Quick Answers / 'Newbie' Questions

CIV Vanilla

Is there any way to destroy another civ's space ship? In looking at my current game the Apollo Program doesn't actually seem to show up....in Civ 3 if you took out the city that built the wonder you could de-rail the space program (I think)...is there something similar here?

In Civ3, taking the capital destroyed the Space Ship, even if it was already launched. In Civ4, the race is won when the ship is launched, and there is no city (except for the civ's last) that you can take to destroy the work that's been done on the ship. However, taking the capital and core industrial cities will probably cripple the civ's ability to produce the space ship, unless it only needs one small part left and you're just starting.
 
Thanks a4phantom...that's what I was afraid of. I keep coming up the most dominant civ.....about 40 turns too late.

Maybe you've thought of this, but since you seem to be using offensive wars as a tool to gaining scientific dominance, I suggest that once you've got a powerful enough military you focus on crippling the strongest civs, rather than maybe gobbling up the middle and weakest. If you systematically destroy the top dogs, you will not only take the lead but increase the distance between you and #2. Also, you'll ****** the scientific development of all the AIs because the leader won't be around to discovery every tech first and then spread it around. That way you should be able to walk to a space victory.

Ideally, get the middle civs to ally with you against the top civ.
 
Good advice. I'm still struggling w/how to grow and balance an empire. In my current game I had a disastrous middle age war that, while I won control of my continent, I fell waaay behind in the tech race w/everyone on the other continent. I have caught up and am actually leading in most categories statistically but Cyrus only has a couple of parts left before he's out of here. I can't convince anyone to go to war with him and I can't get enough there quick enough to slow him down...still, gotta try, right?
 
Good advice. I'm still struggling w/how to grow and balance an empire. In my current game I had a disastrous middle age war that, while I won control of my continent, I fell waaay behind in the tech race w/everyone on the other continent. I have caught up and am actually leading in most categories statistically but Cyrus only has a couple of parts left before he's out of here. I can't convince anyone to go to war with him and I can't get enough there quick enough to slow him down...still, gotta try, right?

In the words of most of the characters in How to Succeed in Business Without Really Trying:
Gotta stop that man,
I gotta stop that man, ohhhhh
Or he'll stop me.

If Cyrus will complete his space ship before you can win the game by that or another victory path, you have no choice but to slow him down. My advice: Declare war on him immediately. You may not be able to reach him in time, but perhaps being at war with the leading power will distract him from ship building to unit building? More importantly, once you're at war with him it'll be easier to convince others to join you. They don't want to do your fighting for you while you stay at peace with their new enemy, building up while they tear each other down, but once you're committed to fighting Cyrus, the vultures will want their share of the carcass. Good luck. Hopefully some of Cyrus' neighbors hold grudges against him, but pay them any amount they demand to start the war because if you don't stop Cyrus you're toast. Maybe give them military tech too.
 
I'm confused, please someone clarify:
Hinduism is the state religion and has spread to all my cities.
Adopted Organized Religion > cities with H construct buildings + 25% faster.
The religion advisor tells me that every city has +25% :hammers:for buildings!
But in reality the cities that are holy city to another religion don't have the extra production. Even the hc of hinduism (also the hc of another religion) doesn't get the bonus.
:confused:
 
I'm confused, please someone clarify:
Hinduism is the state religion and has spread to all my cities.
Adopted Organized Religion > cities with H construct buildings + 25% faster.
The religion advisor tells me that every city has +25% :hammers:for buildings!
But in reality the cities that are holy city to another religion don't have the extra production. Even the hc of hinduism (also the hc of another religion) doesn't get the bonus.
:confused:

Show us a screenshot of such a city while you hold your mouse over the city production output so that we can see how it is calculated.

My guess is that some cities have a production value below 4 and 25% of a value below 4 is rounded down to 0. But show us a screenshot and we might find out for sure.
 
[EDIT: So, logically, on lower levels, starting with a civ that has The Wheel as one of its starting techs is just wasting a tech, isn't it?]
Technically, yes. But you may want the civ/leader anyway, for its traits, unique unit or unique building. One single starting technology does not matter much in the long run, compared to those other benefits. :)

I'm confused, please someone clarify:
Hinduism is the state religion and has spread to all my cities.
Adopted Organized Religion > cities with H construct buildings + 25% faster.
The religion advisor tells me that every city has +25% :hammers:for buildings!
But in reality the cities that are holy city to another religion don't have the extra production. Even the hc of hinduism (also the hc of another religion) doesn't get the bonus.
:confused:
This does not sound right. In the latest patch for Warlords, I can tell you for certain that when you've adopted a state religion and have Organised Religion, then you will get +25% hammers when producing buildings in all of your cities which have the religion present (holy city of that religion or not). You will not get the +25% bonus from a holy city of a different religion, unless you have spread your state religion (in this case, Hinduism) to that city. You will not get the +25% bonus when producing units.
 
Tech trading is usually beneficial because you get another technology and only one of your opponents gets another technology. Often you can trade one just acquired technology with several opponents which is very nice.

When trading tech to AI I feel it's important to analyse AI's relations to each other because if I trade new just acquired technology to some not much advanced civ, which is friendly with my main rival, a few turns later that rival will easy trade in my new technology and will become even more advanced. And, of course, "I fear he becomes too advanced".
One more reason, some critical techs (e.g. which allow to build wonders or upgrade military units) probably must not be traded to AI at least until it's no risk for me or some AI gets the same technology. And so on.
Is it right?

And my general question: When trading tech with AI which reasons should be taken into account?
I'll appriciate future replies.
 
is it just me or montezuma is more warmonger than other leader? Most of AI-triggered wars in my games are declared by montezuma
 
When trading tech to AI I feel it's important to analyse AI's relations to each other because if I trade new just acquired technology to some not much advanced civ, which is friendly with my main rival, soon that rival will easy trade in my new technology and will become even more advanced. And, of course, "I fear he becomes too advanced".
One more reason, some critical techs (e.g. which allow to build wonders or upgrade military units) probably must not be traded to AI at least until it's no risk for me. And so on.
Is it right?

And my basic question: When trading tech with AI which reasons should be taken into account?
I'll appriciate future replies.

Of course trading technologies is situational. You shouldn't trade a military technology that only you have to the AI who's on your list for invasion. And of course, you shouldn't trade that technology to the friend of that AI. You're right, it's good to know the relations before you trade technologies. Also trading a technology of a wonder that you're building while you know that a Great Engineer has been born recently in the AI's lands is not a smart move.

But in general, if you acquire one technology and all the other AI's acquire one technology, then the situation is neutral for you. No one has gained a tech lead by this trade. Usually when you trade a technology, not everyone will gain that technology because some AI's are not liked by the AI that you traded with. It is especially valuable to trade technologies when you can trade with multiple AI's at once. Good relations are important because otherwise the AI's will not trade technologies with you.

Note that the AI's at higher difficulty levels ask more for a tech trade, they don't trade 1-on-1 which makes tech trading more difficult. Typically, you'll need to give a technology of 1200 RP for a technology of 1000RP. But also remember that the number of civilizations that already know a technology influences the price of that technology. If an AI has already invested a number of research points in the technology that you're offering, then that technology is worth less for that AI. The AI also will not trade some military technologies cheap.

is it just me or montezuma is more warmonger than other leader? Most of AI-triggered wars in my games are declared by montezuma

Montezuma is quite crazy. But Ragnar is also not a nice guy and Alexander is also not to be trusted. There are more warmongers amongst the AI's and yes Montezuma is one of the worst.
 
Montezuma is quite crazy. But Ragnar is also not a nice guy and Alexander is also not to be trusted. There are more warmongers amongst the AI's and yes Montezuma is one of the worst.

i hate alexander that i usually declare war first before he ever declare war on me
I play vanilla so i dont know rganar
 
Does the heal bonus from units stack?

Say I have 3 spearmen, 2have the basic 10% heal per turn. Would they provide a combined bonus of 20% regen per turn to any damaged unit?
 
Hi everyone - I've played a few games on Noble now & have yet to win one (but looking good at the moment). Anyway, my question is about walls - is there any point in building them when gunpowder rears it's ugly head? Do they provide any benefit after this?
 
Another question for the experts - when my diplomacy screen shows a resource as '1 of 1' does this mean that if I trade it I will lose it's benefits myself? Pretty sure I noticed this being the case when I stupidly traded some horses (long story - seemed a good idea at the time). Any ideas if the same is true of food & luxury resources?
 
Does the heal bonus from units stack?
No they don't stack - if it is present once in the stack it is all you get - note that heal 1 and heal 2 don't stack either, i.e. if you have one unit with heal 1 and on the next plot one with heal 1&2 you still only get the bonus once. Heal 3 (warlords specific) adds to both 1&2 but still one unit with it is all you get the benefit from on a tile.


Anyway, my question is about walls - is there any point in building them when gunpowder rears it's ugly head? Do they provide any benefit after this?

well, if your enemy attacks with non-gunpowder units the walls still provide the defense bonus against these. Also in Warlords walls provide a bonus against bombardment (so you need more cats etc. to bomb the defenses down)...

Another question for the experts - when my diplomacy screen shows a resource as '1 of 1' does this mean that if I trade it I will lose it's benefits myself? Any ideas if the same is true of food & luxury resources?

Yes and yes ;)

Edit::band: Welcome to CFC :dance:
 
Another question for the experts - when my diplomacy screen shows a resource as '1 of 1' does this mean that if I trade it I will lose it's benefits myself? Pretty sure I noticed this being the case when I stupidly traded some horses (long story - seemed a good idea at the time). Any ideas if the same is true of food & luxury resources?

If you trade 1 out of 1, you lose the benefit.
It may still be a good move : trading 1 out 1 pig for rice (provided you have none) when you have granaries all over the place is giving you +1 health total

Hi everyone - I've played a few games on Noble now & have yet to win one (but looking good at the moment). Anyway, my question is about walls - is there any point in building them when gunpowder rears it's ugly head? Do they provide any benefit after this?

IMHO walls are worth nothing, not before gunpowder and not after.
On vanilla games there is no more value to the wall after gunpowder.
On warlords, it still does reduce bombardment efficiency.
Still mostly useless, but not totally.

Does the heal bonus from units stack?

Say I have 3 spearmen, 2have the basic 10% heal per turn. Would they provide a combined bonus of 20% regen per turn to any damaged unit?
No. With 2 medics, you still heal "terrain base healing" (home city > home land > neutral territory > enemy territory) + 10%.

edit : ORI was faster!
 
Thanks for the quick responses there Ori & Cabert. Interesting to hear that you don't rate walls - they're one of the few things I build in pretty much every city (espicially ones I've 'aquired' from enemies - after a theatre of course).
 
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