Quick Answers / 'Newbie' Questions

What do you get if other cities in other Civ have religious that are found by your Civ?

I have researched every technology in the game, and the cities has built all the buildings, however, I still couldn't build shrine, did I miss anything?

Thanks.
 
bad-aries said:
What do you get if other cities in other Civ have religious that are found by your Civ?

Once you build a shrine in the founding city, you get 1 gold in that city for every city in the world that has that religion.

bad-aries said:
I have researched every technology in the game, and the cities has built all the buildings, however, I still couldn't build shrine, did I miss anything?

You need to first, grow a Great Prophet, and secondly, move that Prophet to the founding city. The option to build a shrine will appear in the possible actions.
 
frankcor said:
Once you build a shrine in the founding city, you get 1 gold in that city for every city in the world that has that religion.

Thanks.
So, there will not real benifit if I don't have a shrine?
 
You still get line of sight in all cities with that belief if you've made it your state religion, and it prevents the AI from founding and adopting it, there by making ememies out you, so there is definite worth in founding a religion, even if you won't be able to get a Shrine.
 
well, a religon does give a city +1 :) and +1:culture: (if state relgion, or any religon if you have free religon)
 
My latest game achieved 3 cities w/ 50k culture before 2050, but the game kept playing as if nothing happened. I verified all victory conditions were enabled. Any ideas? Thanks in advance.
 
or +1 culture if no state religion selected.

Having a religion is also usefull for theocracy where you get bonus exp if you have a state religion.
 
Arimae70 said:
My latest game achieved 3 cities w/ 50k culture before 2050, but the game kept playing as if nothing happened. I verified all victory conditions were enabled. Any ideas? Thanks in advance.


had something else already triggered the victory or are you playing an epic game, it takes more culture to trigger that victory.
 
a4phantom said:
Also, how does an attacking seige weapon (cat, arty, cannon) administer collateral damage (how is the amount determined, and how are the victims selected)? RJ said that it's independent of how the battle with the defending unit goes.

There's an excellent article about everything related to combat in the strategy articles section of this forum. You can find it here.
You should scroll down to the collateral damage section to read about how it functions.

I actually think that it is very well written, but it might be a bit technical and does require a certain level of mathematical knowledge. The collateral damage section is however not the most complicated part. If it does prove to be difficult in some sections, then do not hesitate to ask about it.

A short summary (not complete, read the article for complete knowledge).
-You can only do collateral damage when you use the artillery piece to physically attack another unit. So no collateral damage is administered during city bombardments to reduce the defence bonus or when defending with the artillery piece.
-Collateral damage is administered at the start of the battle and totally independant of the result of the battle.
-collateral damage has a maximum of 5, 6 or 7 hits (depending on which unit does the collateral damage, artillery is better than catapults).
-The amount of hits is capped by the amount of defenders -1. If you attack a stack of 3 units, then 1 defends and only 2 collateral damage hits will occur.
-Collateral damage cannot damage units beyond a certain point (depending on the type of unit that does the collateral damage). So a stack of 5 units with 10 out of 100 hitpoints and 2 healthy units will only get 1 hit from collateral damage.
-Each hit typically does about 10 damage, more against weaker units, less against stronger units. The hits occur among the elligible units at random.
-You cannot damage the unit that is defending against the artillery with collateral damage. (This is important as it means that a city defended by 1 strong and 9 weak units is not weakened significantly by the collateral damage. The strong unit will defend and thus be immune to collateral damage and the weak units will be weakened further by collateral damage. The strong unit might get damaged by the direct attack of the artillery, but that is probably not the most efficient way to take it out.)
-defensive bonuses don't improve your resistance versus collateral damage. The unmodified strength value of units is used to determine the collateral damage.




Melhisedek said:
Ok just so I'm not dreaming here, was it possible to see if enemy was military stronger than you in Civ3, even see how many units he had (IIRC you had to have embassy or something over at his place).

Now is there such a feature in Civ4 as well?

In civ3, you could view the makeup of enemy troops by placing a spy in their nation. The expensive spy mission to reveal troop position enabled you to see every enemy unit on the map for 1 turn.

In civ4, you have the info screen (F9) that has an option called Power. This power is closely related to the number and strength of the enemy units. The graph thus should tell you a lot about the relative strength of you and the AI nations. Note that AI nations are more likely to declare war when their Power is greater than yours. The other graphs are usefull too if you try to assess the enemy's strength.
When you have spies, then you can use them to reveal enemy troop positions by entering an enemy city and selecting this option. Again, it's quite expensive and not quite worth it in most cases. Chances of success are better in the capital and the city with the forbidden palace and the city with the Versailles World Wonder.


daifuku said:
1) what do granary and harbour do, in plain english? i don't get the in-game description.
2) my cities are trading from cities in other continents- how are overseas trade routes established?

Your questions were already answered by a4phantom, but I would like to add something to the answers given by him to these two questions.

A granary did give you a half filled food box after growth in civ1, civ2 and civ3. In this version, they changed it slightly to the better. Now the granary stores half the food produced from the moment it was build and this food is added again when the city grows.

So if your city with granary was around for a while (it built the granary when it was size 3 and now is size 5), then it functions exactly as a4pahntom says. At normal speed a size 5 food box contains 30 food and all of it was produced with the granary in effect. So when the city grows from size 5 to 6, then it will start size 6 with 15/32 food (15 being half of 30).

But when the granary has just been build then you will observe a slightly different behaviour. Assume a city size 3 with 24/26 food growing at a speed of 2 food per turn. It finishes the granary. It then produces the final 2 food needed to grow to size 4. It then starts at 1/28 food because only 2 food were produced from the moment that the granary was present in the city.

In civ 1, civ 2 and civ3, people always wanted to finish the granary just before the city grew to profit from the half full food box. Now, the moment of production is not important anymore as the granary starts storing half of the food from the moment of construction. This game rule change thus reduced a little micromanagement and is slightly more logical.

The harbor improves trade route income by 50%. This means that if the city was having a trade route producing 4 commerce and one producing 6 commerce, then after constuction of the harbor, these trade routes would yield 1.5*4=6 commerce and 1.5*6=9 commerce.
Furthermore, the health benefits of clam, fish and crab are increased by 1. So if clam, crab or fish are connected to your trade network or obtained through trading with a foreign nation, then cities with a harbor get 2 health from each of them instead of 1.
The presence of a harbor is not needed for foreign trade routes.

You'll get overseas trade routes from the moment that you have discovered astronomy (you can trade through coastal waters before astronomy). You can see this by hovering your mouse over the astronomy technology in the tech tree. You only get foreign trade routes with nations that you have open borders with. When you use the Mercantalism civic, then you won't get foreign trade routes.

-Foreign trade routes are 2.5 times as profitable as domestic trade routes (this is huge!!!).
-A foreign city can only establish a trade route with 1 of your cities. So when you have open border treaties with many nations, then you'll get more foreign trade routes.
-Foreign trade routes are established with the cities that give the highest trade commerce yield first (your biggest cities preferably with harbors), the lesser cities get the lesser trade routes.
-Trade routes are one-way (counter intuitive, I know). Madrid can have a trade route with New York while New York doesn't have a trade route with Madrid.
 
a4phantom said:
How is experience for winning a battle determined? Zombie69 thinks it is based on the combat odds (winning against the odds grants more experience) but I don't think that's it. I know you get more for attacking than defending, but that seems to be the case even when defensive bonuses are not in play. I suspect it has to do with the base strengths of the units, or some other measurement of relative modernity/obsolescence.

This is correct. Again, you can read this in the strategy article that I referred to in my previous post.

I'll copy paste the section for you:

Arathorn said:
Experience Points

The winner of combat gains experience points. Like most of combat, experience points are determined by the ratio of strengths. The value is floor(iXPValue*opponent_strength/your_strength), where iXPValue comes from the XML file. For all standard units, iXPValue is 4 for an attacking unit and 2 for a defending unit. The minimum number of experience points for a successful fight is 1, however. The strengths are the displayed modified strengths (from bonuses and hps).

Exceptions: A unit which attacks and retreats gains a single experience point in all cases. The defending unit receives no experience points in this case.

Example: A sword (str:6) attacks a spearman (str:4) on flatlands. If the sword won, he would receive 2 (floor(4*4/6)) xps. The spear would gain 3 (floor(2*6/4)) xps if it won.

Example: A modern armor (str:40) attacks a spear (str:4). If the modern armor wins (odds: 99.999999+%), it gains 1 xp, not 0 (floor(4*4/40)). If the spear wins (odds: 6e^-13), it would gain 20 xp (floor(2*40/4)).
 
Thanks for your responses - I play w/ standard options out of the box 1.61 patch. Normal speed. The year is 2015, countdown says 35 years to go, and I have 3 cities over 50k culture.
 
When you have spies, then you can use them to reveal enemy troop positions by entering an enemy city and selecting this option. Again, it's quite expensive and not quite worth it in most cases.

If a spy is near an enemy city, you can see nearly how many units are in that City by mousing over. If it is in the City you can see all units and what it is building - at no cost to you. You do not need to select reveal all units on the map - which as RJ said costs.
 
Harrier said:
If a spy is near an enemy city, you can see nearly how many units are in that City by mousing over. If it is in the City you can see all units and what it is building - at no cost to you. You do not need to select reveal all units on the map - which as RJ said costs.

And risks your spy being captured.
 
Arimae70 said:
Thanks for your responses - I play w/ standard options out of the box 1.61 patch. Normal speed. The year is 2015, countdown says 35 years to go, and I have 3 cities over 50k culture.

Maybe you need to have the 3 cities with over 50k culture for one turn. Have you tried ending a turn with the 3 cities over 50k? The cities should all three have a legendary culture status with a 100% defensive bonus. That is the actual requirement at every difficulty level. Only the legendary culture status is not reached at the same amount of culture at every difficulty level.


Harrier said:
If a spy is near an enemy city, you can see nearly how many units are in that City by mousing over. If it is in the City you can see all units and what it is building - at no cost to you. You do not need to select reveal all units on the map - which as RJ said costs
.

a4phantom said:
And risks your spy being captured.

I agree, the mission is rather useless. If you were fighting a very smart opponent, then the troop positions across its whole empire could be very valuable to determine an attack strategy. But the AI is not smart enough to make it worthwhile. I would maybe use this mission if I were playing a human opponent with nuclear weapons. Then you could try to eliminate those weapons in a first strike attack by capturing the cities containing the ICBM's.
 
Can hitting a city with your own ICBMs destroy ICBMs based in that city?
 
Arimae70 said:
Thanks for your responses - I play w/ standard options out of the box 1.61 patch. Normal speed. The year is 2015, countdown says 35 years to go, and I have 3 cities over 50k culture.
What does the victory conditions screen say? Can you post a screenshot?
 
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