Quick Answers / 'Newbie' Questions

Is there a way to find out if the free specialist that comes with a tech has been got yet?

One easy way is to: When you have the "what tech to research next pop-up" or the on the top Tech Bar, scroll your mouse over it. If the great person is gone then you will not see it included in the tech information.
 
This is another area that has me confused....

Early in the game, when I build a second city and it's farily close to my capital (first) city, the game says something like "congrats, you have connected your first two cities". But are they really??

When farms are built, the food seems to flow into the city (assuming that they are in the "fat cross".

And the same seems to be true for cottages.

But, maybe not for mines??

For example, in the game I'm working on, I built a copper mine about 2 squares from a city. But, I could not build axemen. I saw that when I hovered over the mine - it said "route required". So I sent a worker over here and built a road from the mine to the city. And VIOLA - I could build axemen - and just in time as the Barbs were getting pesky. And it seems that I could build axemen in my capital - even though I had not built a road to there yet.

So, when is a route required and when not? Do I need to build roads between cities? Connect cottages to cities? Farms?

I know there is a automated "build routes" function for workers. And when you set that on, they seem to build EVERYWHERE. Early on, I would like to keep a relative minimum number of workers (since they stop growth when being built) and let them concentrate on building farms & cottages and certain important mines (like copper, gold, quarries).

So the bottom line is WHEN are roads required?

Or maybe should I just set worker (s) to do it automatically?
 
This is another area that has me confused....

Early in the game, when I build a second city and it's farily close to my capital (first) city, the game says something like "congrats, you have connected your first two cities". But are they really??

When farms are built, the food seems to flow into the city (assuming that they are in the "fat cross".

And the same seems to be true for cottages.

But, maybe not for mines??

For example, in the game I'm working on, I built a copper mine about 2 squares from a city. But, I could not build axemen. I saw that when I hovered over the mine - it said "route required". So I sent a worker over here and built a road from the mine to the city. And VIOLA - I could build axemen - and just in time as the Barbs were getting pesky. And it seems that I could build axemen in my capital - even though I had not built a road to there yet.

So, when is a route required and when not? Do I need to build roads between cities? Connect cottages to cities? Farms?

I know there is a automated "build routes" function for workers. And when you set that on, they seem to build EVERYWHERE. Early on, I would like to keep a relative minimum number of workers (since they stop growth when being built) and let them concentrate on building farms & cottages and certain important mines (like copper, gold, quarries).

So the bottom line is WHEN are roads required?

Or maybe should I just set worker (s) to do it automatically?

1st you need to distingish the tile yeild with the reasorce. When you build a farm, cottage or mine that tile yeild increases, ie. the amount of food, hammers or commece going to the city if you have a citizen on that tile goes up. This is not in any way related to weath the tile is connected or not.

If you build a mine on a copper source, that provides copper, enough for your whole empire. however this must be connected to your trade network for you to use it. The trade network consists of roads, rivers and sea (after fishing, sailing and astronomy). As well as providing reasorces, it allows trade routes between your cites, and if it connects with a forgin capital you can trade reasorces with them and have forgin trade routes.

BTW, DO NOT AUTOMATE WORKERS ;)
 
what does +1 gold support cost mean?
for PACIFISM?
every single unit I currently have, I have to pay for an extra gold?
or does that mean he gives me money? lol.. i wish


what unit can pass through oceans?
i think the only time i was able to pass through an ocean, was when my cultural border was touching anothers, and we had open borders
even though it was over an ocean, my galley was able to pass through
 
what does +1 gold support cost mean?
for PACIFISM?
every single unit I currently have, I have to pay for an extra gold?
or does that mean he gives me money? lol.. i wish
Pretty much every MILATRY unit (not workers etc.) cost 1 extra gold. I think you get a few free (look at f2, that tells you how much everything is costing you).
what unit can pass through oceans?
i think the only time i was able to pass through an ocean, was when my cultural border was touching anothers, and we had open borders
even though it was over an ocean, my galley was able to pass through
Before astronomy, you can only move on ocean tiles that are in the cultural borders of you or a civ with whom you have open borders. Post astronomy sea units (galeons, frigates and the rest, but not ironclads) can go anywhere.
 
This is another area that has me confused....

Early in the game, when I build a second city and it's farily close to my capital (first) city, the game says something like "congrats, you have connected your first two cities". But are they really??
Yes they are. If there is a river that flows between two cities, then they are automatically connected. No roads are necessary. Likewise, if you've researched Sailing and both of your cities are connected by coastal waters, they're automatically connected.
When farms are built, the food seems to flow into the city (assuming that they are in the "fat cross".
And the same seems to be true for cottages.
But, maybe not for mines??
In your city view, you can see how much food that tile produces. Food is represented by the :food: icon. However, you only get that benefit when you assign a citizen to work that tile (designated by the white circles in your city view). Mines generally produce less food than other improvements, but they sometime do produce some food.

However, keep in mind that every citizen consumes two food, so if a citizen works a tile that produces zero or one food, you will need a food surplus from a different tile to feed that citizen.
For example, in the game I'm working on, I built a copper mine about 2 squares from a city. But, I could not build axemen. I saw that when I hovered over the mine - it said "route required". So I sent a worker over here and built a road from the mine to the city. And VIOLA - I could build axemen - and just in time as the Barbs were getting pesky. And it seems that I could build axemen in my capital - even though I had not built a road to there yet.
I assume that your two cities were connected by a waterway (either a river, or coastline). Also, if you build a copper mine along a river, it is automatically connected to your network if a city lies along that same river.
I know there is a automated "build routes" function for workers. And when you set that on, they seem to build EVERYWHERE.
...
So the bottom line is WHEN are roads required?
Roads are required to connect cities that are not otherwise connected by waterways or foreign roads. When you set a worker to build a trade network, they will prioritize connecting resources and cities, and once they do that, they will build roads anywhere within your cultural borders.
 
Hi, everybody.When I played CIV3-Conq, I know there was a hotKey to make units go faster(maybe go+shiftkey or something similar).In Civ4Warlords also have the same thing?
rebakan
 
In page 18, #357 rainmaker asked:
Is there a way to find out what difficulty level a game is that you are playing? (meaning inside the game, after is already playing)

I could not find out that answer in the first 80 pages, then I stopped reading.Does anybody know what is the answer?
If it was alread given, I missed it,sorry. Thanks a lot.
rebakan
 
During the game sometime occur to say:"Cannot continue construction of x", and converts the lost production to gold...etc.
I know I can't build a wonder that someone else has, but is there a way I can choose in what this lost production will be converted before the game does it?
 
To find out the difficulty level, click Victory Condition icon in the top right of the screen, and then choose Settings
Lost productions are always converted to gold, you can't change that
 
Hi, everybody.When I played CIV3-Conq, I know there was a hotKey to make units go faster(maybe go+shiftkey or something similar).In Civ4Warlords also have the same thing?
rebakan

^:confused:
No idea, but you can always group all your units that have to go to the same tile. This can be done by selecting one unit and then shift+left clicking on the other units in the same tile. These grouped units will not travel faster, but you will not have to command them all seperately to their tile of destination.
 
Hi, everybody.When I played CIV3-Conq, I know there was a hotKey to make units go faster(maybe go+shiftkey or something similar).In Civ4Warlords also have the same thing?
rebakan

In the options screen there is an option "quick moves" (or something like that) that will do the trick...
 
Quick question about UN Elections. I know they automatically get held several turns after the UN is built. I just held my first election and there wasn't enough votes for either side to win. Is there a way to trigger an election after that or do I just have to wait until a certain time frame has elapsed before the next election is held? If I have to wait what is that time frame? I want to make sure I set myself up to gain more votes from the civs that didn't vote for me the last time.

thanks
 
you get to vote a few turns after the previous ones again


why do we need 9 cities for a cultural victory?
im playing civ vanilla.. so it requires 4 temples to build a cathedral
i could found 3 religions, then build 4 temples in each 3 cities

i just need 3 legendary cultured cities to win a cultural victory, right?
so why do I need 9?
 
you get to vote a few turns after the previous ones again


why do we need 9 cities for a cultural victory?
im playing civ vanilla.. so it requires 4 temples to build a cathedral
i could found 3 religions, then build 4 temples in each 3 cities

i just need 3 legendary cultured cities to win a cultural victory, right?
so why do I need 9?

4 temples/cathedral is for large or huge maps. 9 cities tip is for standard maps.
On huge maps, you certainly can get 12 cities ;).
 
why do we need 9 cities for a cultural victory?

As already mentioned, 9 is for Standard. Since on Standard you need 3 temple of any given religion to build the religions "cathedral" or whatever.


Now, my understanding of the "religion for culture bonuses" thing is the following:

With 3 cities you have 3 temple of a religion, you can build 1 cathedral. With 6 cities you can get 6 temples and build 2 cathedral, with 9 cities ... 3 cathedral - one in each of your three "to-become-legendary" cities.

repeat that for more than one religion to get an even greater culture boost.


Jens
 
You don't have to have nine cities for Cultural victory, it just makes it quicker and easier. I've managed with six, but only by a whisker.
 
General question re: trading. I currently have Civ 3 and my gf started playing it a few weeks ago because she used to like Civ 2 and she was disappointed to see that the caravans and transport trucks method of city-to-city trading of Civ 2 was replaced with the generic civ-to-civ trading of Civ 3.

The question is, as she debates whether to jump into 4, what is trading like in Civ 4? Have they brought back the city-to-city trading or is it the same as Civ 3.. or can you now do both? Or is it completely (or even slightly) different? Thanks in advance.
 
so, I can also manage with just 3 cities for a standard sized map?
1st city, hindu*, confucianism, tao - hindu cathedral (w/ all 3 temples)
2nd city, hindu, confucianism*, tao - confucian cathedral (w/ all 3 temples)
3rd city, hindu, confucianism, tao* - tao cathedral (w/ all 3 temples)


by compressing 3 religious buildings(+culture) into just 3 cities, as opposed to spreading them over 9 cities, don't you get big culture much faster and earlier?

isnt this much quicker?
aside from postponing other stuff to be built, like army, wonders, etc
 
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