Roland-- Ah, thanks! So, can I load tactical nukes too, or is it just guided missiles?
And I was actually pretty close to figuring it out. I had the missile cruiser parked in a city, and told the missile to relocate there. I figured it would give me an option of where to load it, and when it didn't, I was out of ideas. I was so close.

. I really should have hung on to the BtS manual; it's not in the civopedia.
It works for tactical nukes too (and also on submarines).
This game is fairly complex. It's quite easy to miss an element of gameplay for a while.
thanks roland i know about specializing cities but haven´t been doing it. will try it.
I find that my capital is usually the best place for both my oxford and wall street. I usually opt for the oxford as i tend to have early on built my national epic there. if i do remember to specialize it is usually for a military city and i try to put the heroic epic there with ironworks and i try to make sure it has some access to the sea for naval units. in a recent game i put maori statues and ironworks in the same city just because it seemed the best. man could that thing put out the units.
and i agree about the guy with the suspicious game. he may not have been cheating. others were saying he was but when i asked in a later game as you say he didn´t like the implication. i wish him gg anyway.
so how do i find some people to play with here. I want to try some of those locked games and how do i learn about ladders and teamers. i don´t join teamers because i don´t want to saddle someone with me until i know what i am doing. i just posted a PM to someone looking for a replacement player for PBEM. would like to get in on a new one.
Lord Parkin, who is more familiar with the multiplayer scene, has already answered many of your questions by now. However, I would like to correct something that I said.
Specialisation can be useful, but don't overdo it. I tend to prioritise some buildings in some cities and prioritise other buildings in other cities, but still lots of buildings will be needed in every city when the city becomes huge. For instance, most health and happiness improving buildings are needed in every city once the city becomes huge. So a city focussing on unit production which grows to size 20 might still need a grocer. Maybe not for the gold bonus, but just for the health bonus. Although that might depend on whether you have the resources that are enhanced by the grocer.
Some players will talk about specialisation as the holy grail of civ-playing, but I would just say if you prioritise some buildings in some cities, then you're getting a considerable advantage.
Specialisation to optimally use the national wonders is clearly a method to optimise your game play. That type of specialisation should be used in every game.
thanks again
oh one more thing I really like the Byzantiums lately and their 12 Cata whatevers/knights. any hints on how to make that civ work really well.
Daz
I just checked out the Byzantines in the civilopedia (I don't know all of the leader statistics by heart).
They start with mysticism and the wheel. The start with mysticism might allow you to grab one of the early religions. It depends a bit on your starting position (do you have a good commerce tile to use early on to research extra quickly) and whether another civilization in the game is also starting with mysticism. Still, if you manage to grab one of the early religions, then you have a potentially great Wall Street city right there. The shrine income will greatly help you.
Being the owner of a holy city also offers you line of sight from cities with this religion in vanilla civ4 and Warlords or cost reductions for espionage in such cities in BTS.
You don't start with mining, so you won't be one of the first to reach the great bronze working technology. The wheel is needed for cottages and to build chariots.
Their leader is spiritual and imperialistic. Make use of that 0 turn anarchy by switching civics whenever it might be useful. You can switch between war civics and peace civics every single turn if you wish.
The switch between peace time civics like organized religion and pacifism and the war time civic theocracy is one of your options. Another is the switch between bureaucracy and free speech and vassalage. Quickly switching to police state when war weariness starts to hurt is also a great option for a spiritual leader.
You get unit experience according to the civics that you're using when you finish a unit.
Imperialistic should allow you to claim a bigger piece of the land area because of the production bonus when building settlers. However, this civilisation still has to pay for these cities and still has to build units to defend these cities, so don't overdo it. You only get the hammer bonus when you build settlers with hammers, not when you build them with food. This makes it extra useful to build settlers using the whip when you are imperialistic.
You will get some extra great generals when at war and especially your first great generals will come very early. Settle them in your best unit production city as great instructors and you'll get super-units to fight your enemies. Once you get units of a certain level out of such a unit production city, it might be better to create a second unit production city which is creating super units. Creating level 4 units takes 10 xp and that is still attainable, but creating level 5 units (17 xp) or level 6 units (27xp) is taking far to many great instructors to be efficient. And the units aren't getting that much better anymore.
The unique building, the hippodrome allows you to get a huge happiness bonus from using the culture slider. That might be useful when war weariness starts to hurt.
The cataphract is a strong unique unit. It is perfect for defending your stacks against most units. The only unit that can fight it efficiently is the pikeman, but your macemen or crossbowmen could stop those units. It's also a great counter for an opponent who is massing siege units. It's very hard to find a unit in that era that can win against a shock promoted cataphract, so you can use flanking attacks against catapults and trebuchets (BTS).
It can't get the city raider promotions and it can't remove city defence bonuses on it's own so rushing an opponent could get expensive. However, if you use spies to remove the defensive bonus of cities (BTS) and your opponent isn't anticipating your attack by building lots of pikeman, then you can rush your opponent. Shortly before the war, you move all of your espionage efforts on one opponent so that you'll have a nice stockpile of espionage points to remove the defensive bonus of cities. I could see this working in multiplayer although I don't have a lot of experience with multiplayer wars.
If you beeline guilds (expensive), then you might get cataphracts before your opponent has pikemen. If you remove his iron, then he can't build pikemen. You could use spies to do that.
I don't know how good your opponents are. This will not work when your opponent sees it coming.
Promotions: Flanking II for those who are expected to lose the battle and just weaken the enemy. It's also great against longbowmen with many first strikes.
Shock for those who are supposed to destroy melee units like pikemen and spearmen and macemen.
Combat promotions to kill a non-specific unit. When facing mixed stacks of units, combat promotions often work well. Your units will get the best counter unit fighting against them anyway.
Formation when your opponent has elephants. It's probably not a good idea to fight elephants with horse-based units.
I often don't use my unique unit very much in single player, but I can imagine that any battle advantage is crucial in multiplayer, so that's why I wrote a long section about this unit.