Matty R said:
I've been playing as the Egyptians, so I start with Spirituality and Creativity. I'm starting to understand things alot better now, thanks to you.

I think the skipping turns thing is because I'm building on hills or in forests, where theres a movement cost. Thats all I can think of.
If you're spiritual than anarchy does not explain the problem. Either I'm misunderstanding what you're reporting or else it's a bug, try installing 1.61, it's a good patch for balance anyway.
Matty R said:
I've got another question. Can barbarian cities be emptied of defenders, then destroyed/captured without my forces getting damaged too much?
How much damage your forces take conquering any city depends on how powerful they are compared to the defenders and luck, although even powerful units get chewed up and sometimes even lose when attacking weaker units in cities. If you're attacking archers (strength 3 +25% when defending cities +5-25% for fortification) with warriors (strength 2), you're going to be slaughtered. You need at least axes to dislodge archers in a city (although if you're Egypt a lot of war chariots might do it). Swordsmen are the best for taking cities early on, but you have to wait for iron.
Matty R said:
One of my warriors defended himself against an archer in a barbarian city, defeated him and ran back to where I placed him. Then another barbarian archer popped up in the dead archer's place, even though I'd killed both archers that where defending the city.
They built another one before you killed the second. The AI is often stupid enough to attack units outside their cities with units that it should keep for defending the city, but it wouldn't do that unless there was at least one more archer in the city.
It often helps to put a warrior (strength 2) alone on a tile next to the city on the turn before you attempt to conquer it, preferably on a forest (+50% defense) or hill (+25%) or across a river (+25%). The AI may attack it with an archer (strength 3, first strike), which will likely kill it but will be badly hurt in the process (you may also kill the archer, or cause it to be stuck outside the city during your turn and thus easily killed and unable to contribute to the city's defense). Since you are storming the city the next turn, the archer will not be able to heal or utilize any promotion it earns killing your warrior. You're certainly not going to successfully attack an archer defending a city (+25% archer bonus when defending cities, +50% more if the city's on a hill, +5-25% for fortifying, +0-60% walls or culture, possible city defender bonus) with that warrior, so it's a worthy sacrifice. The AI's a real sucker for this, it doesn't like letting you loiter outside its cities with units it can kill. In fact I discovered this when an AI archer in a city (Paris) under seige attacked a lone Quechua, the Inca warrior replacement that gets +100% against archers and thus killed what would have been a formidable defender (Paris had walls and was on a hill) easily, leaving me two archers to dig out instead of three. I'd feel bad about using this tactic so much except that there's ample historical justification for false displays of weakness provoking charges out of safety and into ambushes. Heck, using it against Harold's Saxons gave William the Conqueror victory in the only successful cross-channel invasion of England in 1000 years.
Matty R said:
I'm going to go into a custom game for practice, before I reattempt the campaign mode or whatever its called.
Why confuse yourself more? Custom games add complications for when you're already familiar with the game. It's up to you of course but I'd stick to the real thing on the easiest setting till you get the hang of it, and of course keep asking questions.
Argoth:
1. ==Look here (about half way down the page) at the city Elephantine. Sulla says "Elephantine is just getting started, but will be a strong fishing city down the road," but there are no fish around the city and most of the land is desert. Seems like a crappy spot for a city to me... What am I not seeing?==
You're right, Elephantine is in such a lousy place it's not at all worth the upkeep. Sulla is either being sarcastic or has lost his mind. The only thing Elephantine will bring to Sulla's empire is earlier access to those cows, but he already has cows near Heliopolis. Actually what he says about Heliopolis never being a good food city isn't terribly true either, those forests are over grasslands, there's a cow, and at least one of them (upper left) is irrigatable. I think Sulla's a big leaguer, so maybe he's a lot better than me and I just don't get what he's doing, but I don't get what he's doing.
2. ==Is it worth building a city just to get resources you already have? Technically you could do that and then just trade them for something you do need, but I'm not sure if this would be a good idea.==
If it's a single luxary or health resource you already have, no not worth the settler production much less the upkeep. Is there a good city location maybe 3 squares away (or 2 diagnal) that will eventually give you the resource without saddling you with a worthless city? If it's iron or horses or oil or coal, then it depends on if anyone else needs that resource. In Civ three if you were quick you could settle near all the irons that the map generator intended for your neighbors, relegating them to pussycat status until gunpowder (musketmen) and keeping them on the defensive until military tradition (cavalry) or conscription (riflemen) if you used their iron age weakness to take their horses too. This strategy doesn't work as well in Civ4, partly because defensive units (archers and gunpowder) don't require resources and mostly because extra cities are now so expensive. Plus the map seems to distribute strategic resources more . . . strategically.