Quick Answers / 'Newbie' Questions

hehe cool, yeah I thought it would be a bit unrealistic, covering the continent with mines on the off chance that you might discover gold somewhere. Oh well, my workers will just have to fall back on mass deforestation when all my fat crosses have been fully improved...I'm correct in assuming that unlike civ2 units aren't made of Lego blocks anymore, so can't be pulled apart and added to the production of a city? :D
 
Zello said:
hehe cool, yeah I thought it would be a bit unrealistic, covering the continent with mines on the off chance that you might discover gold somewhere. Oh well, my workers will just have to fall back on mass deforestation when all my fat crosses have been fully improved...I'm correct in assuming that unlike civ2 units aren't made of Lego blocks anymore, so can't be pulled apart and added to the production of a city? :D

Right. Once your land is entirely improved and all the forests destroyed, workers basically exist to repair pillage or scrub fallout. Or as bait to get enemy units off hills, although the AI seems smarter about this than in Civ3.
 
Since cities don't grow while workers are being built, how long should one (generally) wait to build your first? Obviously it's a bad idea to start production if your city is slated to grow in 2 turns, but do you (usually) wait till your city is size2, size3, etc?
 
A common stratagy for many is to make a worker the first build out of the gate when starting a game, especially when you will be able to get a lot of farming done, and therefore much more growth.
 
You know how before you start a game, when you're setting up, you can click the little button to the left of your player name and change your name, Civ name, adjective, etc.?

Is there any way to mod the game so that you can edit other civs' information like this?
 
When I start any non scenario based game the time limit is set at 10 turns and I cannot figure out how to change it. Ive looked through all the options menus but I cant find anything, what do I do?
 
how do you know where barbarians are? the only way to find out for me is to hover cursor over every tile, very time consuming.
 
daifuku said:
how do you know where barbarians are? the only way to find out for me is to hover cursor over every tile, very time consuming.
Not sure waht you are asking. You can see barbarian units if they are on a tile you can see. If they are on a tile you cannot see you canniot see them. What do you mean by "hover cursor over every tile"? Do you mean that tiles that you can see may have barbs on them but you do not see the units? Sounds like a graphical problem. Do you mean that you see aunit, but you are not sure if it is a barb? They have a black "flag". Do you mean you can find out about barb units on tiles that you cannot see? That sounds like a bug to me, and one that I should be using ;)
 
p dandy said:
Here's a forum newbie question actually. Is there an official Warlords thread? If so, can someone point me to it. I have this one question that doesn't actually warrant the start of another thread.

In the image gallery I noticed that there was a picture of multiple archers with different skins and then I saw a picture of a single archer (European skin?) and it was titled flavor unit. My question is are we getting "region"-based skins for units now? Or are these archers from the scenarios and Firaxis was just showing off some units using the WorldBuilder?

There has not been created a warlords subforum yet. If you go to the main page, then you see multiple announcements of previews and other information sources of civ 4 warlords. Each of these announcements ends in a link to a thread about that announcement. People often talk about the specifics of the little bit of news that was discovered in the new preview. There are always some people that have deduced something original from one of the screenshots that was not clearly announced in the text. Something similar to what you're doing now.

There is also a new Warlords section in the Civilization IV Info Center.

You could also start a new thread about it in the general forum as long as you accompany it with a screenshot of the picture so that people know what you're talking about.

I can't answer your question as I don't know. I haven't even seen the picture that you're describing.


Zello said:
I'm correct in assuming that unlike civ2 units aren't made of Lego blocks anymore, so can't be pulled apart and added to the production of a city?

In Civ 2 and Civ 3, units could be disbanded for a partial return of their original production cost. This was sometimes a good way to get some production in underdeveloped front line cities. You can't do this anymore in civ 4. There is the pop rush and gold rush enabled by respectively slavery and universal suffrage.


Lyght said:
You know how before you start a game, when you're setting up, you can click the little button to the left of your player name and change your name, Civ name, adjective, etc.?

Is there any way to mod the game so that you can edit other civs' information like this?

You can at least add a new civilization and change old civilizations by modding. But you mean adding a new function at the start of the game, changing the interface. The main game interface has already been changed by modders, so yes I think it is possible. Ask for more about this in the Civ4 - Creation & Customization subforum.


jaberwok said:
When I start any non scenario based game the time limit is set at 10 turns and I cannot figure out how to change it. Ive looked through all the options menus but I cant find anything, what do I do?

I just tested a few scenarios (American revolution and desert war) and I don't have that problem, so I can't help you, sorry. Maybe it has to do with a specific scenario. Are you sure that every scenario has the same 10 turns time limit? I myself are not that into scenarios so I don't have a lot of experience with them, but in my victory conditions, there's no mention of a 10 turn time limit.


daifuku said:
how do you know where barbarians are? the only way to find out for me is to hover cursor over every tile, very time consuming.

When the game is working ok, then every unit can see (at least) one tile around himself and every city can see the square within its culture radius and 1 tile further. Those squares are lightened up a bit. Is that not the case for you? You cannot see units beyond that radius because they're in the 'fog of war'. The area in the 'fog of war' is a little darker but not invisible like undiscovered terrain.

I can remember some reports about graphical bugs called 'dark terrain' or something like that. Maybe, you're suffering from that. In that case:
-download the latest patch 1.61
-upgrade your graphic card drivers



And of course welcome to our new members, Lyght, jaberwok and daifuku (second post is still pretty new). :band:
 
jaberwok said:
When I start any non scenario based game the time limit is set at 10 turns and I cannot figure out how to change it. Ive looked through all the options menus but I cant find anything, what do I do?

Are you using by any chance the non-DVD EXE that's spreading around the web perhaps?:rolleyes:
 
mjs0 said:
having this as something you plan for and go after aggressively would be a bit like having the lottery as your retirement plan!

Uh oh. ::glyph of Frankcor rethinking retirement plan::
 
ok..just got the game as a gift...played the other 3 till they wore out.. am having a brain freeze moment.. hitting enter at end of turn is driving me nuts. Can you turn it off? pretty please? with sugar on top?
 
shirley0910 said:
ok..just got the game as a gift...played the other 3 till they wore out.. am having a brain freeze moment.. hitting enter at end of turn is driving me nuts. Can you turn it off? pretty please? with sugar on top?

Yeah, it's under menu and options or something like that. You still have to hit enter every turn you make no actions though.
 
shirley0910 said:
ok..just got the game as a gift...played the other 3 till they wore out.. am having a brain freeze moment.. hitting enter at end of turn is driving me nuts. Can you turn it off? pretty please? with sugar on top?

Welcome to civfanatics! :band:

In the options there is a setting called 'wait at the end of turn'. Without this option checked, you will move to the next turn just after moving all your units. This means that you can't check your cities after moving all your units. Not my preference, but to each his own, I guess.
 
RJ: In the options there is a setting called 'wait at the end of turn'. Without this option checked, you will move to the next turn just after moving all your units. This means that you can't check your cities after moving all your units. Not my preference, but to each his own, I guess.

There's also the danger of the turn ending before you react to barbarians or other marauders by waking and moving sleeping units.

Two questions:

1. I appreciate the feedback on the "when do I build my first worker" question, and would appreciate it if more of the experts would weigh in on it.

2. What do people use horse archers, knights and cavalry for? Since they lack city raider and have very hard counters (spears, pikes and rifles), as well as no defensive terrain bonus, even though they have high base strengths and mobility they don't seem that useful in combat. Strong against cats and cannons, but Roland Johanson tells us that collateral damage done to your stack is independent of how well your defending unit beats the attacking seige. It seems to me that their true purpose is to pillage, since they can pillage a (flat) square on the turn they move into it. When I send mounties to pillage, I send a defensive infantry unit or two along with to cover them. So why is a knight or a horse archer better than a chariot? Maybe protecting a stack of melee from axes and crossbows?
 
a4phantom said:
2. What do people use horse archers, knights and cavalry for? Since they lack city raider and have very hard counters (spears, pikes and rifles), as well as no defensive terrain bonus, even though they have high base strengths and mobility they don't seem that useful in combat. Strong against cats and cannons, but Roland Johanson tells us that collateral damage done to your stack is independent of how well your defending unit beats the attacking seige. It seems to me that their true purpose is to pillage, since they can pillage a (flat) square on the turn they move into it. When I send mounties to pillage, I send a defensive infantry unit or two along with to cover them. So why is a knight or a horse archer better than a chariot? Maybe protecting a stack of melee from axes and crossbows?

Mounted units are VERY useful on picking off pillagers. I try to leave 1 mounted unit in each city if possible so I can pick off any barbarians or enemies that come through to pillage my improvements. They also MAKE good pillagers, since they can move AND PILLAGE in the same turn. Plus, a the extra withdrawl promotions are also helpful... Depending on your resources, they may also be the best units at the time you get them. If you have no metal resources availible, but have horses, then Horse Archers may be the only 6 str unit you can build for a while. Plus mounted units can stick-and-run. You can attack an enemy stack, and pull back a square to safety if you don't destroy the stack and fear a counter attack on your weakened units.
 
OK here is the dumb question of they year..

When you trade with other countries.. IE.. they want to trade me corn 1 of 1 and they want me to trade them crab 1 of 1 do I loose the crab completely?

meaning if im trading them my crab.. and they are giving me corn.. that means i have no crab but i have corn.

Or if they want electricity for diplomacy does that mean i looes electricity and gain diplomacy or i still have it and gain another
 
GIJANE said:
OK here is the dumb question of they year..

When you trade with other countries.. IE.. they want to trade me corn 1 of 1 and they want me to trade them crab 1 of 1 do I loose the crab completely?

meaning if im trading them my crab.. and they are giving me corn.. that means i have no crab but i have corn.

Or if they want electricity for diplomacy does that mean i looes electricity and gain diplomacy or i still have it and gain another
If you have 1 of 1 resource, and you give it to someone, you will no longer have that resource for the duration of the trade. AIs will never offer you a resource if they only have 1 of 1. Corn is better than crabs, incidentally, because granaries are farm more common than harbors.

When you trade techs like electricity you are sharing knowledge in exchange for something (perhaps other knowledge and/or gold). You don't lose anything except your advantage of knowing a tech they don't.
 
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