Quick Answers / 'Newbie' Questions

There are two uses of the word "resources" that can lead to some understandable confusion.

First, there are the 23 tiles within the fat-cross of your cities that can produce hammers, commerce or food when citizens are assigned to work them.

On the other hand, there are health, happiness and strategic resources that are located within your cultural borders, regardless of whether or not they fall within the fat-cross of any of your cities. These need only to be improved (mine, farm, plantation or camp) and be connected to your cities (road or river). These resources allow you to grow your cities larger (:) and :health:) or build certain units or certain buildings faster.
 
To expand on frankcor's comments, sometimes there are resource tiles that also fall within the city radius. They still give commerce/hammers/food, and then give additional bonuses to those three things when improved.

And to avoid confusion, the city radius "fat cross" (of workable tiles) is only 21 tiles -- 20 tiles plus one city tile.
Kinda looks like this:
_XXX_
XXXXX
XXCXX
XXXXX
_XXX_

The X's are workable tiles, the C is your city, and the _'s are place holders so the diagram looks right on the forum.
 
Here's my question: how do you change the words underneath your screen name?

EX:
Zenious
Cheftian :This
 
Zenious said:
Here's my question: how do you change the words underneath your screen name?

I think you have to be a member for a month and posted 30 posts...
 
The simple answer, Spav, is YES. No more micromanaging your build queue for best results, as anything over what you need just goes into the next project!

Aussie_Lurker.
 
Thanks, Aussie_Lurker. :goodjob:

Can I go one step further and confirm if there is some sort of penalty in terms of lost hammers if I remove the first item from the queue if I no longer need it i.e. do all the stored hammers go to the next project?
 
Spav said:
Thanks, Aussie_Lurker. :goodjob:

Can I go one step further and confirm if there is some sort of penalty in terms of lost hammers if I remove the first item from the queue if I no longer need it i.e. do all the stored hammers go to the next project?
NO. If you finish a project with overflow, the overflow goes to the next project. If you cancel a project, all the hammers invested in that project are lost (unless you return to it later).
 
Samson said:
NO. If you finish a project with overflow, the overflow goes to the next project. If you cancel a project, all the hammers invested in that project are lost (unless you return to it later).
Excellent, thanks Samson. :)

I'll be much more careful with my Production Box in future games now that this has been confirmed for me.
 
Hello everyone!

Two new questions from me:

1. Do mines/cottages/watermills/lumbermills need to be connected to your cities by roads/railroads for you to receive the benefits from them?

2. Is it safe to assume that mods created or designed under 1.52 will not work with 1.61, in general?

Thanks again for your replies! :)

Dave
 
1. Do mines/cottages/watermills/lumbermills need to be connected to your cities by roads/railroads for you to receive the benefits from them?

Cottages, watermills no. Mines and lumbermills will get an extra hammer if you build a railroad on the tile, but they don't need to be connected to use (mines of course have to be connected if they contain a resource you want).

2. Is it safe to assume that mods created or designed under 1.52 will not work with 1.61, in general?

Some mods from 1.52 may still work, and you may be able to get more info in the creation and customization forum. A lot of them are incompatible and will cause problems if used with 1.61.
 
When should you make roads?

Mainly connecting city to city and also connecting resource to your city?

anything else?
 
When as in 'at what moment in the game should I build roads', then I should say that they are not your first priority for your first city as food, production and commerce provided by other terrain improvements (chopping, farming, building mines and cottages) is more important at the very start of the game. However, as your empire grows, roads are important for the fast movement of units and workers and make everything more efficient, so start building them as fast as possible (just after the more crucial improvements have been build).

When as in 'in what situations should I build roads', then the easy answer is everywhere within your cultural borders. Every road increases the mobility of your units while it doesn't increase the mobility of the enemy because they can't use roads in your territory.

You could think of some theoretical reason not to build roads in your territory (the enemy conquers something and can then use your roads), but these arguments are very weak compared to the increase of mobility within your borders that roads give you.
 
I have heard something of and seen some screenshots that apparently make use of a Flying Camera mode, but I have no idea of how to activate and make use of it. In the .ini file there is a line for activating Flying Camera mode but then what. Anyone with some answers for me??
 
Once you change the line in the .ini file, you can activate flying camera mode in-game by pressing <ctrl> <alt> and the 'f' keys at the same time.

To cancel, press them again.

Have fun!
 
For a diplomatic victory , do I have to get more than half the votes ?
I played a game and thought I had more than half but no victory. Diplomatic victory was set.Am I missing something?
 
Back
Top Bottom