Quick Answers / 'Newbie' Questions

One reason I usually prefer mines over windmills is because of the chance to strike it rich. I've found that it seems to increase my chances of having a resource I've just researched if I have mines on all my hills. Not sure if that's proven or not though.

Probably just luck, or maybe the resource otherwise pops up under a windmill and you never notice it. There is a tiny chance per turn of each mine "discovering" a new resource deposit, but that's never happened for me and I usually go almost all mines too. Relying on flat tiles for resource production screws up your food (workshops add -1 food, windmills don't get the Biology +1 bonus farms do). On the other hand, windmills do add cash with certain technologies and watermills are always cool, especially for Financial civs.
 
Probably just luck, or maybe the resource otherwise pops up under a windmill and you never notice it. There is a tiny chance per turn of each mine "discovering" a new resource deposit, but that's never happened for me and I usually go almost all mines too. Relying on flat tiles for resource production screws up your food (workshops add -1 food, windmills don't get the Biology +1 bonus farms do). On the other hand, windmills do add cash with certain technologies and watermills are always cool, especially for Financial civs.

The chance is slim, but it depends upon game speed (In that each worked hill mine has a tiny percentage per turn of popping a resource you have knowledge of at that time..in other words you can't pop Iron pre Iron Working, nor Coal pre Steam Power), and obviously the amount of mines (hence map size).....playing huge maps / marathon I have never had a game where I didn't pop at least one resource from a mine. Most games average 3 or 4 minimum.

The freakiest game was very recent, first thing I did was mine a hill in my capital, 5 turns later (I kid u not) silver appears in that hill in around 3000 BC. Bonus or what ?! :)
 
One reason I usually prefer mines over windmills is because of the chance to strike it rich. I've found that it seems to increase my chances of having a resource I've just researched if I have mines on all my hills. Not sure if that's proven or not though.
Each mine has a 1/10000 chance of popping any resource each turn. I believe that this does not factor in game speed nor map size, so therefore on huge maps with marathon speed you will be far more likely to pop resources from your mined hills. :)

Preferring mines over windmills simply for the 1/10000 chance is not something I'd personally choose them for. Windmills can often be more valuable, especially when you are Financial and they are located on rivers, or when you have a city with a low food output.
 
Each mine has a 1/10000 chance of popping any resource each turn. I believe that this does not factor in game speed nor map size, so therefore on huge maps with marathon speed you will be far more likely to pop resources from your mined hills. :)

Preferring mines over windmills simply for the 1/10000 chance is not something I'd personally choose them for. Windmills can often be more valuable, especially when you are Financial and they are located on rivers, or when you have a city with a low food output.

I'm fairly sure it's each worked mine has a 1/10000.
 
I'm fairly sure it's each worked mine has a 1/10000.
Yes, that's what I meant, though I didn't state it very well. Thanks for catching that. :)
 
I got a question too

I played alot of civ3 right, in civ3 i had the option to bombard with seige weapons, but in civ4 there doesnt seem to be an option to bombard on the interface, yet it says I can bombard cities in my manual =(

Is there anything i need to do before being able to bombard?
 
I got a question too

I played alot of civ3 right, in civ3 i had the option to bombard with seige weapons, but in civ4 there doesnt seem to be an option to bombard on the interface, yet it says I can bombard cities in my manual =(

Is there anything i need to do before being able to bombard?

Yeah. Change back to civ3. Simple.

And don't read the manual - it has even more remnants from pre-release builds than the civopedia and is wrong in most cases :rolleyes:
I am pretty sure that they just programmed the first working build, then wrote the manual, then started first testing, changed the whole game, wrote the civopedia, then started Beta-testing, changed a whole lot more, released the game...
 
You can bombard cities. You need to be in the tile adjacent to them, then you can "bombard", reducing the city defence %. You can also "bombard" via collateral damage by sending the artillery unit to attack the city itself (though it is likely that you will lose the unit in the process, however it will soften up the defenders).

Of course, the system works quite differently to Civ3, so it may take a while to adjust to it. Civ4's system does have quite a few advantages though. :)
 
I have a simple question. Can I build cities across oceans? In the last game I played I couldn't get my settler to get into the caravel and cross the ocean. Am I stupid or is it just the game?
 
I have a simple question. Can I build cities across oceans? In the last game I played I couldn't get my settler to get into the caravel and cross the ocean. Am I stupid or is it just the game?

No, your not stupid, but the Caravel do not carrie settlers, only GP, scouts and spies. You need a Galleon to cross the ocean with a settler.
 
It's a mystery why caravels will carry scouts and great people but not settlers. I've been caught out by that one several times.
 
It's a mystery why caravels will carry scouts and great people but not settlers. I've been caught out by that one several times.

So have I. But they carry missionaries, explorers and spies too, so it's not too bad ;)
 
It's a mystery why caravels will carry scouts and great people but not settlers. I've been caught out by that one several times.

Well, yes, you can say that, but must remember that the settler do represent a little community, and I think the game take that into acount when they allow you to bring the units mentioned, but not the settler on long trips across the ocean?!
 
Well, yes, you can say that, but must remember that the settler do represent a little community, and I think the game take that into acount when they allow you to bring the units mentioned, but not the settler on long trips across the ocean?!

It's also about balance. The caravel is allowed to wander through enemy territory, so bringing troops or settlers isn't really correct.
 
It's also about balance. The caravel is allowed to wander through enemy territory, so bringing troops or settlers isn't really correct.

Yes, indeed...
 
Also, disallowing the Caravel to carry settlers means that there is a nice natural period in the game where civs can fare across the oceans and use Explorers to unveil new lands, but can't settle that land until some turns later. This brings in an interesting element (particularly into Terra maps), which actually corresponds somewhat with how the real world was explored and settled at different times as well.
 
I got a question too

I played alot of civ3 right, in civ3 i had the option to bombard with seige weapons, but in civ4 there doesnt seem to be an option to bombard on the interface, yet it says I can bombard cities in my manual =(

Is there anything i need to do before being able to bombard?

Welcome to CFC! :dance: [party] :dance: :banana:

The siege weapons in Civ4 are much more like a regular unit than those
in Civ3. The Civ3 bombard units could not defend themselves, nor
directly attack other units. They also could inflict damage on ships :(
unlike those in Civ4.

Move a catapult/cannon/artillery next to a city, and it can bombard
to reduce the city's defense rating. After that, it can attack like other units.
The key difference is collateral damage -- when a catapult attacks a city,
or stack of units in the field, it will do some damage to most/all of them.
It will most probably die in the attempt, but several units will be damaged;
if some were damaged before, they might even be killed.

Thus, the strategy changes. In Civ3, one built a stack of bombard units,
and guarded them carefully, since they could all be captured by a stray AI
horseman if left alone. In Civ4, one builds a set of 4 "bombard catapults"
to break down the city defense, and guards them. One also builds
a bunch of "suicide catapults", that are thrown at a city after the defenses
are down, to weaken the defenders. And keep building replacements ...
 
leaders has "favorite civis" - what does it make?
bust researche speed technology which able this civic? no anarchy while changing for this civics? or what?

The leader also has to have that civic employed, which couldn't happen if a UN resolution was put in place preventing that. Wierd thing, Catherine, whose favorite civic is Hereditary Rule, employed the resolutions to change everyone to Universal Suffrage, and it won. Therefore, she got mad at me for not having her favorite civic. Crazy chick.
 
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