Quick Answers / 'Newbie' Questions

a4phantom said:
1. Bump: How about an analysis of Free Religion vs. another civic + University of Sangore? Obviously it's situational, but assuming diplomacy is a wash (staying Jewish helps me with the Jewish bloc but hurts my relations with the Buddist bloc) but assuming I have a fairly large empire with at least a Jewish temple in every city, what's generally the most advantageous path when you discover Liberalism and have the U of S?

2. Assuming a cottage rather than specialist economy, would it be bad to have your super research city (Oxford, Academy, Super Scientist Specialists) and your chief financial city (Wall Street, Super Merchants, maybe super Priests) be the same city, the one with the most commerce?
1. If I was in that situation (though I don't usually build too many wonders myself), then I would probably keep my state religion and its associated civic, at least up until Computers (which is when I think the UoS becomes obsolete). After that time I'd review the situation and decide whether or not to switch to Free Religion depending on what was going on in the world at the time. (This is assuming that I haven't already won the game by this stage, which will probably usually be the case. ;) )

2. Depends on the situation. If your super research city is also the home to one of the largest spread religions in the world, then I would say that it would be a reasonable strategy. :)
 
Lord Parkin said:
Another question: Theoretically, can capital cities ever be flipped? And if so, is it possible to eliminate a civilization from the game via a cultural flip on their last city?

I haven't the foggiest, but do you remember that screenshot from the Civ3 days of London full of Wonders flipping to the player? Thanks for your tips LP, RJ if you're up to it I'm curious about your thoughts on University of Sangore, whether it's worth building and whether to let it keep you from switching to Free Religion (assume diplomacy is a wash).
 
Another question: Theoretically, can capital cities ever be flipped? And if so, is it possible to eliminate a civilization from the game via a cultural flip on their last city?

It is possible to flip a capital, and hence eliminate a civ. It's an extremely rare occurrence though, since if it's the original capital it will invariably be their highest culture city, and probably deep in their empire as well. If it's some leftover city from a mostly conquered civ most people just take it by force rather than bothering to build up a neighbouring city to the point where it can be flipped.
 
a4phantom said:
1. Bump: How about an analysis of Free Religion vs. another civic + University of Sangore? Obviously it's situational, but assuming diplomacy is a wash (staying Jewish helps me with the Jewish bloc but hurts my relations with the Buddist bloc) but assuming I have a fairly large empire with at least a Jewish temple in every city, what's generally the most advantageous path when you discover Liberalism and have the U of S?

2. Assuming a cottage rather than specialist economy, would it be bad to have your super research city (Oxford, Academy, Super Scientist Specialists) and your chief financial city (Wall Street, Super Merchants, maybe super Priests) be the same city, the one with the most commerce?

1) At the time that freedom of religion comes along, I would assume that cities in general have something like a 50% research bonus. So the temples actually give 3 extra research per city.
Freedom of religion gives you 10% extra research. So this will be more if the average basic research production (before modifiers from libraries and such things are applied) is greater than 30 per city.

So it depends on how well developed your cities are and how well developed the cottages are to know which strategy gives you more research. But also realize that if you use freedom of religion, then you'll lose the bonus that you got from the previous civic (like organized religion for which I made a comparison earlier). After the university of Sankore becomes obsolete, you should reevalute the situation.

2) That could be the best thing. But at the time that Wall Street becomes available, usually my tax rate has dropped somewhat. And even with sporadic increases of the tax rate to 100% in order to upgrade a few units or cash rush something, on average the tax rate is still fairly low. This means that the percentage of commerce that goes to gold is so small that Wall Streets effect is limited. If you have a well developed holy city that produces more gold on average, then that would be the most logical spot to build Wall Street.

Note that the Holy City should in general be a well developed cottage city (and thus might be your main commerce city as well) in order to help create the maximum bonus from Wall Street. However, often my holy city is not in an ideal spot and it won't be my main commerce city and thus not the target for Oxford University.


Lord Parkin said:
This is actually a very, very good tactic for wartime, providing that the odds are significantly in your favour. For instance, I usually theorise that (for instance) for a Maceman with 99.2% odds when attacking a unit unpromoted, making the extra promotion to bring the odds up to (say) 99.5% is simply not worth it. For the 0.3% of wins you'll be gaining (that's 3 in 1000), you'll be losing a much bigger opportunity.

This is because (as you will notice by playing through a few games as a warmonger) even at very high odds such as 99+%, you can still sustain significant damage... half hit points or even worse. In this case, the ability to use the promotion after the attack, and to gain back half of those lost hit points, is a much bigger advantage - it means that on the counterattack, your opponent will have a significantly lower chance of being able to destroy the unit in question, since rather than being at (say) 4/8 strength it will be at 6/8. Personally I think this makes the tactic of not promoting your high-win-percentage units before they attack a very good strategy indeed. I'd rather have 99.2% of my units survive at 6 strength than 99.5% of my units survive at 4 strength.

In understand the strategy, but I don't think this is all that can be said about it and it's not as easy as in the above theoretical case. The problem is that you can't fully predict the next combat for your unit as you can also be attacked. And I really don't want to lose my highly promoted unit because I didn't promote it further.

A Maceman with +20% strength and + 25% vs melee will have a 99.9% chance when attacking a pikeman, so using the available promotion seems useless. But when it is attacked by a +10% strength crossbowman, then the maceman will win with only 34.6% chance. If I had promoted the maceman with a 25% bonus vs archer units, it would have had a chance of 81.7%. Even the combat 3 promotion would have increased the maceman's chances to 63.0%.

So while a unit can win with overwhelming odds against one type of unit, it will not do so against every type of unit and you just can't fully predict the next battles.

Also, the units that tend to have very high win chances are typically very highly promoted units and I don't want to lose them too quickly. The chance that it wins a combat becomes extremely important. I want to use it many times in the future. And healing times can be shortened by medics to such an extend that it is not too bad.

I might save the promotion, when I want to use it for a promotion that will not be usefull in the predictable upcoming battle. For instance, an unpromoted archer moving to a city that it will defend for the next 2000 years (through many upgrades) and finds a barbarian warrior on its path to the city. I might let it ignore the warrior on its way to the city and refuse to promote it as I want to give it the city defence promotion in the future and that won't help it now. And since I'm moving the archer through forests, the unpromoted archer will rarely be beaten by the unpromoted barbarian warrior. So if the warrior chooses to attack, I will probably win and can heal-promote the archer afterwards.

It can be a useful tactic, but I don't think that I'll use it very often. But to each his own, I would say.

Isn't this tactic one of the tips in the Hints section of the civilopedia or am I mistaken? I have to check it out when I play the game again.
 
Roland Johansen said:
Isn't this tactic one of the tips in the Hints section of the civilopedia or am I mistaken? I have to check it out when I play the game again.

I dunno about the pedia but it's sometimes listed as the game loads. Thanks for the analysis.
 
Good points Roland. I'd have to agree it's situational. Also, I was only referring to the situation where you're at 99+% odds, nothing less. In that case it's usually better to promote first.
a4phantom said:
I dunno about the pedia but it's sometimes listed as the game loads. Thanks for the analysis.
Yes, as the game loads you get a random tip from the "Hints" section of the Civilopedia displayed. ;)
 
Lord Parkin said:
Good points Roland. I'd have to agree it's situational. Also, I was only referring to the situation where you're at 99+% odds, nothing less. In that case it's usually better to promote first.

Yes, I think that I can agree with this. I guess that you mean 'promote when you need healing' instead of 'promote first' in the last sentence. I can see the value of the tactic in predictable cases with high chance of victory.
 
Hi I have a question about the multiplayer function in civ4. Is it possible for me and my buddy to play together as one civilisation against one or more ai opponents using the multiplayer function in civ4? Assuming we each have our own computers and connect via internet to play together. Or are we only able to play as different civilisations if we want to play toeghter?
 
djenrique said:
Hi I have a question about the multiplayer function in civ4. Is it possible for me and my buddy to play together as one civilisation against one or more ai opponents using the multiplayer function in civ4? Assuming we each have our own computers and connect via internet to play together. Or are we only able to play as different civilisations if we want to play toeghter?
You can play as a team by selecting the number next to your name and setting it to the same number as your buddy. I don't understand how you would do it even if it were posssible, unless you mean switching between the two of you, one being in control while the other watches, alternating each turn (which is not possible, BTW).
 
ggganz said:
You can play as a team by selecting the number next to your name and setting it to the same number as your buddy. I don't understand how you would do it even if it were posssible, unless you mean switching between the two of you, one being in control while the other watches, alternating each turn (which is not possible, BTW).

I think I understood you there bud. Basically what I wanted to do was what you said in the end there or something like it, where we can alternate where one player watches and the other is looking. When we play as a team do we have to have different civilisations or what does teamplay in civ4 effectively mean?
 
djenrique said:
When we play as a team do we have to have different civilisations or what does teamplay in civ4 effectively mean?
Yes. In any form of multiplayer, each player is a separate civ, but you can set it up so that you are on the same team, and thus only the AIs are opponents.
 
It means that you share wonder effects and things like that, I think, never tried it. Maybe also has something to do with resources. But you still have your own cities and units. Also, there is a map made for teamplay. In the map drop-down menu, there is a map called "team_battleground".
 
Question about cultural border extending into ocean:

Is it possible to extend the cultural border of a city into more than one tile of ocean? If so, what cultural level is required?

Example: City - Coast - Ocean - Ocean - Ocean

The first ocean tile is covered at the first border expansion. Is it thus possible to eventually include the second, assuming that the coast line is straight etc?

I've tried to find the answer on this forum but could not find it... Any help would be appreciated.
 
Erkon said:
Question about cultural border extending into ocean:

Is it possible to extend the cultural border of a city into more than one tile of ocean? If so, what cultural level is required?

Example: City - Coast - Ocean - Ocean - Ocean

The first ocean tile is covered at the first border expansion. Is it thus possible to eventually include the second, assuming that the coast line is straight etc?

I've tried to find the answer on this forum but could not find it... Any help would be appreciated.
I am fairly sure you cannot "extend the cultural border of a city into more than one tile of ocean". I am not certain of what the limit is, but definatly there are some tiles that you can culturaly control, and they will be controled as if they were land, and some you can never control.
 
Erkon said:
Question about cultural border extending into ocean:

Is it possible to extend the cultural border of a city into more than one tile of ocean? If so, what cultural level is required?

Example: City - Coast - Ocean - Ocean - Ocean

The first ocean tile is covered at the first border expansion. Is it thus possible to eventually include the second, assuming that the coast line is straight etc?

I've tried to find the answer on this forum but could not find it... Any help would be appreciated.

The maximum distance at which you can culturally control sea/ocean tiles is 2 tiles from the coastline (the land tiles). This can be 2 diagonal, 1 horizontal + 1 diagonal or 2 vertical tiles or any other combination of 2 movement points of distance.
 
Hey there. Neophyte here, with another basic question. I see references to "working" various tiles like mines and cottages. Is this something I must make happen, or does the game do it automatically? For example, do I have to leave a worker on a mine to "work" the mine and get the resource? I don't find an answer to this in the manual.

Thanks.
George
 
gfallen said:
Hey there. Neophyte here, with another basic question. I see references to "working" various tiles like mines and cottages. Is this something I must make happen, or does the game do it automatically? For example, do I have to leave a worker on a mine to "work" the mine and get the resource? I don't find an answer to this in the manual.

Thanks.
George

If you open up the city-management screen, you will see white circles around some of the tiles (the center plus up to one tile per pop point). Those tiles are 'worked' and contribute food/hammers/commerce to the city. All other tiles are not worked, and contribute nothing until they are. Each population point in a city can either work a tile or be a specialist (priest, scientist, etc.).

You can let the game assign which tiles are worked, you can 'emphasise' food/hammers/etc. using the buttons in the lower-right area of the window, or you can change assignments yourself by clicking on specific tiles.

I don't have a screenshot handy at work, or I'd post one so we can point at it...
 
Zophos said:
I don't have a screenshot handy at work, or I'd post one so we can point at it...

here I found one to help :)

GP_Farm_City.jpg
 
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