Quick Answers / 'Newbie' Questions

Hey, guys, I've been looking all over the site for an answer to my question, but I just can't find one. So I'm finally breaking down and just posting a message to ask:

Should I pay any attention to the blue circles that appear when it's one of my workers' turns? I mean, yeah, usually it's good stuff that needs to be done anyway...but it drives me crazy when I build a farm and then the blue circle comes back, as if to say, "That's nice, but...what I really wanted here was a cottage."

I mean, if it wanted a freakin' cottage, then why was the farm icon glowing?? I keep chalking it up to the needs of the city changing, but sometimes there really seems to be no rhyme or reason to it at all.
 
jennieah said:
Hey, guys, I've been looking all over the site for an answer to my question, but I just can't find one. So I'm finally breaking down and just posting a message to ask:

Should I pay any attention to the blue circles that appear when it's one of my workers' turns? I mean, yeah, usually it's good stuff that needs to be done anyway...but it drives me crazy when I build a farm and then the blue circle comes back, as if to say, "That's nice, but...what I really wanted here was a cottage."

I mean, if it wanted a freakin' cottage, then why was the farm icon glowing?? I keep chalking it up to the needs of the city changing, but sometimes there really seems to be no rhyme or reason to it at all.



just build what you want/need the blue circles are just a there to help :goodjob:
 
Quick question. I remember back in the days of CIV2, if you were currently building a unit or structure in a city, and had enough gold, you could quick buy it. I can't figure out for the life of me how to quick buy. Or has this been removed in CIV4?

Thanks!
 
You need Universal Suffrage, then you can click on the 'hurry' icon in the City Management Menu on the city screen. Oh, and of course you also need the cash . . .
 
Nirvana24 said:
Quick question. I remember back in the days of CIV2, if you were currently building a unit or structure in a city, and had enough gold, you could quick buy it. I can't figure out for the life of me how to quick buy. Or has this been removed in CIV4?

Thanks!

You have to go to that city's menu, near the bottom right of the screen (right beside the Great People Birth Rate Bar) there will be an icon of a hammer and a gold coin, you simply click it.
 
a4phantom said:
Is it generally wise to go for all the religions? I always make a straight line for Hinduism, and then go for Judaism. My thinking is that I'm going to have to research the associated techs anyway, so I might as well get the holy city. I wonder if I'm hindering my early growth by focusing on non-economic techs? My neighbors are switching to slavery (so they have bronze working) while I'm still working on getting mono. Is there an order good players <i> tend </i> * to research the early techs in? I'm a Noble player who's going to start playing Prince and doesn't get to play often enough.

* obviously highly situational.

The basic answer is that it all depends on the game. But you seem to know that.

I personally don't go for the religions at the start of the games. But I play at the highest difficulty levels and that changes the game. You just can't keep up with the spread and the development of your cities if you can't chop trees, build mines, build cottages and so on. The AI will outproduce you if you don't go for the development technologies first.

Also, if you don't start with mysticism at the start of the game, then you typically won't be the first to develop Hinduism/Buddhism on a immortal+, 8+ civilizations game. The AI will beat you to it, because there are multiple opponents who do start with mysticism and can research the technologies needed for Hinduism/Buddhism faster than you.

Another reason to not go for such a religion is that a religion will cause bad relations with your neighbours. They typically will have a different state religion and thus hate you. You don't want neighbouring civs that hate you at the start of the game in an immortal+ game. You can conquer the holy city later in the game to get the shrine income.

If you can comfortably win on a difficulty level, then a holy city will help you. The extra gold early in the game with the shrine can certainly be helpful. Especially if you are the builder type of player who typically doesn't conquer a holy city fast.

The Thracian said:
What Are good ways to maintain a good income?

One could write a strategy article to give an answer to that question and even then there will be additions and remarks from other posters that add ideas. A short version here:

1) Start building a serious number of cottages on the tiles that are being used by your cities. Remember that citizens in the cities need to work on the tiles to gain the income from the cottages. The earlier the cottages are being used by your citizens, the sooner they will grow into nice big towns that give a huge income. Each of the citizens in your cities need 2 food to maintain them, so don't build only cottages if the city has a lack of food. The city also needs citizens to work the cottages and thus needs food to grow.

(income from land and trade routes is commerce and needs to be divided over gold/culture/science with the slider)

2) Use the science/culture/tax slider to get the right amount of science, culture and gold in your empire. Typically, you'll want a large science rate to get ahead in science. But some money is needed for the upkeep of the cities and units and a large empire typically needs a larger percentage of its commerce to be spend on gold.
Gold and thus a high tax percentage is also useful for mass upgrading of units, gold rushing of buildings and some spying actions.
Culture and a moderate culture percentage is needed when you have a lot of unhappiness in your cities which cannot be battled with luxury resources and happiness buildings. Typically this unhappiness is caused by war weariness.
A high culture rate is needed for the cultural victory.

3) Build the income enhancing improvements in your cities:
for gold: banks, marketplace, groceries
for science: universities, libraries, observatories, laboratories
for upkeep reduction: courthouses

4) develop trade routes and research the technologies that give extra trade routes (currency and corporation). Foreign trade routes that are enabled by open borders and a connection over roads/rives/coastal areas with your neighbours will increase the income of the trade routes spectacularly. Harbors will also dramatically increase trade income.

5) Some civics increase commerce income and some technologies do the same. Free speech increases gold income from towns, free market increases the number of trade routes, state property removes city distance maintenance, the printing press technology increases commerce income from villages and towns, etc.

6) Direct gold income from the holy city. A holy city combined with lots of cottages and some merchant specialists or merchant super specialists and the gold enhancing buildings + wall street small wonder can do wonders for your income. Spread the religion far and wide and this city can give you many hundreds of gold income per turn.

7) Pick a good site for a super science city (flat lands + a small coastal access + a few food resources would be ideal). This city should get only cottages and the special terrain enhancement for the food resource and all the science enhancing buildings + oxford university.

8) You can use great persons to great effect. Great scientist for an academy in your super science city, some super specialists in your great cities and the great engineer that can rush a crucial world wonder. The great persons can help in countless ways.

Ok, I'll stop here. Some refinements can be added and some additions on some world wonders that could help, but the above is a good start.


thadeus said:
How do I upload my game for review?

Use the upload file ability which can be found in the bar when you scroll all the way down. There's a list of abilities there:
Forum Rules - Chat Room - Upload File - Contact Us - Civilization Fanatics' Center - Archive - Top

You need to click the upload file ability and follow the instructions there.


Mark Bade said:
Why can't I post in the subforums? I try to do the same thing I'm doing here but can't!

You should be able to post there. Try again.



Oh, and of course,

Welcome to civfanatics, jennieah and Nirvana24 :band:
 
Thanks Roland Johansen, you're always very helpful. Any relation to Scarlet, or is that pushing my luck?
I am trying to change over from my strategy of building peacefully until at least macemen and then conquering the world to being more aggressive early on, and I am afraid I will have to ditch my holy city hoarding. Two reasons I am reluctant (aside from being mentally inflexible):

1. Hoarding religions gives me some control over what my neighbors believe, which makes diplomacy easier. If I lock down Hinduism and Judaism and Buddism is far away, I can basically ensure that my neighbors will be Hindu because those are the missionaries I will send.

2. If I don't start out with a state religion at all, I can't build temples (pacifiers) until it spreads to my cities via osmosis.
 
a4phantom said:
Thanks Roland Johansen, you're always very helpful. Any relation to Scarlet, or is that pushing my luck?

It's not my real name, just a fantasy name that I use on this forum.

a4phantom said:
I am trying to change over from my strategy of building peacefully until at least macemen and then conquering the world to being more aggressive early on, and I am afraid I will have to ditch my holy city hoarding. Two reasons I am reluctant (aside from being mentally inflexible):

1. Hoarding religions gives me some control over what my neighbors believe, which makes diplomacy easier. If I lock down Hinduism and Judaism and Buddhism is far away, I can basically ensure that my neighbors will be Hindu because those are the missionaries I will send.

2. If I don't start out with a state religion at all, I can't build temples (pacifiers) until it spreads to my cities via osmosis.

You can't have it all ;) The game is all about choices as a good strategy game should be.

1) If you're really aggressive, then you can capture a holy city early and still be influential in diplomacy. If you accept your neighbours religion as your state religion and then spread it to all of your other neighbours, then you can still be influential in diplomacy.

2) Conversion happens pretty quick. Within a few turns after your city is trading with a foreign city with a religion, the religion will spread to your city. And then you can spread it further and build temples. It will mean that you'll get a religion and temples a bit later, but you can build a stronger empire early by going for the land improvement techs first.
It can be a problem when you're alone on an island without contacts until astronomy and didn't go for a religion. You can still try the oracle then for a jump to Confucianism, but that's a bit later then what you'd want. If you expect to be on an island, then it can be worth it to go for an early religion. And then we're back to the start: It all depends on the game ;)

On the higher levels, the happiness bonus of temples and the happiness bonus of a state religion can be even more important then at the lower levels because of the lower starting value of happiness at these levels. When you're really challenged at a certain difficulty level, then the choices can become very hard.

edit: If you don't like a certain playing style, then you should just play the game the way you like to play the game. There's no reasonable argument to prove that a game style which results in a faster finish or a higher score is a better way to play this game. I don't play for high scores for instance.
 
Roland Johansen said:
It's not my real name, just a fantasy name that I use on this forum.

'figured.


Roland Johansen said:
You can't have it all ;) The game is all about choices as a good strategy game should be.

1) If you're really aggressive, then you can capture a holy city early and still be influential in diplomacy. If you accept your neighbours religion as your state religion and then spread it to all of your other neighbours, then you can still be influential in diplomacy.

2) Conversion happens pretty quick. Within a few turns after your city is trading with a foreign city with a religion, the religion will spread to your city. And then you can spread it further and build temples. It will mean that you'll get a religion and temples a bit later, but you can build a stronger empire early by going for the land improvement techs first.

Thanks. It always seems to me that my religion spreads slowly unless I pump out missionaries, but maybe I've been unlucky and not paid enough attention.


Roland Johansen said:
edit: If you don't like a certain playing style, then you should just play the game the way you like to play the game. There's no reasonable argument to prove that a game style which results in a faster finish or a higher score is a better way to play this game. I don't play for high scores for instance.

I know, and since I don't do MP I can play however I want, but I would like to get the most out of the game, and just practice being more mentally flexible in general. Right now I'm starting with Tokugawa, meaning I'll have to make the most of the aggressive trait and that I won't start with mysticism as I usually do. I'm confident because I played as Cyrus last game and established my dominance with Immortals right away (annihilating Rome and Egypt and capturing their holy cities for a total of 4 with the 2 I founded out of habbit). In fact I think I went the whole game without founding a city beyond my capital. Thanks for all the tips!

Next question: What's the earliest people often go conquering? Obviously situational, but when do the combat numbers and development tend to favor offense? With warriors (vs warriors)? With axemen (vs archers)? Or should I (generally) wait till swords (vs. archers and axemen)? Since I'll be Japan, each will have Combat I and one level (from barracks) of City Raider, plus CR2 if they happen to kill a barbarian. I know it's kind of a lazy question, but I don't get enough playtime to test it all out without asking.
 
DarkSun2012 said:
Question : What does first strike do?

It gives your unit a free attack before the other unit starts fighting. This is very important because combat strength is quickly reduced by wounds, so if my unit is slightly damaged by your first striker's free shot, he will fight poorly in subsequent rounds and your unit is more likely to win, and with less damage.

Update: I did a worldbuilder test of lining up three french riflemen with combat1 on open ground and attacking them each with a rifleman with drill 1 (0-1 first strikes). One of Napoleon's didn't get his promotion somehow. The drilled riflemen had a 34% chance of beating the combat1 riflemen, and both died trying (one French rifleman was 1/2 killed, and the other 2/3 killed). The other drilled rifleman had a 53% chance of killing his <i> unpromoted </i> enemy, and died trying (French unit half killed). My conclusion is that in practical terms, first strike ain't all it ought to be, and while it might be a nice bonus on camel archers and samurai (although far short of the extra strength or major bonus against likely enemies Praetorians, Redcoats, Immortals etc get), a promo spent on drill could be better spent elsewhere. If any of the more experienced players can speak up for first strike/drill, I'd appreciate being set straight, cause a 6% gain (50/50 to 53/47) hardly seems worth spending a promotion. It didn't occur to me to check the percentages on a combat1 vs. unpromoted unit of the same type would be, but I bet it's more than 53%.
 
Speaking off...
Is it better to give a unit a first strike promotion than give it a +10% strenght promotion? Witch will make the unit strongest?
 
sweetpete said:
Speaking off...
Is it better to give a unit a first strike promotion than give it a +10% strenght promotion? Witch will make the unit strongest?

We're reading off the same page . . . look above you!
 
a4phantom said:
We're reading off the same page . . . look above you!

*looking*.... *reading*...
Ahh.. nice job! Well that settles it for me, no more drill promotion for my units... Cheers phantom!

edit: Hmm, i was thinking, perhaps drill comes to more use when fighting a weaker unit then your unit? Then a first strike unit will win, but at the same time avoid getting much damage. Atleast less than a same unit with a strenght promo... Perhaps this calls for a test?
 
I am playing as Malinese, things are going well for me, financially and culturally :blush:

However, for the past 500 or so years, my workboats have not been recognising fish (in my own territory, coastal). Previously I had been able to turn them into fishing boats, but not anymore :confused:

Also, all but one of my cities has been showing unhealthiness for almost the entire game. They all have aqueducts and ample food/water supply. I have built Markets and Grocers, assuming this will also help with food supply. I am almost at the point in the game where I discover Medicine, perhaps this will solve my problem. It does not seem to have had a negative influence on my Civ, more I am puzzled as I have not been able to fix my people :sad:

Any ideas on either?

Thanks

ps... Medicine/hospitals has not helped their health *darnit*
 
Hi everyone, I bought the game second hand, and it came without a manual !, so i ahave to ask here... What are the changes made in the difficulty levels?? eg. happiness etc. I'd like to know exactly what each level changes.
Can someone point me to a thread or reference with this info. thanks ..
 
Roland Johansen said:
One could write a strategy article to give an answer to that question and even then there will be additions and remarks from other posters that add ideas. A short version here:

1) Start building a serious number of cottages on the tiles that are being used by your cities. Remember that citizens in the cities need to work on the tiles to gain the income from the cottages. The earlier the cottages are being used by your citizens, the sooner they will grow into nice big towns that give a huge income. Each of the citizens in your cities need 2 food to maintain them, so don't build only cottages if the city has a lack of food. The city also needs citizens to work the cottages and thus needs food to grow.

(income from land and trade routes is commerce and needs to be divided over gold/culture/science with the slider)

2) Use the science/culture/tax slider to get the right amount of science, culture and gold in your empire. Typically, you'll want a large science rate to get ahead in science. But some money is needed for the upkeep of the cities and units and a large empire typically needs a larger percentage of its commerce to be spend on gold.
Gold and thus a high tax percentage is also useful for mass upgrading of units, gold rushing of buildings and some spying actions.
Culture and a moderate culture percentage is needed when you have a lot of unhappiness in your cities which cannot be battled with luxury resources and happiness buildings. Typically this unhappiness is caused by war weariness.
A high culture rate is needed for the cultural victory.

3) Build the income enhancing improvements in your cities:
for gold: banks, marketplace, groceries
for science: universities, libraries, observatories, laboratories
for upkeep reduction: courthouses

4) develop trade routes and research the technologies that give extra trade routes (currency and corporation). Foreign trade routes that are enabled by open borders and a connection over roads/rives/coastal areas with your neighbours will increase the income of the trade routes spectacularly. Harbors will also dramatically increase trade income.

5) Some civics increase commerce income and some technologies do the same. Free speech increases gold income from towns, free market increases the number of trade routes, state property removes city distance maintenance, the printing press technology increases commerce income from villages and towns, etc.

6) Direct gold income from the holy city. A holy city combined with lots of cottages and some merchant specialists or merchant super specialists and the gold enhancing buildings + wall street small wonder can do wonders for your income. Spread the religion far and wide and this city can give you many hundreds of gold income per turn.

7) Pick a good site for a super science city (flat lands + a small coastal access + a few food resources would be ideal). This city should get only cottages and the special terrain enhancement for the food resource and all the science enhancing buildings + oxford university.

8) You can use great persons to great effect. Great scientist for an academy in your super science city, some super specialists in your great cities and the great engineer that can rush a crucial world wonder. The great persons can help in countless ways.

Ok how do I establish a trade route
 
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