Quick Answers / 'Newbie' Questions

Where can I find a list of units each civilization begins with? This warrior is useless as a scout or defender!
 
If you have Hunting, you begin with a Scout. If you don't, you begin with a Warrior. :)
 
First war of the game. Iron mine and horses taken out and first city gone in 5 turns. Everything is lookin' smooth.

Cut to 400 years later. Second city still under siege by catapults, knights, macemen, swordsmen, musketmen, elephants and grenadiers. Who would have ever thought that 2 longbowmen and a spearman with no city defence bonus left could be this tough.

I am now getting my butt handed to me by a civ with no roads or any other infrastructure yet his towns continue to grow and his culture is taking over my territory.

Any thoughts?
 
Attack in stacks, not one unit at a time. Your stack should outnumber the defenders by at least 2:1. :)
 
Well, the units are in stacks but they seem to still attack 1 at a time or do I need to check the stack attack tab in the options menu?

Also, how does he continue to grow? If he did this to me my population would dwindle to nothing in no time.
 
attacking in stacks= stack of unit al attacking on the same turn.
They will attack one at the time.
Make sure that when you attack you take the city in 1 turn. Why? If any defenders survive they will only become stronger. Attacking with only a few units a time is a good way of creating CG3 archers. A good guide line is 2 attackers for 1 defender. + some extra for if you have bad luck. If he is on a hill you should count on 3 attackers per 1 defender.

Are you sure you are starving him? what about seafood? are you covering every tile around his city? If you are only on a few tiles he can still grow.
 
This warrior is useless as a scout or defender!

I disagree... The warrior is quite valuable as a scout. He does not die easily when he runs into barbarian animals. He will amost always survive and with a little luck, he will gain experience and then really be able to kick some barbarian butt. Once you build a couple of cities, you can build a scout and explore more.
 
ok i had a couple of quick questions, i am working for a while on a map of kelewan from the books of R E Feist, but i have no idea how to post it, and i dont know if the distribution of resources is fair so if anyone could help with that it would be more than welcome
 
I disagree... The warrior is quite valuable as a scout. He does not die easily when he runs into barbarian animals. He will amost always survive and with a little luck, he will gain experience and then really be able to kick some barbarian butt. Once you build a couple of cities, you can build a scout and explore more.
My scouting Warriors inevitably earn promotions, and I give them Woodsman I and II. This gives them 2 moves through forest and jungle, which is prevalent in the early stage of the game. It also increases their survival rate tremendously.
 
Can someone point me to a War Academy article, or strategy post?

I know (all too well :mad: ) about losing one of my cities to a culture flip.
First, there's a revolt, and I get a couple of turns to do something about it.
I tried adding some troops, but still lost the city.

Now, when *I* get an AI city enveloped, something seems different.
The revolt starts, and I'm waiting ... and waiting ... and then it ends.
And I never get a chance to accept or rebuff the rebels! :eek:
What's up with that? The borders of the AI city didn't expand, so I know
it didn't use a Great Artist. There are 4, maybe 5 troops in the city.
Is that enough to prevent a flip?
 
In Civ4, when a city is under heavy cultural pressure, you always first get a "warning" revolt which will just result in a few turns of lost production. If the city revolts a second time, that's when you'll lose (or gain) the city culturally. ;)

Hope that clears it up.
 
In Civ4, when a city is under heavy cultural pressure, you always first get a "warning" revolt which will just result in a few turns of lost production. If the city revolts a second time, that's when you'll lose (or gain) the city culturally. ;)

Hope that clears it up.

I have both gained and lost a city on its first revolt.

Ok, I'm not a Newbie, and this isn't really a beginner's question, but I didn't want to start a whole new thread just to ask this question:

When I put a spy in an AI city, I get to see everything about the empire (except where all of their troops are.) I get to see what they're researching, how much gpt they're getting, what cities they have trade routes with, etc. One time I put a spy in a city, and it said that they're empire was gaining about 50 gpt, so I was like...hey, this guy has some gpt that I can trade for!! So I go to the trade table, and, HEY the trade table says they are only gaining 4 gpt!!!! Since I first noticed this (about 3 months ago) I have seen countless other examples of this. In fact...I don't think I remember any time when I put a spy in an AI city to see how much gold they're gaining that the trade table has the same amount of gpt that they are really gaining!! So, why is this?????????? It seems like the trade table is lying!!
 
Can someone point me to a War Academy article, or strategy post?

I know (all too well :mad: ) about losing one of my cities to a culture flip.
First, there's a revolt, and I get a couple of turns to do something about it.
I tried adding some troops, but still lost the city.

Now, when *I* get an AI city enveloped, something seems different.
The revolt starts, and I'm waiting ... and waiting ... and then it ends.
And I never get a chance to accept or rebuff the rebels! :eek:
What's up with that? The borders of the AI city didn't expand, so I know
it didn't use a Great Artist. There are 4, maybe 5 troops in the city.
Is that enough to prevent a flip?

You can prevent a flip with units. The percentage chance of a revolt is noted just above the culture bar inside a city. When you add units, you can see the percentage going down until it is 0 and then the percentage dissapears.

Note that a city can only culture flip when another civilization has more than 50% cultural influence in the center city tile. The more influence the foreign civilization has and the fewer units are stationed in the city, the higher the chance of a flip.

I have both gained and lost a city on its first revolt.

Ok, I'm not a Newbie, and this isn't really a beginner's question, but I didn't want to start a whole new thread just to ask this question:

When I put a spy in an AI city, I get to see everything about the empire (except where all of their troops are.) I get to see what they're researching, how much gpt they're getting, what cities they have trade routes with, etc. One time I put a spy in a city, and it said that they're empire was gaining about 50 gpt, so I was like...hey, this guy has some gpt that I can trade for!! So I go to the trade table, and, HEY the trade table says they are only gaining 4 gpt!!!! Since I first noticed this (about 3 months ago) I have seen countless other examples of this. In fact...I don't think I remember any time when I put a spy in an AI city to see how much gold they're gaining that the trade table has the same amount of gpt that they are really gaining!! So, why is this?????????? It seems like the trade table is lying!!

They will use only a part of their economy for trades, that's all. There's nothing more to it.
 
@sercer. the ai will only use part of their gpt for trade with the human player. The higher level you play the more they will offer in trade. Its coded somewhere to only offer so much gold.
About culture flip. I've seen cities flip after the first revolt, and some toke several revolts. Maybe the amount of culture, or how many times the borders expanded of the city has something to do with it. Units after building culture are yoiur best bet of stopping/preventing a revolt. The type of unit will matter in preventing revolts. As infantery has more influence preventing revolt than an older unit.
 
@sercer. the ai will only use part of their gpt for trade with the human player. The higher level you play the more they will offer in trade. Its coded somewhere to only offer so much gold.
About culture flip. I've seen cities flip after the first revolt, and some toke several revolts. Maybe the amount of culture, or how many times the borders expanded of the city has something to do with it. Units after building culture are yoiur best bet of stopping/preventing a revolt. The type of unit will matter in preventing revolts. As infantery has more influence preventing revolt than an older unit.

Hmmm, that's odd. I would think it would make sense to trade what you can, and if you're making 100gpt at 90 or 100% science, I just don't see why the AI wouldn't trade it...but oh well :(
 
Could someone tell me how I could:

1. Make it so each city founded, for the player, as well as the AI, starts with the maximum amount of culture (legendary).

2. Forts can be built inside or outside of cultural borders, as well as overtop of other improvements.

Thanks all, I seem to get good responses on this particular forum.
 
Hi - I am a newbie in posting in these forums. I play a lot of Civilization games and I am just getting into Civ 4. One thing I would like some help with, is how do I rush build items - I have even played through the tutual to find this answer but it is not covered.

Sorry if this has been covered already
 
Hello Pheonix!! and welcome to the Civ Fanatics Forums!! :goodjob:

no question is dumb, or un-needed...if you EVER have a question, go ahead and ask!

You must be implementing the slavory labor civic or Universal Sufferage government civic to pop rush or cash rush your production.

On top of that, you must have enough population in a city to pop rush an item (i.e. a size 1 city probably wouldn't be able to pop-rush anything) Or you must have enough gold on hand to cash rush if you are using Universal Suffrage.
 
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