Quick Answers / 'Newbie' Questions

I used to think castles weren't worth building, but now the extra trade route has me rethinking that. Has anyone ever built a castle in a coastal city? Just how big of a yield could I expect from a coastal castle if I also had a harbor?

This is an extreme recent example (Carthage with Grt Lighthouse, Currency, Castle. and Cothon = 6 trade routes)

Civ4ScreenShot0017.JPG

Only the top 4 trade routes are shown in screen shot, the other 2 are also 10:commerce: each....(my fav capital in ages running bureau it's already a production beast, plus 218:science: and 98:gold:, not bad for what is essential a pure production city.......and note the 4 lumbermills too, to counteract the Ironworks, Factory, Coal Plant etc).....

Sorry getting carried away with my nice city ;) ..... to answer your question, the castle is giving me 10:commerce: in this case, so yes they are worth building if you have far away open border nations to trade with.
 
I used to think castles weren't worth building, but now the extra trade route has me rethinking that. Has anyone ever built a castle in a coastal city? Just how big of a yield could I expect from a coastal castle if I also had a harbor?

This is an extreme recent example ...
Sorry getting carried away with my nice city ;) ..... to answer your question, the castle is giving me 10:commerce: in this case, so yes they are worth building if you have far away open border nations to trade with.

This is indeed an extreme example. :) Nice city.

They can be worth it if you will get another foreign trade route. If some of your cities are already using domestic trade routes, then the extra trade route income won't be very interesting. Each city of a foreign civilisation with which you have an open borders agreement and a road, river, ocean or airport contact can have only one trade route with one of your cities. So the number of foreign trade routes is pretty limited.

I had a game once where I researched engineering early and was playing a protective leader. I also had access to stone. Both of these things give a 100% production bonus when building walls or castles. In that game, I was friends with all of my neighbours and had open borders with them. Thus my big cities build walls and castles quickly to get some extra trade route income. They weren't super cities like the one shown by DrewBledsoe, but still the trade route income went up with 4-8 in each of these cities for a relatively small investment of hammers thanks to the production bonusses.

But usually, I don't bother with castles. They are usually not worth the investment of hammers for a short term increase in trade routes.

Recently, I had a marathon / huge game just like this, plus no copper, then when I finally got to IW, no Iron either, nor horses...:p

Was thinking of giving up, when I popped gold in a hill, then some Iron, and by the v early middle ages had silver and bronze too, and then Gems ! Suddenly a forge lived my happ cap by 3 (what a great building investment) plus the production benefit, (and I had been angling for Colossus which I got)...so not that you'd give up, but it can get better ;)

Thanks for the support, but I wasn't thinking about quitting that game. I do have horses and I don't know whether I'll have copper or iron. However, I'm playing at the epic speed setting so the chance of random mining resources isn't that big as at marathon speed. I'm hoping that another island isn't too far away.
 
Every time I beguin a game, I choose the Huge map size option, to avoid any civ to construct cities near me, but very soon, there is one or two of them that make a city right beside one of mines (and I hate that!). Is there a way to change it in the game's files, to force the civs construct cities far from me?Thanks in advance
rebakan.
 
Every time I beguin a game, I choose the Huge map size option, to avoid any civ to construct cities near me, but very soon, there is one or two of them that make a city right beside one of mines (and I hate that!). Is there a way to change it in the game's files, to force the civs construct cities far from me?Thanks in advance
rebakan.

You could change the mininim city range between 2 cities. That would make the minimum distance at which a city must be founded from another larger. But it will of course also limit the options where you can build cities. I personally wouldn't do that.

You could play at the archipellago map. You will very likely be alone on an island, depending on which version of the archipellago map you pick. If you pick snaky continents, then you're still likely to have another civilisation on your continent/island.

In general, I must say that you can't expect the AI to be somewhat competitive when you would restrict their city settling behaviour in a way that you would like. It is logical that the AI will try to pick good settling spots even if they are close to you.

Good luck with your next game.
 
Every time I beguin a game, I choose the Huge map size option, to avoid any civ to construct cities near me, but very soon, there is one or two of them that make a city right beside one of mines (and I hate that!). Is there a way to change it in the game's files, to force the civs construct cities far from me?Thanks in advance
rebakan.

This is what wars are for ;)
 
I just upgraded to Warlords and I want to play someone's custom scenario. Once I have downloaded and unzipped the file, what do I do with all of the folders? I've tried playing the "pirates" scenario and I'm doing something wrong because it isn't loading correctly.
 
Thanks for your reply, Roland_Johansen and DrewBledsoe, now one more question: what(besides attack one of those civ cities at the very beguinning of the game, of course) can I do to make the civs declare war to me?
Sorry for my bad English syntax. Thanks, rebakan
 
I just upgraded to Warlords and I want to play someone's custom scenario. Once I have downloaded and unzipped the file, what do I do with all of the folders? I've tried playing the "pirates" scenario and I'm doing something wrong because it isn't loading correctly.

Go to the directory where you've installed the game. You should find a directory structure like ...\Civilization 4\Warlords\Mods
Within the directory Mods, there are some other directories. Each of these directories is one mod. The unzipped folder is also one mod. It should contain a similar directory structure like the ones that are already present in ...\Civilization 4\Warlords\Mods. Place the unzipped folder in ...\Civilization 4\Warlords\Mods and you should be able to load the mod after you've started the game. It's one of the mods available from the main menu.

Thanks for your reply, Roland_Johansen and DrewBledsoe, now one more question: what(besides attack one of those civ cities at the very beguinning of the game, of course) can I do to make the civs declare war to me?
Sorry for my bad English syntax. Thanks, rebakan

Irritate them: pick a different religion, make demands, place your cities close to theirs, appear weak, make deals with their enemies, make war against their friends, etc.

However, I usually try to appear like their friend and then declare war myself. I like to control whether we are at peace or war. I want to determine the moment when war erupts. If you declare war on civilizations that aren't well-liked, then you won't even get negative diplomacy modifiers with other civilisations.
 
For instance, on my latest huge map, epic speed, fractal map game, I have started on an island (alone) without happiness resources (it does have some nice health resources). So I will have to get as many happiness boosting things as possible. I will build colosseums, temples (if I can get a religion) and whenever I can get a luxury good through trade from an unknown civilisation, I will try to get the building that boosts this happiness. And of course, it doesn't matter whether the city is a production city or a commerce city in that case.
In this scenario, the single most important thing you can do for your happiness is run Hereditary Rule.
 
In this scenario, the single most important thing you can do for your happiness is run Hereditary Rule.

Thanks, but I know that is a very good option. It is one of my major research goals in the near future. I was just presenting it as a scenario where you can't get all of your happiness from resources.
 
I like to read up on things... Usually, I try to play a new game and see if I can figure out the basics and then go back and read some. The book that comes with Civ and the strategy guide seem to have been written by someone who's brain is wired differently than mine.....

So, I've been reading here & found some stuff that really makes sense. BUT, I still think I'm missing a couple of extreme newbie thoughts.... So, my conclusion is that what success I've had is due to a couple of points (1) LUCK and (2) what knowlege I do have is sufficent for the level I play at (3?), but maybe not beyond. I can win most of the time, but @ the Dan Quayle level.

So,,, Basic question - Tiles and how they work.... Early Game...

There are a few basic types of tiles. Tell me if I'm missing something here.
1) Plains - There are a lot of these. You can build most anything here.
2) Hills - You can build most anything on these - but especailly useful for mines. I guess you can biuld a city or cottage n them, but why?? I'd HATE to build a cottage on one and then have COAL show up there.
3) Floodplains - I've heard this mentioned, but how do you tell the difference between a floodplain and a regular plain. I'd assume they had to be close to a river?? These are supposed to be better for farms.
4) Mountains - Impassable. Not usable for anything
5) Water - can't generally build on MOST, but some have fish/crabs and later OIL.
6) Desert - generally not very useful - except when next to a river & then you can build on it.
7) Tundra and Frozen - very limited building opps, but you can build a city there - sometimes close to fur & fish/crabs and other water stuff.
8) Forest - useful early on for cover for your scouts/warriors out scouting. Useful near city because you can raze to build farms and cottages which give you hammers.
9) Jungle - can build farms/cottages/etc.
10) Various pastures/elephants/fur/etc. Fairly self-explanatory
11) Plantations - can build stuff there later on after appropriate tech researched.

So have I missed anything? I'm looking for general guidance and the answer to my question about what are floodplains??

Thanks
 
I'm trying to hone in on the questions here. Ask one main thought per post (as opposed my earlier near-novel lenght question)...

Hammers: If I understand this correctly, hammers are basically production points. Things cost a certain amount of effort to build (coin and hammers).

So, in theory, if something cost 100 hammers and your city was producing 10 hammers, it would take 10 turns. Is that about it?

Clearing a forrest adds hammers to a nearby city. So, lets say the game says that clearing the forest next to a city will add 25 hammers. Where do these go? Directly to the thing you are trying to build??
 
I like to read up on things... Usually, I try to play a new game and see if I can figure out the basics and then go back and read some. The book that comes with Civ and the strategy guide seem to have been written by someone who's brain is wired differently than mine.....

So, I've been reading here & found some stuff that really makes sense. BUT, I still think I'm missing a couple of extreme newbie thoughts.... So, my conclusion is that what success I've had is due to a couple of points (1) LUCK and (2) what knowlege I do have is sufficent for the level I play at (3?), but maybe not beyond. I can win most of the time, but @ the Dan Quayle level.

So,,, Basic question - Tiles and how they work.... Early Game...

There are a few basic types of tiles. Tell me if I'm missing something here.
I think it is better to look at it slightly differently;

There are a few basic types of land tile;
Grassland
Plains
Desert
Tundra
Ice
Peak

Each type has a "geography" (for want of a better word);
Flat land
Hills

There are number of "overlays" that each tile can have;
Forests
Jungle
River
Flood plains
Reasorces

So litteraly floodplains is an overlay that gives an extra 3 food to the tile it is on. Practically in the normal game this means that desert tiles next to a river (always?) give 3 food instaed of nothing.

HTH
 
I'm trying to hone in on the questions here. Ask one main thought per post (as opposed my earlier near-novel lenght question)...

Hammers: If I understand this correctly, hammers are basically production points. Things cost a certain amount of effort to build (coin and hammers).

So, in theory, if something cost 100 hammers and your city was producing 10 hammers, it would take 10 turns. Is that about it?
Sounds exactly right to me.

[EDIT] Though I am not sure what you mean by cion AND hammers. Generally things need a certain amount of hammers. you can generate thouse hammers nomally, or though rushing, with uses coin or population.
Clearing a forrest adds hammers to a nearby city. So, lets say the game says that clearing the forest next to a city will add 25 hammers. Where do these go? Directly to the thing you are trying to build??
It depends on weather you have Warlords or not. In vanilla it going directly into the item you are building at the time the forest is chopped (during the turn). In warlords it gets added to the production for the next turn, so is added to whatever you build when you end the turn (IBT, or in between turn).
 
I like to read up on things... Usually, I try to play a new game and see if I can figure out the basics and then go back and read some. The book that comes with Civ and the strategy guide seem to have been written by someone who's brain is wired differently than mine.....

So, I've been reading here & found some stuff that really makes sense. BUT, I still think I'm missing a couple of extreme newbie thoughts.... So, my conclusion is that what success I've had is due to a couple of points (1) LUCK and (2) what knowlege I do have is sufficent for the level I play at (3?), but maybe not beyond. I can win most of the time, but @ the Dan Quayle level.

So,,, Basic question - Tiles and how they work.... Early Game...

There are a few basic types of tiles. Tell me if I'm missing something here.
1) Plains - There are a lot of these. You can build most anything here.
2) Hills - You can build most anything on these - but especailly useful for mines. I guess you can biuld a city or cottage n them, but why?? I'd HATE to build a cottage on one and then have COAL show up there.
3) Floodplains - I've heard this mentioned, but how do you tell the difference between a floodplain and a regular plain. I'd assume they had to be close to a river?? These are supposed to be better for farms.
4) Mountains - Impassable. Not usable for anything
5) Water - can't generally build on MOST, but some have fish/crabs and later OIL.
6) Desert - generally not very useful - except when next to a river & then you can build on it.
7) Tundra and Frozen - very limited building opps, but you can build a city there - sometimes close to fur & fish/crabs and other water stuff.
8) Forest - useful early on for cover for your scouts/warriors out scouting. Useful near city because you can raze to build farms and cottages which give you hammers.
9) Jungle - can build farms/cottages/etc.
10) Various pastures/elephants/fur/etc. Fairly self-explanatory
11) Plantations - can build stuff there later on after appropriate tech researched.

So have I missed anything? I'm looking for general guidance and the answer to my question about what are floodplains??

Thanks
I'll focus on the floodplains, which seem to be causing you the most consternation.

Flood plains would be desert, but they've got a river running through them. Thus, a tile that mostly looks like desert but has a river on one or more of its edges/borders with a greenish border next to the river is a flood plain. Hover over any tile with the mouse and it will tell you for certain.

Flood plains provide 3 food and 1 commerce. They also cause -0.5 unhealthiness per flood plain tile to any city with them in its fat cross. You can farm them and they'll provide 4 food; or you can cottage them (my preference) and they'll provide 3 food to help with growth as well as commerce that grows over time, a nice combination.

I'll generally only farm flood plains if the city is hard-up for food. Cottages are the key to the game, and flood plains are ideal for them.

The other point I'll make is that you don't discern between two types of water tiles: coast and ocean. It's a subtle but important distinction. Coast tiles are generally better. They provide 1 more commerce than ocean tiles and they give any naval unit in them a +10% defensive bonus. For any coastal city, you want to try to position it so that you minimize ocean tiles as much as possible.
 
OK... I've played a few games, won a little, but still not sure I'm getting off to an "optimum" start. I'm sure that there are probably 100 opinions as to what optimum is... The answer to everything is "it depends", but tell me - am I heading in the right direction here.

I start with one settler and one warrior (or scout). I prefer the warrior - better survival rate.

Settle as close as possible to the place where it starts. Next to a river is good. Next to an ocean is also good.

Build a warrior. Build another. When city population reaches 3, build a worker, then a settler. Then wait for more growth and build another worker.

Meanwhile, send your warrior out looking around. Objective is to (a) find huts and get gifts. (b) Find location for next city. (Coastal would be good, if first location was inland.) (c) locate opponents.

Meanwhile, you have to research. This is where there seems to be a lot of disussion. I want to be able to build cottages a.s.a.p. Then I go for gunpowder.

When you get your worker, set him to building farms - leading to city growth and then cottages - for commerce.

Once your second city is established, let it grow and then build worker and settler.

So, is this an OK starting approach? Or what could I do better? KEEP IT SIMPLE!!
 
Simple it is.
Not a bad start plan, it naturally varies on person. My note of concern goes here however.

Meanwhile, you have to research. This is where there seems to be a lot of disussion. I want to be able to build cottages a.s.a.p. Then I go for gunpowder.

Whaaha?! We were at city two and you then go to going for guns!

If you have any issues, that's where they likely lie. There's a long path from bows to guns, and it seems you think faaaarrrr too far ahead! Frankly, you should not be thinking farther than two to three techs ahead, for something might crop up to change your plans. Like copper, iron, Code of Laws, Literature...
 
OK... I've played a few games, won a little, but still not sure I'm getting off to an "optimum" start. I'm sure that there are probably 100 opinions as to what optimum is... The answer to everything is "it depends", but tell me - am I heading in the right direction here.

I start with one settler and one warrior (or scout). I prefer the warrior - better survival rate.

Settle as close as possible to the place where it starts. Next to a river is good. Next to an ocean is also good.

Build a warrior. Build another. When city population reaches 3, build a worker, then a settler. Then wait for more growth and build another worker.

Meanwhile, send your warrior out looking around. Objective is to (a) find huts and get gifts. (b) Find location for next city. (Coastal would be good, if first location was inland.) (c) locate opponents.

Meanwhile, you have to research. This is where there seems to be a lot of disussion. I want to be able to build cottages a.s.a.p. Then I go for gunpowder.

When you get your worker, set him to building farms - leading to city growth and then cottages - for commerce.

Once your second city is established, let it grow and then build worker and settler.

So, is this an OK starting approach? Or what could I do better? KEEP IT SIMPLE!!

Of course: 'it depends' ;) There is no formula to do things right in civ IV.

I prefer going for terrain improvements as early as possible (and I know some other players who I consider knowledgeable about this game who'd agree with me). An improved terrain tile will produce a lot more resources especially if you consider that 2 food from each tile is used to feed the population working the tile.

An unimproved grassland cow tile adds 3 food, from which two is used to feed the population working the tile, so a net gain of 1 food. A grassland cow tile with a pasture adds 4 food and 2 hammers, so a net gain of 2 food, 2 hammers. You can see that an improved grassland cow tile is far more interesting. Improving the land around your cities quickly will increase the speed with which your civilization and your economy grows.

For that reason, I often start by researching a worker technology (based upon the resources that I see around my capital) and I will start building a worker from the start. The worker will be finished just after the worker technology has finished and then I'll start improving the terrain. Sometimes, I will start with a workboat first.

My starting warrior will explore and after the first worker, I will often build some more units to start exploring. Scouts have the advantage that they can't get negative results from goody huts (like barbarians). The chance of negative results is larger on the higher difficulty levels. Warriors are a lot better when barbarian warriors and archers start appearing. I usually go for warriors because I play at high difficulty levels and the warriors and archers appear earlier on these levels. At the lower difficulty levels, a scout might be worth it. It can explore more quickly and you get combat bonusses versus the barbarians at the lower difficulty levels. It might allow you to explore extra goody huts before the AI gets them.

I will keep improving the terrain, chopping forests, researching new worker technologies, further improving the terrain and expanding my number of cities. To support the increasing costs of expanding, I will build some cottages. I try to get new health and happiness resources while expanding so that my cities can grow larger without getting unhealthy or unhappy. I also try to get strategic resources to get better units for defensive and maybe offensive actions. I explore the area with my units, so that I know the good spots to settle my cities. I don't want to sent my settler into territory that hasn't been explored before.

Gunpowder??? That has nothing to do with the starting period of the game.

By the way. If you start by researching an early religion, then you might not have finished any worker technologies before your worker is finished. In that case, you shouldn't build a worker first.
 
Is there a way to find out if the free specialist that comes with a tech has been got yet?
 
Is there a way to find out if the free specialist that comes with a tech has been got yet?

Not really. You have to keep a close eye on the tech board, watch the announcements and/or review the log for GP announcements, and use deductive reasoning.
 
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