Quick Answers / 'Newbie' Questions

MrCynical said:
While building a worker or a settler your city won't grow, but nothing else you build has this restriction. At the very least you can always build military units rather than just waste the production, without inhibiting city growth. Once the build gold, research or culture options are available (and you'll probably get at least one of them quite early), then obviously it is always better to build those than nothing.

That's okay then. For the settlers at least I've been chopping forests down to increase production speed for settlers (but not workers).

I've been trying to keep the military fairly powerful but minimal since I'm losing gold at an astonishing rate. Couple of horse archers (Mongolian style--I forget what they're called) have been enough to save the day so far.
 
eggrock said:
That's okay then. For the settlers at least I've been chopping forests down to increase production speed for settlers (but not workers).

I've been trying to keep the military fairly powerful but minimal since I'm losing gold at an astonishing rate. Couple of horse archers (Mongolian style--I forget what they're called) have been enough to save the day so far.

The game calculates costs for city upkeep, civic upkeep and unit upkeep. Especially the first category will go up fast when you build additional cities. Therefore, you should watch your expansion rate and improve the land around your cities fast.
However, I disagree with the people who say that you shouldn't build more than 4 cities before developing technologies like currency and code of laws which help your economy. If you build and develop cottages fast enough, then it is perfectly doable to maintain the costs of 10 cities before these vital technologies are developed. And 10 cities researching at a 40% science rate is better than 4 researching at 70% science rate. And of course, 10 cities produce a lot more and control a lot larger area and thus control far more resources.
But still if you aren't experienced with this game, then you should carefully watch your science rate because if it drops below 10-20%, then another city might be too much for your economy. And I wouldn't like to be responsible for bankrupting your economy.

Also note that all types of upkeep costs become higher at the higher difficultly levels and the starting health and happiness of your cities is lower at the higher difficulty levels. Both of these restrictions make it harder to expand fast at the high difficulty levels without going bankrupt. So the expansion strategy that works at noble level might not be suited for emperor level.
 
eggrock said:
Basically things that I should learn on my own instead of following in someone else's footsteps; eg, Nationalism is a possible free technology from the Oracle if you're quick (and lucky) enough on tech tree advances.

How's *that* work? Spoil it for me.
 
:crazyeye:
Roland Johansen said:
Not 2 diagonal as I first mistakenly said.

Ah yes, because each even diagonal counts as 2, making 2 diagonals away a distance of 3 away.

Vaguely related: People may have noticed that in Warlords galleys and presumably triremes can travel anywhere in any culture, be it friend or foes. I guess this is a design error and will be fixed in the patch.

Also: Can someone tell me whether or not sea tiles covered by culture count towards score? Also is there a break down somewhere of the points tallies. I.e. How many points each tile, population point, wonder and (specific era) tech give on different map sizes. I presume map size is the only thing that effects the score.

Finally: (And this is completely off topic.) Is there somewhere a breakdown of the costs to upgrade units. So it could tell me how much it would cost me to upgrade a warrior to a maceman or a cavalry to a gunship at quick speed. May be some upgrades are more profitable than others. ;)

Oh and finally finally: Someone please point me to a really good explanation of how the granary works. :D Well this is how I see it so far. Please tell me how right (or wrong ;)) I am (please read it all before responding as I correct myself a little at the end, but it may be interesting for some people to read these ramblings). I'll go into some detail because I want to make sure I understand all the mechanics of growth. A city works the centre tile for free (this is most often 2 :food:, but can actually be 3, I have found - may be this is ground breaking news, or may be everyone knows this already - let's assume it is 2). This means that in order to grow your citizen must work at the very least a 1:food: tile. This food is what I would call surplus and helps your city grow. I really find it hard to see how this relates to RL btw.

Imagine my citizen is working a 2:food: tile. That means my surplus each turn is 2. This is added to the food bar, so that after each turn my 'stored' food goes up by 2. 2, 4, 6 etc. That is until it reaches the amount of food required to make a new citizen (to relate to RL, I guess you need to ensure you've got enough food before you take on a new person, or something :p). On quick this is 14 so after 7 turns I grow.

Now imagine I have a granary from the very start (of course it's impossible). Food surplus is added in the normal way (2/turn). But now (I don't know how) another :food: magically appears (50% of the food surplus is one in this case) and is stored in the granary. This time when I reach 14 food in the normal way, instead of starting with an empty food bar when trying to reach size 2, I start with the 7 food from the granary. So that I actually have to find only a surplus of 9 in order to grow to the next population (meaning I will grow quicker that from pop 1 to pop 2).

Now imagine that I actually build the granary when I am 8/14 on the food bar (still at pop 1). Once again for each turn an extra 50% is stored in the granary. This means by the time I reach size 2 I have 3:food: in the granary and this is given as a boost for reaching pop 2.

I quickly tested this and instead it added 6:food:, that means the granary was actually storing 100% of the surplus food. Building the granary at this stage was almost as effective as building it at the beginning.

Hm that is confusing.

Is the description of the granary in the manual actually true (stores 50% of :food: after growth. If so, what does it mean?

This description by mestrelion (which I just read :D) makes sense of this:

"Each turn, the Granary stores in its "inner storage" the same amount of food that was havested by the city as surplus, up to half the food needed to grow up a population
Example: if you have a +2 food surplus in a city in a city size 6, each turn the granary will store 2 additional food up to a maximum of 16."


When I had a granary from the very beginning, the limit of what I could store was 7. The same applied when I made the granary at 8/14 (turn 4), but this time I couldn't quite reach the limit of 7. So it seems to me that if you build the granary just before you have 'stored' half of the food needed to reach the next pop level it will be just as effective as if you built it when food was zero.


"When a city grows a population, all the food stored on the granary is added to the city's food bar. That food, however, is not subtracted from the granary.
Example: if you have 15 food stored on a granary, and the city grows from 5 to 6 population, 15 food will be added to city, and granary will stay with 15 food."


The fact that the granary can store food that has already been used on the food bar seems strange. But that it can keep the food even after it has added it to the food bar (on the next population point) is stranger still. In any case I don't really see the point in this as the granary would fill up sufficiently, to reach it's limit whilst it grows to the next pop point.

Is there something in the city screen to show what is stored in the granary, if there is I can't see it.

May be I am looking at this in the wrong way. Or may be, I am over-complicating things and it isn't really all that important.
 
Roland Johansen said:
I must say that the average amount of damage that you take in a 99% chance battle is not that high. If you take for instance a combat between a combat 1 maceman and a combat 1 pikeman. The game says 99.2% chance for the maceman. If the maceman wins, then on average it will have 73.5 hitpoints left (out of 100). That is not that bad.

Wow :eek: How did you work that out?
 
Okay, question: How long does it take to have good enough relations (war/def. pact) for a permanent alliance, and do I need to carry on a war/def. pact for a contiguous number of turns or do turns count toward a total?
 
Caesius said:
Okay, question: How long does it take to have good enough relations (war/def. pact) for a permanent alliance, and do I need to carry on a war/def. pact for a contiguous number of turns or do turns count toward a total?

I dont know presiesly how long it takes (although its probably hidden somewhere in the SDK) , but the few times i've had a permanent alliance i had to spend many turns continuesly in either a shared war of a defencive pact. I think it takes longer when sharing a defensive pact then when sharing a war.
 
i have a 64 mb graphics card and in the game i can't see the terrain its all black water and everything only thing that shows up is structures, people, and rivers, farms etc. Is there something wrong with game , install or an option i need
 
jbiersdo said:
i have a 64 mb graphics card and in the game i can't see the terrain its all black water and everything only thing that shows up is structures, people, and rivers, farms etc. Is there something wrong with game , install or an option i need

did you download the 1.61 patch ?

that might be your problem! :)
 
What are the precise effects of a cease fire? Like, will your war unhappiness reset? Will it still count toward a "mutual military struggle" diplo bonus?
 
jbiersdo said:
yes i just did and it didnt fix it

Im no expert but try to go in the options and put all your graphics settings to low.

If that dosen't work, try to start a thread in the CIV technical support section of the forum. Others there might be able to help you further.

:)
 
pixiejmcc said:
:crazyeye:

Ah yes, because each even diagonal counts as 2, making 2 diagonals away a distance of 3 away.

That's the logic behind it.

pixiejmcc said:
Vaguely related: People may have noticed that in Warlords galleys and presumably triremes can travel anywhere in any culture, be it friend or foes. I guess this is a design error and will be fixed in the patch.

I don't know if it is a bug. If you do not allow enemy galleys to travel through the culture area of their enemy, then you can get strange things. Galleys that can attack enemy galleys in their culture area without being subject to counterattacks is already pretty strange. But the biggest problem arises when two island-nations vie for control of single non-coastal sea square that connects their islands. The one who culturally controls the tile can attack the other island nation while the other one can only wait and defend.

So I think I like it the way it is now with any tile culturally controlled by a nation can be used for sea travel by galleys and triremes.

pixiejmcc said:
Also: Can someone tell me whether or not sea tiles covered by culture count towards score? Also is there a break down somewhere of the points tallies. I.e. How many points each tile, population point, wonder and (specific era) tech give on different map sizes. I presume map size is the only thing that effects the score.

I don't know a lot about game score as it has never interested me at all. But I have read one thing about it, namely that it is mainly determined by the date of the game. You get points for a lot of things and at the end a multiplier is used based on the date at which you have won the game. This multiplier can get very big if you finish the game early. The Hall of Fame high scores are thus all early victories.

pixiejmcc said:
Finally: (And this is completely off topic.) Is there somewhere a breakdown of the costs to upgrade units. So it could tell me how much it would cost me to upgrade a warrior to a maceman or a cavalry to a gunship at quick speed. May be some upgrades are more profitable than others. ;)

There is a quite simple formula that determines the upgrade cost, namely 3*(difference in building cost) + 25. So the upgrade of the 15 hammer warrior to the 35 hammer axeman cost 3*(35-15) + 25 = 85.

At other game speeds (than normal), the building costs for units are different and thus also the upgrade costs are different, but the formula still applies.

It's often pretty expensive to upgrade a big army.


It seems that the article of mestrelion has already answered your questions about the granary, while you were writing your post, true?



Roland Johansen said:
I must say that the average amount of damage that you take in a 99% chance battle is not that high. If you take for instance a combat between a combat 1 maceman and a combat 1 pikeman. The game says 99.2% chance for the maceman. If the maceman wins, then on average it will have 73.5 hitpoints left (out of 100). That is not that bad.

pixiejmcc said:
Wow :eek: How did you work that out?

Someone made a combat calculator for Civ 4 combat a while ago using the knowledge of the combat algorithm as you can find it in a strategy article in the War Academy. I simply plugged in some numbers. It's actually not that difficult to calculate if you know how.

Here it is if you want to take a look.

Caesius said:
What are the precise effects of a cease fire? Like, will your war unhappiness reset? Will it still count toward a "mutual military struggle" diplo bonus?

Your war weariness with that enemy will be reset to 0 for the length of the cease fire. However, if war between you starts again, then a part of the war weariness will return (the war weariness value slowly decreases during periods of peace and this value is only called upon when you are at war with that enemy.

See here for more about war weariness.
 
rahidz2003 said:
25) How do you skip the second intro movie (the one about how the earth began, yada yada)? It's nice the first few times, but having to listen to it for 5 minutes every time is getting annoying :(

Create a profile in the options section, set the music lever to 0 and save that profile - then edit the Config Ini to load that profile on start up - that way you don't have to listen to the second intro, and you can still toggle on the music in-game with CTRL-M if you like.

Cub
 
Advice for an intermediate player

It isn't working! I need help with the 'intermediate' game. Here's my story:

I generally start out with 4 to 6 cites.

I get one or two merchies to bring cash to my civ.

I start serious building when I get Catapults (and Elephants, if available).

I build up my army with different types to about a dozen units, with catapults making up mebbe a third of the stack. I find a 'covered' terrain tile next to the enemy city (covered means any type of defensive bonus). Then I catapult and capture.

Now comes the part I'm failing...I've only got enough units to capture & hold.

I can't buy units, so should I upgrade my garrisons with cash and also send them out to reinforce my main stack?

And finally, those blue circles when a worker is selected...why does it want me to demolish a town that's at full max?

Thanx

TerryM
 
TerryM said:
Advice for an intermediate player

It isn't working! I need help with the 'intermediate' game. Here's my story:

I generally start out with 4 to 6 cites.

I get one or two merchies to bring cash to my civ.

I start serious building when I get Catapults (and Elephants, if available).

I build up my army with different types to about a dozen units, with catapults making up mebbe a third of the stack. I find a 'covered' terrain tile next to the enemy city (covered means any type of defensive bonus). Then I catapult and capture.

Now comes the part I'm failing...I've only got enough units to capture & hold.

I can't buy units, so should I upgrade my garrisons with cash and also send them out to reinforce my main stack?

You need to build more offensive units (swordsmen probably) before you go on the offensive. If you're stripping your obsolete homeland garrisons for frontline duty, you are definitely biting off more than you can chew.

TerryM said:
And finally, those blue circles when a worker is selected...why does it want me to demolish a town that's at full max?

Thanx

TerryM

Either you built your hamlet (which is now a town) on a resource, or a later appearing resource appeared later and you'd have to demolish the town to build the proper improvement to utilize the resource, or it's being stupid.
 
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.

You can order your workers to be specific about a particular tile - if you need it - f.i you are in need of hammers you can order them to mine a hill or strat resource by clicking the "Mine Button", but you can also let the game/"the workers" decide themselves what to work on, by simply using either of the three options "Automated 'All'" - i.e they will do what is needed when it's needed [that's the botton with the arrows going in all directions] (I assume in accordance with a priority system within the game)or you can order them to automatically "build trade" [the button that looks like a white square with red, blue, green lines on it] or you can order them to work within a specific City's limits, and do what ever is needed or left to do there.

I usually try and have 1/3 working all over the map, 1/3 work on trade (building roads between Cities and to resources within cultural boarders) and then 1/3 that I shift around to work within city limits.

At times I will have to order them to do a specific task, like mining or building a cottage - as the need in the city arise, but usually they do fine under automation. You can adjust what they prioritize by asking the City to prioritize "Food" or "Production" - that seem to make them focus on either as asked.

Cub
 
Is there anyway to disable a city's defence against Nukes, or atleast limit their effectiveness against nukes?

Also, is it possible to nuke a civilization's land areas so effectively that what isn't destroyed in an attack will starve a city?

I ask because I've already won a time victory, and it's 2200, and I spent time building about 150 nukes, but seeing all but 20 of them shot down is quite annoying. My grand plan of nuke-then roll over with mech infintary failed before it started :\
 
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