Quick Answers / 'Newbie' Questions

How do airports work?

When I airlift a unit from city A to city B, it seems that I cannot airlift a unit from city C to city B even though Cities A and C both have airports.

City B does not yet have an airport (still rebelling after a naval invasion).

Would this be different if there were no anarchy in City B? If City B had an airport?

One last note - City A and C are on the same continent. City B is on a different continent from A and C.

Thanks in advance.
 
How do airports work?

When I airlift a unit from city A to city B, it seems that I cannot airlift a unit from city C to city B even though Cities A and C both have airports.

City B does not yet have an airport (still rebelling after a naval invasion).

Would this be different if there were no anarchy in City B? If City B had an airport?

One last note - City A and C are on the same continent. City B is on a different continent from A and C.

Thanks in advance.

I am not terribly experienced with the modern age, but IIRC I believe that any given city can accept one airlifted unit per turn, but that limit of one per turn is lifted upon completion of an airport in the city in question. So for the above scenario, Cities A and C could both receive unlimited airlifted units per turn, whereas City B will always be limited to just a single airlifted unit per turn until it completes an airport of its own.
 
How is the % nationality of a certain tile calculated? When does a city flip? One of my cities was culturally far stronger than the neighbouring French city, and the % Frenchness of the city dropped until it eventually reached 0. The city did not however flip. Why? Are city flips random?
 
I am not terribly experienced with the modern age, but IIRC I believe that any given city can accept one airlifted unit per turn, but that limit of one per turn is lifted upon completion of an airport in the city in question. So for the above scenario, Cities A and C could both receive unlimited airlifted units per turn, whereas City B will always be limited to just a single airlifted unit per turn until it completes an airport of its own.

Straight up.
 
How is the % nationality of a certain tile calculated? When does a city flip? One of my cities was culturally far stronger than the neighbouring French city, and the % Frenchness of the city dropped until it eventually reached 0. The city did not however flip. Why? Are city flips random?

It's somewhat random, and the odds for revolt (then flipping) are shown in the same colour bar than the relative culture.
What affects the odds, AFAIK:
- % of culture,
- troops in the city

Note that you culture is stronger near your cities than far away.
And the culture piles up. Meaning that every turn, the culture is added to that in the tile. And all cities in cultural range are combining their force : it all adds up.
The formula for this :
D = distance from city producting culture
N = number of cultural expansions (you start with 1, when you have the first ring)
C = culture added in a tile from this city
cpt = culture produced in the city on a given turn

If D>N, C = 0
else, C = cpt + 20 * (N-D)
 
I thought I read in a post here somewhere that a certain technology(bronze, iron working or metal casting) adds to the hammers gotten, in exchange for chopping a forest

i tried this out in world builder, and it was all the same (+20)
it didnt change at all.
I started a game with nothing, moved a worker to a forest
then added bronze working->highlighted the forest, it said 20 hammers
added iron working -> highlighted the forest, it said 20 hammers
added metal casting -> highlighted the forest, it said 20 hammers
 
I thought I read in a post here somewhere that a certain technology(bronze, iron working or metal casting) adds to the hammers gotten, in exchange for chopping a forest

i tried this out in world builder, and it was all the same (+20)
it didnt change at all.
I started a game with nothing, moved a worker to a forest
then added bronze working->highlighted the forest, it said 20 hammers
added iron working -> highlighted the forest, it said 20 hammers
added metal casting -> highlighted the forest, it said 20 hammers

You were close - it is Mathematics that gives the bonus (+50% IIRC, from 20 to 30 yield on normal speed, and that may only be with Warlords).

And yet people still wonder how math is useful in everyday life - look how much it is benefiting lumberjacks and carpenters already in the BC era! ;)

(Thanks for the confirmation on airports btw, a4phantom! :) )
 
ah thats too bad

anyway, is there a thread, or a post that shows the differences between warlords and the stand alone game/vanilla?


thanks for the answer, sparta
 
ah thats too bad

anyway, is there a thread, or a post that shows the differences between warlords and the stand alone game/vanilla?


thanks for the answer, sparta
First off, check the Warlords Info Center. For a more detailed list of changes from Civ 1.61 to Warlords, check HERE. Then, for the list of changes made to Warlords by its 2.08 patch, check HERE.
 
Do multiple workers assigned to the same improvement get the job done twice as fast? If a Quarry takes me 6 turns, for example, will 2 workers reduce that to 3 turns?

Thanks,

milspec
 
"we yearn to join our motherland"
how do I solve this?

the 2 cities I captured, kyoto & tokyo are already in my borders, connected by route on multiple basis

and they've been producing buildings for quite some time now.. not in that revolt stage anymore. I made peace with tokugawa too

Doesn't slavery also get rid of foreign nationals?
 
Is there a way to get more civs into a premade map? Like having 18 civs in a Duel sized map?
 
You were close - it is Mathematics that gives the bonus (+50% IIRC, from 20 to 30 yield on normal speed, and that may only be with Warlords).

Correct (and to be precise, the change came in a late Vanilla patch). Reasonably, before mathematic measurements were available your people wasted a lot of wood with poor cuts and designs. But I like to think of it as sending my early workers out to collect 30 logs and them not being able to count past 20.

Doesn't slavery also get rid of foreign nationals?

I think you're remembering Civ3, when foreign nationals were distinct population points, and genocide was easier.
 
Do I need to have a path between my capital and another capital in order to trade resources?

Yes. Roads and rivers are connections in this path. After sailing, coastal waters are part of this path and after astronomy, oceans are part of this path. To be connected to the coastal areas, you need a coastal city or a river connected to your cities leading to the coastal waters. An airport-airport connection is also part of this path. Only connections leading through nations with whom you have open borders are counted.

A second necessity for foreign trade routes in yout cities (not for trading resources) is that you can see a border of the foreign nation.

Is it possible to save the tutorial midway through in order to pick it up at another time? Thanks!

When I played it before any of the patches, it was not possible. Some of the scripted events malfunctioned after loading. But maybe one of the patches improved it.

The scripted section of the tutorial isn't very long, so you can play it in one go. Just don't try to finish it quickly in a half hour when you don't have any experience with civilization type games.

By the way, the tutorial is only a small first step in learning this game. It only touches on some very basic concepts of the game

Welcome to civfanatics by the way! :band: [party]
 
Is there a way to get more civs into a premade map? Like having 18 civs in a Duel sized map?

i think in that case some AI won't have any space to make its capital..
 
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