending on the map and city plans, I sometimes have the cap undefended for ages - the defense I have are other cites and random warriors or other units spawnbusting. And if things get a bit desperate you can always crack the whip (usually have BW by this time.)

Scouts can't attack, so yeah they can't take cities.
 
Trying to make the jump from Monarch to Emperor. I've won a couple games on Emp (with Gilgamesh and then Monty, diplomatic and space race respectively). Usually my problem is that I can't manage to tech fast enough and/or I can't produce enough units fast enough to curb the techers. Maybe it's just bad luck on the map, but I usually fall short on either research or production. How can I maximize both in any given game?
 
Trade a lot and make sure you build Oxford ASAP.

Props on the space win with Monty though!
 
How long can you safely leave your first city unprotected by military?

Back to this question, barbarians appear at around 1000-1200BC, so you can leave your city unprotected for quite a while. It's best to start building archers at around 1600BC just to get ready.
 
Back to this question, barbarians appear at around 1000-1200BC, so you can leave your city unprotected for quite a while. It's best to start building archers at around 1600BC just to get ready.
IIRC, barbarian military units (i.e. as opposed to animals) will appear when the number of cities on the landmass is equal to n x 2, where n = the number of civs on the landmass--in other words, around the time everyone founds their second city. They will not enter your borders right away, however.
 
So, after finally feel like I'm getting the hand of this and winning my first meaningful victory (Charlemagne on warlord), I want to move on to noble, and am thinking of participating in the next Noble's club game to get feedback from others and see how better players do things. However, there are still things I don't understand (despite reading so much of this site!), and I feel like I'd embarrass myself if I tried to do a NC game with these seemingly huge holes in my Civ knowledge. So:

1. What are the different ways to reduce the upkeep you pay every turn (not counting war-related expenses)? I know that you can build things like courthouses to reduce city maintenance, that having too many units incurs a cost, that having a religious shrine gives you +1 gold per city that has that religion, etc. However, I don't always get why sometimes the -4 gold I see next to my treasury suddenly goes to -2 without me doing consciously doing any thing about it. Can it have to do with trade routes or commerce (even though the % slider hasn't changed)? Are there any ways other than religious shrines (and if I understand them correctly, corporations, theoretically) to get a positive upkeep (+1 gold/turn or more) while having research at 100%? Also, I do know that the computer can change the slider itself if you're about to go in deficit...

2. What is the effect of settling on a ressource? I may be dumb but I haven't managed to find an answer to this anywhere. Do you get access to its benefits without having to improve the tile (so that, for instance, I could build axemen by simply settling on a tile with copper)? Does it affect the food/commerce/hammer income from the city's tile? Or is it just making it invalid, making it an option only if it's truly an optimal placement?

3. Is there any way to get all units in a stack to attack at once? I feel like this is a silly question, but I don't have much experience with war (I'm a peaceful guy), so I wouldn't really know, and haven't found anything on this either.

Well, that's all I can think of right now, though I'm sure I'll think up more questions the next time I play. Thanks in advance for any help!
 
1. What are the different ways to reduce the upkeep you pay every turn (not counting war-related expenses)? I know that you can build things like courthouses to reduce city maintenance, that having too many units incurs a cost, that having a religious shrine gives you +1 gold per city that has that religion, etc. However, I don't always get why sometimes the -4 gold I see next to my treasury suddenly goes to -2 without me doing consciously doing any thing about it. Can it have to do with trade routes or commerce (even though the % slider hasn't changed)? Are there any ways other than religious shrines (and if I understand them correctly, corporations, theoretically) to get a positive upkeep (+1 gold/turn or more) while having research at 100%? Also, I do know that the computer can change the slider itself if you're about to go in deficit...
The changing gold income can happen for many different reasons--trade route changes, maturing cottages, commerce multipliers, etc. Also remember that you pay more upkeep for a military unit outside your borders than you do for one on home turf--so the amount of gold can also change if you bring a unit home.

DO NOT get attached to keeping the research slider at 100%. This is a common beginner mistake. Doing so will likely result in you stunting your civilization's growth at far too small a size; the AI loves to expand and will leave you in the dust with their bigger empires. By working cottages, claiming high-commerce resources, and running a few specialists, you can easily have 10 or more cities generating more research at 40-60% on the slider than 4 cities at 100%.
2. What is the effect of settling on a ressource? I may be dumb but I haven't managed to find an answer to this anywhere. Do you get access to its benefits without having to improve the tile (so that, for instance, I could build axemen by simply settling on a tile with copper)? Does it affect the food/commerce/hammer income from the city's tile? Or is it just making it invalid, making it an option only if it's truly an optimal placement?
Yes, if you settle on top of a resource you get the benefit of the resource without having to build the required improvement; it also makes the tile much harder for an enemy to pillage (since they have to capture the city to do so). However, you will not get the full benefit of improving the tile. Depending on the resource in question, you may get an extra slice of bread, hammer, or coin, but that's it. Therefore, you should consider the choice carefully. Settling on top of a food resource is almost always a bad move; food is vital in this game, and every slice of bread counts. Settling on top of a high commerce resource (dye, gems, gold, silver) is also counter-productive. Settling on top of a strategic resource (horses, copper, iron) is a judgment call--as I said above, pillage-proof, but you lose out on some hammers. Going this route is, therefore, situational--if you're in a tough neighbourhood with loony neighbours (Shaka, Monty, Genghis) and lots of barb-generating fog, it may be a good idea. Settling on top of the more mediocre-yield resources (silk, ivory, furs, wine, incense) is not a bad idea if it gives you better city placement.
3. Is there any way to get all units in a stack to attack at once? I feel like this is a silly question, but I don't have much experience with war (I'm a peaceful guy), so I wouldn't really know, and haven't found anything on this either.
Not exactly, but there is an option called stack attack which lets the AI decide which units to attack for you. As you get more familiar with warfare and the various promotions, however, you'll find you're much better off choosing each individual attacking unit.
 
Thank you very much for your answers, Sisiutil!

I was about to ask further about the upkeep, but as I was writing something clicked in my brain and I think I get it now. So basically, when the gold income changes as a result of increase commerce/trade routes, it's not the upkeep that goes down, but rather, it's the amount of gold going towards your upkeep and treasury itself that goes up, is that correct? If that's the case, I feel dumb for not figuring this out earlier...

Also:
DO NOT get attached to keeping the research slider at 100%. This is a common beginner mistake. Doing so will likely result in you stunting your civilization's growth at far too small a size; the AI loves to expand and will leave you in the dust with their bigger empires. By working cottages, claiming high-commerce resources, and running a few specialists, you can easily have 10 or more cities generating more research at 40-60% on the slider than 4 cities at 100%.

Yes, this is something I've understood in the few games before my previous victory, though I'm still having trouble reminding myself to stop building relatively superfluous things when I should be building settlers. But the mention of 100% research in my previous post was theoretical, and it had to do with religious shrines and the income you get from them.

To my understanding, you get 1 gold per turn per city with the related religion, and this gold is not affected by any of the commerce% slider; it just goes straight into your treasury (assuming it's not eaten up by the upkeep; in other words, it's gold that doesn't go into research and it's why, to my understanding, these wonders allow a positive income even in a theoretical 100% research). Is this correct? (or even, does this make any sense?)

If I am correct, are there any other sources of gold like the religious shrines? I'm under the impression that Corporations work the same way, but I've never really used them. Though now I get the feeling my general understanding is basically flawed...

Again, thank you for the help!
 
As an extreme example, in my current game in the late game, I have had my research slider set at 0% (yes zero) for quite some time but, due to specialists, I am researching at a rate much faster than any of the AIs. This is at Noble. Look at the number of research flasks (the number in parentheses after the percentage) rather than the percentage.
 
As an extreme example, in my current game in the late game, I have had my research slider set at 0% (yes zero) for quite some time but, due to specialists, I am researching at a rate much faster than any of the AIs. This is at Noble. Look at the number of research flasks (the number in parentheses after the percentage) rather than the percentage.

Yes, I already understand this. My question has to do with the religious shrines and their effect on economy (as well as wether or not anything else works the same way they do), not with the research sliders. I apologize if that wasn't clear!
 
Trade a lot and make sure you build Oxford ASAP.

Props on the space win with Monty though!

I think the Space Race win was lucky due to the fact that the other continent was in an almost perpetual state of war. It's always easier when they're not getting all cozy and trading techs with each other.
 
Yes, I already understand this. My question has to do with the religious shrines and their effect on economy (as well as wether or not anything else works the same way they do), not with the research sliders. I apologize if that wasn't clear!

Yes... The Spiral Minaret provides +2gpt (gold per turn) for each building of the state religion, regardless of slider.

You can also hire Merchant specialists which provide gpt even at 0% slider.

Building Wealth converts the city's hammer production into gpt.

...
If you have city governors enabled, they will often adjust specialists and tile assignments without you doing anything... that could be why you see it change. This is particularly noticable if you set a city to build Wealth, initially your gpt goes up, but then the governors muck things up and it drops back down. :rolleyes:
 
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