Quick Answers / 'Newbie' Questions

It's no use to wound a unit if you can't kill it.
I can think of an exception: when I'm slogging through the enemy countryside, bringing the slow units up to the target city. The AI has gotten fairly good at spoiling attacks - sending a unit to kill or cripple one of mine, taking him out of the upcoming assault.
By pre-emptively wounding a good enemy unit, I'm keeping it from injuring one of mine, AND weakening it for the ultimate city assault.
Also bombers should be able to destroy roads
Yes! How could I forget interdiction - one of the bomber's most important jobs? And I think allowing bombers to destroy RR and road improvements (which they could do in Civ3) would go a long way to spreading the bombers out, giving them too much to do, and effectively reducing that uber-stack problem? You know, that makes our human bombers more lethal than AI ones?
Also bombers should be able to ... "destroy population"
???? I'm an unrepentant Civ warmonger, but did I read that right? Are you referring to mass murder from the sky, racial cleansing, extermination, genocide?? Methinks you couldn't have really meant that... right? :eek:
 
In OCC to what extent should you prioritise farms (in order to run more specialists) over cottages. I know the farms versus cottages debate is as old as the ages, but I'm kind of thinking OCC is a more exact science and could possibly reveal more exact answers. Of course it depends on the land and perhaps other factors as well. Also I guess the 2 methods peak at different times. I should note that I play MP and we use a super balanced C4F map. This can have anything up to 5 food in your fat cross and every resource you require. Therefore it is certainly possible to do both, but when cottaging, less specialists can be used.

Also do you think it makes sense to use specialists to bulb techs, jeapordising your long term science rate?
 
Nevedr run OCC, but the way it works, you get all the super modifier in your capital. Meaning that it's probably better to have cottages.
BUT
If there is a war, all your cottages will be pillaged. You don't have a low value border city to protect them.

SO
Give your only city farms and mines.
 
???? I'm an unrepentant Civ warmonger, but did I read that right? Are you referring to mass murder from the sky, racial cleansing, extermination, genocide?? Methinks you couldn't have really meant that... right? :eek:

Uhm, yes I meant that. I don't think it's a good thing or something. It's a war crime in my opinion.

But it's historical. The firebombing of Dresden caused 25000-35000 civilian deaths. The firebombing of Tokyo caused about 100000 civilian deaths. Those numbers are comparable to the nuclear strikes on Hiroshima (140000 if those killed later due to radiation poisoning are counted) and Nagasaki (74000).

These kinds of massive bombing raids have not occurred in recent history. Maybe the agent orange attacks on large areas of forests where the Vietcong and civilians were assumed to be located come close. Somehow the Vietnam war has resulted in many hundreds of thousands of civilian casualties and I don't think they were all an accident. The more recent Rwanda genocide shows to me that the human race as a whole has not really improved that much. About 1.000.000 casualties by using chopping knives while the rest of the world watched and did nothing. If a total war situation would arise again between equal strength opponents, then I do think civilians would become a target again. And with the weapons that we have today, the civilian casualties would be tens of millions easily (by nukes in majority).

The nuclear weapons we have today are about 1000 times as powerful as the ones used on Hiroshima and Nagasaki. And we have many of those weapons. In the game we can use nuclear weapons on cities and we can completely destroy cities with an army, so why not use bombing raids on civilians. Of course, the war weariness effects and diplomatic reactions should be similar. It was possible in civ3 by the way.

In OCC to what extent should you prioritise farms (in order to run more specialists) over cottages. I know the farms versus cottages debate is as old as the ages, but I'm kind of thinking OCC is a more exact science and could possibly reveal more exact answers. Of course it depends on the land and perhaps other factors as well. Also I guess the 2 methods peak at different times. I should note that I play MP and we use a super balanced C4F map. This can have anything up to 5 food in your fat cross and every resource you require. Therefore it is certainly possible to do both, but when cottaging, less specialists can be used.

Also do you think it makes sense to use specialists to bulb techs, jeapordising your long term science rate?

If you have such high food in your OCC, then the farms might be unnecessary. The city can use the food sources to become a great person factory and use cottages for the rest to become a commercial powerhouse. It will take a long time to get so many buildings that allow specialists that you don't have enough food for all of them. Only if you use the caste system civic, you can get more specialists. But then you're missing the pop rushing allowed by the slavery civic and with so much food, you would like to use pop-rushing.
Also, the specialist economy is only really strong if you can use the representation civic early in the game by obtaining the Pyramids. However, only one of you can get the Pyramids and it is a huge investment.
If you are in constant war, then the cottages might be pillaged often if you can't protect them. In that case, cottages might not be the best option.

In the early game, using a great scientist for an Academy or adding him to your city will give you a huge science output bonus throughout the game. However a short term rush to a certain technology that allows you to defeat an opponent could also be worth it. Usually, I would go for the long term goal as you're playing against more opponents. Killing one, while the other continues to grow in strength might not be so useful. You may only control one city, so you do not benefit from it. Late in the game, the effects of adding another Great scientist to your city might not be worth it as the number of turns that you can enjoy the increased output of the city do not compare to the immediate huge science boost by lightbulbing a tech.
 
Nevedr run OCC, but the way it works, you get all the super modifier in your capital. Meaning that it's probably better to have cottages.
BUT
If there is a war, all your cottages will be pillaged. You don't have a low value border city to protect them.

SO
Give your only city farms and mines.
Your cottages won't all be pillaged if you have any sense. ;) Your culture in that one city (from the multiple wonders that you will most likely build) will be high enough to produce a big movement barrier for any invading forces, and your worker(s) should have built plenty of roads while they've been waiting to allow your troops good movement. Now, just as long as you've been sensible and have built a few "offensive defence" units, those attacking forces won't stand any chance to get near enough to start pillaging. :)

(Anyway, just as an aside, if you're using the thought that "cottages will eventually be pillaged so they're not worth building in the first place", that's very bad logic indeed, and probably means that you're not defending your homeland well enough either. Cottages are VERY useful. ;) )
 
Can you have vassals in OCC?
I guess you can, except it would be unlikely since you'll only control a small amount of land and population yourself. The only vassals you'll be able to get will probably be nations with just one or two cities themselves. ;)
 
I guess you can, except it would be unlikely since you'll only control a small amount of land and population yourself. The only vassals you'll be able to get will probably be nations with just one or two cities themselves. ;)

I was thinking for the sake of controlling resources. If you demolish a civ but leave one weak city by say horses and bananas?
 
Yeah, that might be a reasonable idea. You'd have to be careful to keep the city's population down though (or alternatively, your own city's pop maxed out). Either way, eventually the vassal will break free of your control, and you'll have to "restrain" them again and again... simply because they can quite easily get to 50% of your population.
 
Yeah, that might be a reasonable idea. You'd have to be careful to keep the city's population down though (or alternatively, your own city's pop maxed out). Either way, eventually the vassal will break free of your control, and you'll have to "restrain" them again and again... simply because they can quite easily get to 50% of your population.

Yup, that's why I suggested leaving only a small city to vassalize. I've never had a vassal break free, what happens? Are you automatically at war? If not, is there a delay before you can invade?
 
Tried to search for the answer but couldn't find it...

Sometimes buildings have more culture than they're supposed to, especially older buildings. An obelisk might produce 2 culture per turn, even after it's obsolete. What mechanism controls this? How exactly does it work?
 
Tried to search for the answer but couldn't find it...

Sometimes buildings have more culture than they're supposed to, especially older buildings. An obelisk might produce 2 culture per turn, even after it's obsolete. What mechanism controls this? How exactly does it work?

Most buildings have their culture rate double after 1000 years (which are only 25 early turns! a good reason to whip for those obelisks).
Exceptions :
- academies
- free obelisks from stonehenge
 
Yup, that's why I suggested leaving only a small city to vassalize. I've never had a vassal break free, what happens? Are you automatically at war? If not, is there a delay before you can invade?

You're automatically at war.
 
So as long as the vassal knows you'd cream it, you should be able to maintain a small empire of enslaved city states in OCC.


I have never taken a vassal before (I kill enemy civilization completely :devil: ).

But from what I've read, this part is an automatic result of a vassal becoming too large.
 
this is probably a classic one: what causes overcrowding? what are the solutions?
 
this is probably a classic one: what causes overcrowding? what are the solutions?

It's indeed a classic one, but that doesn't matter. That's what this thread is for.

The happiness in cities in civ4 is moddeled on a system where each additional population increases unhappiness by 1. This is done so that in order to maintain larger cities, you need more happiness resources and happiness improving buildings. The name given to this type of unhappiness is 'overcrowding'.
 
thanks a lot! ;)

another one:

i've read in a guide here that your citizens can only work on tiles inside the so called "fat cross". However, you can improve tiles in any place within your cultural borders. That said, what's the point in the game in alowing you to build stuff you can't work on? So, if i build a lumbermill (example) outside the city borders but within the cultural ones, is it good for anything?
 
General question - how do you change the leader used in a mod (example - it has Roosevelt and I want to use Washington)? I know there's a small text file I have to change somewhere, but which one is it? :)
Yup, that's why I suggested leaving only a small city to vassalize. I've never had a vassal break free, what happens? Are you automatically at war? If not, is there a delay before you can invade?
Actually, from what I've observed of the AI, vassals made during peacetime can break free later and still be at peace. I'm not too sure about the case for the wartime one (capitulation right?), but I assume that that's the one where you'd be at war if the AI renounced it.
 
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