Quick Answers / 'Newbie' Questions

Kerphunk said:
i have had some help with the basics and i think i may understand the game now, but one more question: If i have a population of 3 then 3 tiles get worked. If i build a farm and leave the 3 citizens on other tiles, will that farm not generate any more food until someone is assigned to it?

Correct, assuming you mean 3 squares plus the city tile which is automatically worked.

Kerphunk said:
I think that building improvements also requires for you to have someone working the tile that improvement is onm or else it doesnt generate its benefits. correct?

True, plus cottages/hamlets/villages won't even grow unless they're being worked. If you have a resource improved, say an iron deposit mined, and roaded you will get use of the resource if no population point is working the tile but you won't get hammers.

What's the gold/hammer conversion rate with Universal Suffrage rush buying? How is the unhappiness penalty for being the one without Emancipation calculated? Does it increase as more civs adopt Emancipation?
 
Why is the Apollo program called a team project in the Civilopedia ? Is it similar to the Manhattan project, in that once someone builds it, everybody else can build spaceship components ?
 
It's a team project in that once Apollo is built everyone on your team can build spaceship components. it's not like Manhatten, which isn't a team project, as that unlocks nukes for all civs regardless of whether they're on your team.
 
I have a thriving city that has farms among other things. I built a new city a little farther away but i cant build farms on this new one! it says i need 'civil service'! How come agriculture is the prerequisite for farming, and i got this at the start of the game, but my new city cant build farms till i get the civil service?
 
Kerphunk said:
I have a thriving city that has farms among other things. I built a new city a little farther away but i cant build farms on this new one! it says i need 'civil service'! How come agriculture is the prerequisite for farming, and i got this at the start of the game, but my new city cant build farms till i get the civil service?

Agriculture is the prerequisite to build farms but you need irrigation to build farms (e.g.: a tile next to fresh water).
Civil service makes farms spread irrigation.

Biology will let you build farms anywhere (exept desert tiles)

Hope that answers your question :)
 
Raisin Bran said:
Biology will let you build farms anywhere (exept desert tiles)
Though, it is still to your benefit to "hook up" the farms to a source of fresh water, or else they will get less food. Once you get biology, a non-irrigated grassland farm gives 3 food, while an irrigated grassland farm (ie connected via other farms to a river or lake) will give 4 food. ;)
 
and if you dont mind, another question.... i notice that coastal tiles have +food and +gold just liek land tiles, but how can i get the benefits of these tiles? Do i need to send a work boat or fishing boat out and just have it sit on them?

thanks again.
 
Kerphunk said:
and if you dont mind, another question.... i notice that coastal tiles have +food and +gold just liek land tiles, but how can i get the benefits of these tiles? Do i need to send a work boat or fishing boat out and just have it sit on them?

thanks again.

If there are ressources like Fish, clams, crabs, whales or oil you need to send a work boat to take the benefit of the ressource but you only need to work the tile to get the food and commerce.

:)
 
Like RB said, you can work it like any other tile. In fact (I think) you can work water tiles even before you get Fishing, although you need that to get the health bonus from fish and clams and crabs. Also using a fishing boat on a seafood resource increases the food and commerce bonus just like building a farm on corn or a mine on iron.
 
ooooohhh i get it, i assign a citizen to it right? Aaahhh. Thankyou. btw what does a work boat do? it doesnt seem to have any use.
 
a4phantom said:
In fact you can work water tiles even before you get Fishing
Really? I have my doubts about that... :confused:
 
Lord Parkin said:
Really? I have my doubts about that... :confused:

I can't play at the moment to test it out, would someone please? I could be mistaken.
 
There are some changes that (I think) occur with techs but aren't listed in the manual or civilopedia.

1. By the renaissance era, chops take 2 turns instead of 3.
2. Also by the renaissance era (I think), everything (I think) is around 10% cheaper.

I think, but I assuredly do not stink.
 
pixiejmcc said:
There are some changes that (I think) occur with techs but aren't listed in the manual or civilopedia.

1. By the renaissance era, chops take 2 turns instead of 3.
2. Also by the renaissance era (I think), everything (I think) is around 10% cheaper.

I think, but I assuredly do not stink.
I really think you are wrong here. I take notice of the cost of all improvements (I guess this is what you mean, the hammers required to build something) and it does not change.

Chops (and other worker actions) are speeded up by some things, for example serfdom with you get with feudalism. Is this what you mean? All worker actions are speeded up with an industrial era tech, steam power I think.
 
a4phantom said:
What's the gold/hammer conversion rate with Universal Suffrage rush buying? How is the unhappiness penalty for being the one without Emancipation calculated? Does it increase as more civs adopt Emancipation?

1) 3 to 1. You get 1 hammer for each 3 gold that you spend. However, this is a base hammer and is modified by any and all production bonusses present in the city. So a city with a forge, factory and coal plant (a 100% bonus) will get 2 hammers for each 3 gold.
If you have the Kremlin, then the costs for hurrying are 33% lower (so a 2 to 1 conversion rate.
If you rush an item from the start, it will cost 50% more to rush it: you'll get a conversion rate of 4.5 to 1.
If you rush a world wonder or a national wonder, then there's also a penalty, but I don't remember the factor, I would have to look it up. Probably something like twice as expensive.

By the way, gold rushing is way way overpowered. The conversion rate is much to low. (A town brings you 1 hammer, 7 commerce (free speech, universal suffrage). The 7 commerce leads to 14 gold with a 100% gold bonus (bank, grocer, marketplace). The 14 gold can be converted to 4.67 hammers with universal suffrage. So a town really gives 5.67 base hammers (on top of the base tile output) if all of its output is used for rushing. A lumbermill or mine will only give 3 hammers. This isn't even taking into account the bonusses of the financial civic and the kremlin wonder. You can get as high 9 hammers per town with those two. This is all discussed to length in a strategy article thread, but hasn't been changed by Firaxis. I've personally modified the conversion factor, because it was just way to easy to abuse rush buying.)

2) Don't know exactly. Something like a certain percentage of your city population becomes unhappy (5%?) for each civilization with universal suffrage. This percentage per civilization might also be dependant on the total number of civilizations in the game (would be fair, wouldn't it).

3) It is definately dependant on the number of civilizations who have adopted universal suffrage.


pixiejmcc said:
There are some changes that (I think) occur with techs but aren't listed in the manual or civilopedia.

1. By the renaissance era, chops take 2 turns instead of 3.
2. Also by the renaissance era (I think), everything (I think) is around 10% cheaper.

I think, but I assuredly do not stink.

With serfdom (a civic) and steam power (a technology), the rate of workers is increased by 50% (time to build an improvement is 1/1.5 or about 66.67% if you have one of them and 1/2 or 50% if you have both of them). I never noticed any other increases in speed and have never read any comments about it.
 
I have slavery implemented but I cant find the option to sacrifice people to hurry production. Where is it? I also have some citizens who wont work.
 
Kerphunk said:
I have slavery implemented but I cant find the option to sacrifice people to hurry production. Where is it? I also have some citizens who wont work.

It's one of the hurry options, just above all of the governor options and emphasize options (food, production, science, etc.) of cities. You can use it when inside a city or when you have selected a city. You can only sacrifice people when you have enough people to finish the item, so it isn't always available. But when hovering the mouse above the option, you can see how many people would be needed to finish the item.
 
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