Quick Answers / 'Newbie' Questions

And another one: What tech enables Fishing Boats or anything else the Work Boat can do? I've built a Work Boat, but it can't do anything.
 
And what means chop rush?

Edit: Can you choose your enemies in Civ4?

Looks like I'm invading this thread with questions, but nobody answers!
 
I read the manual a good bit (all of the basic section and a bit of the advanced), but it's very possible that I haven't consumed all of that information. I have the following questions, and my have more later:

1) At what point in my civ should I start to cut back on the research %? Late game, what % do you usually have yours at or does it depend on aspiring victory condition?

2) I've noticed that if my Population size is (for example) 6, then I have 6 white circles in my 'city screen' in addition to a white cirlce on the city itself. Are these the only 6 circles that can currently produce (food, coin, or hammer) for my city? Should I pay close attention to this, or will the computer constantly select the optimal improved squares each time my population grows?

3) I'm having difficulty deciding if a trade is worthwhile for my civilization. I usually decline any and all trades once I open borders with other civilizations because I can never rationalize giving up something important that they want. It never seems like a 'fair trade', if you will. Could anyone give me pointers on worthwhile trading or have insight on how to make a proper strategic trade?

4) For cottages, do I need a road connecting it to the nearest city to receive its benefits? That seems like a rhetorical question, but I wasn't quite sure. Secondly, what does it mean to 'work' the square, as is necessary to yield the benefits? Can I build a farm on the cottage square (I haven't tried this in game yet, now is the first time I've actually pondered cottages), or.. do I just need a worker to stand there? I do not understand.

5) It seems to take an immense amount of time to be able to transport a settler by sea to another land. Do I really have to wait for 'Optics' to do this?

6) Are there ways to record a game of civilization? Let's say I wanted to watch an experience player's saved game so that I could better understand how to play it myself (like you can in Starcraft or Ages of Empries, for example). Is this possible?

7) How exactly can I determine when and which great people to build? Generally (in a space race, for example) I would make sure all my cities had exclusively scientists and engineers. This isn't a very good question.. but if anyone can give me some insight into using great people, I would appreciate it.

I am enjoying the game thoroughly but it is frustrating to not have a firm grasp on gameplay mechanics. Any help is greatly appreciated.
 
With the new patch installed, can you continue your games? With the changes intact?
 
The editor is called "worldbuilder", and is accesible from the game. It's significantly worse than previous editors, though.

You can only build fishing boats on a fish, clam or crab resource, and whaling boats on a whale resource.
 
I know about the worldbuilder, but I thought...
And the new civs and mods... how do you make them?

I didn't know that about fishing boats! Thanks a lot.
 
Imbecile, I can answer question 2 and 4 together. The white circles you see in the city screen are the tiles being worked. If you have 6 citizens, you can work 6 tiles. (The tile where your city is placed is always being worked.)
You can move the citizens around as you please by clicking a worked tile and afterwards clicking an unworked tile, but by default they will be placed automatically.

Cottages don't need roads to your city. To make them grow to hamlets, and later to villages and towns, work the tile by entering the city screen and doing as described above.
 
How do you cancel a deal. I have 10 turn deals with the AI but when those turns are up, it seems like the only way to get rid of them is to declare war or piss the AI off enough to get them to renegotiate.
 
Press F4, and along bottom of screen, the tab bar, there should be a trades (might say active, can't remember) part. Click that, this then comes up with your current deals. Right-click on the deal you want to cancel, and its self-explanatory from there.
 
1) At what point in my civ should I start to cut back on the research %? Late game, what % do you usually have yours at or does it depend on aspiring victory condition?

Depends very much on what kind of victory you are going for. There are times whereyou can really cut it back alot, but from my understanding, it should be about 70-100% consistently, or else you'll fall behind.

3) I'm having difficulty deciding if a trade is worthwhile for my civilization. I usually decline any and all trades once I open borders with other civilizations because I can never rationalize giving up something important that they want. It never seems like a 'fair trade', if you will. Could anyone give me pointers on worthwhile trading or have insight on how to make a proper strategic trade?

As far as a metric/numeric system - I got nothin. I've found that if you have something that took alot of turns to research and isn't exactly what may be recommended for your civ's position AND the civ in question is giving you a tech that you meant to pick up soon that takes more than a few turns... then I give it some thought. I shoot down most of them too. Some situations leaves the AI more open to negotiation than other. Of course, if they are an alley, especially a strong military civ with the same religion, then maybe you want to be more flexible.

5) It seems to take an immense amount of time to be able to transport a settler by sea to another land. Do I really have to wait for 'Optics' to do this?

Pretty much. I mean, if there is a small section where you could sneek a galley across coastal depths, then feel free. But for the most part, ocean settlers need galleys. Why do you think they look so much like Columbus's vessels? :) You need optics and astronomy.

7) How exactly can I determine when and which great people to build? Generally (in a space race, for example) I would make sure all my cities had exclusively scientists and engineers. This isn't a very good question.. but if anyone can give me some insight into using great people, I would appreciate it.

Again, definately depends not only on what victory condition you are shooting for, but how well your terrain lets you specialize in various things. That is a huge explanation, so I suggest browsing through these strategy articles, and also a few faqs at gamefaqs.com.

I am enjoying the game thoroughly but it is frustrating to not have a firm grasp on gameplay mechanics. Any help is greatly appreciated.

I'm in the same position, actually. Reading up here has helped alot, but I am still having some probs doing what I want to do. Practice, practice, I guess.
 
Imbecile said:
5) It seems to take an immense amount of time to be able to transport a settler by sea to another land. Do I really have to wait for 'Optics' to do this?

No, it's worse than that. You can't transport settlers overseas until you have Astronomy, which takes much longer than Optics to research.

(IMHO, it would be better to let Caravels carry settlers and workers. This would let you colonize unoccupied islands, at least.)
 
DaviddesJ said:
No, it's worse than that. You can't transport settlers overseas until you have Astronomy, which takes much longer than Optics to research.

(IMHO, it would be better to let Caravels carry settlers and workers. This would let you colonize unoccupied islands, at least.)

You can transport settlers over the ocean with Optics. (Which makes the caravel available.)
 
oagersnap said:
You can transport settlers over the ocean with Optics. (Which makes the caravel available.)

Really??? All of the documentation says that the caravel carries "scouts, explorers, missionaries, spies, and great people". Nothing about settlers or workers. I guess I should try it!
 
DaviddesJ said:
Really??? All of the documentation says that the caravel carries "scouts, explorers, missionaries, spies, and great people". Nothing about settlers or workers. I guess I should try it!

No, sorry, I forgot that. You're right, they can't be transported without galleons.
 
1 Does IV have an edit program like C3C did?

2 I am little confused about building a cottage. It says it will develop into a town eventually. Does that mean that it will make me have cities on top of one another or is the town more of a surburb?
 
scloopy said:
1 Does IV have an edit program like C3C did?

2 I am little confused about building a cottage. It says it will develop into a town eventually. Does that mean that it will make me have cities on top of one another or is the town more of a surburb?

1) See one of my posts on the previous page.
2) No, it will become a town, not a city. A town is the same as a cottage, except that it will produce 4 extra commerce instead of 1 extra for a cottage. (The town will also get some extra bonuses when you research different techs.)
 
World Builder is nowhere near what we had in III. That is a shame.
How will people be able to build their own mods?
 
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