Quick Answers / 'Newbie' Questions

I'm playing a vanilla game as Rosevelt.I just passed into the Musketmen area and have built a "few" of them. The map is a bit strange in that we have one rather large continent that all of us are on & a few small, far away islands.

I have circumnavigated the globe.
I am in the middle of the pack on score.
My part of the continent is rather arid, so
My cities are not so good for production.

I was wiping out Monty and had the unsolicited help of one of the AIs, so when he asked for peace, I gave it to him, figuring that the other AI would wipe him out. He still has a city or two somewhere, but I am not sure where. (I suppose I could build a scout & find him, if I really cared. Which leads to a side question - is there any value to building a scout and setting him to auto explore? I don't lack for any resources at this time. I have copper, iron, horses, cow, wheat, gems and a couple of other things.)

Nearest neighbors:
Qin - has one lousy city near mine, but inhibits my cultural boundry on two or three cities.
Hatty - below my score - weaker.
Cyrus - #1 on score - fairly strong, I'm not sure where he's at on tech tree.

To get to anyone else, I'd have to go through them.

My question: given that info, what should I do next?? I'm inclined to buiild a few more muskets, take my war elephants, muskets, cats and attack Hatty.
This isn't really a "quick answer" sort of question. I'd suggest you start a thread with the game save file attached--you'll get lots of good responses that way.

Just to try to treat this as a "quick answer" question: yes, sometimes having a Scout auto-exploring makes sense. I find it's useful on a map that's mostly one big continent and where you have OB agreements with everyone, or close to it, and are mostly playing peacefully. That way the Scout keeps your map relatively up-to-date. If you're fighting a lot of wars, though, the Scout will get killed pretty quickly.
 
1. The Industrious trait increases wonder production by 50%. Does that mean that if a wonder costs 100 hammers normally, an Industrious would only spend 75 hammers or 50 hammers? Also does this bonus apply to National Wonders as well?

2. If I have the Apo Palace and I switch to Free Religion, does that mean there will be no more religion votes?

3. Are Chariots considered Mounted Units?

4. If I lose a city that built a spaceship part, do I also lose the spaceship part?

5. Is there any way to blockade a river trade network?

6. If I walk into an enemy territory and park a unit on top of a resource (without pillaging), does that deny them of the resource already?

7. If I cut off iron after the enemy has already started building a swordsman, is he allowed to finish that swordsman?

8. If attacking a city with walls and castle, what's the better unit, a CRIII Maceman or a Musketman without CR?

Thanks!
 
1. The Industrious trait increases wonder production by 50%. Does that mean that if a wonder costs 100 hammers normally, an Industrious would only spend 75 hammers or 50 hammers? Also does this bonus apply to National Wonders as well?
No. It means that if a city generates, say, 20 base hammers per turn normally, then while it is working on a wonder it will produce 50% more hammers (ie, 30 hammers per turn).

2. If I have the Apo Palace and I switch to Free Religion, does that mean there will be no more religion votes?
I don't know this, but I'm curious to know the answer. Perhaps someone else can help out.

3. Are Chariots considered Mounted Units?
Yes.

4. If I lose a city that built a spaceship part, do I also lose the spaceship part?
I don't think so, although I've never tested this myself since by this stage of the game my cities are usually fairly secure.

5. Is there any way to blockade a river trade network?
No.

6. If I walk into an enemy territory and park a unit on top of a resource (without pillaging), does that deny them of the resource already?
No, I'm almost certain that it doesn't. It will deny any enemy city the ability to work the tile (for the hammer etc benefits), but the resource will still be available to them - eg, if it is a strategic resource then they will still be able to build the units associated with the resource. Pillaging is required to deny this latter function.

7. If I cut off iron after the enemy has already started building a swordsman, is he allowed to finish that swordsman?
I'm fairly sure that he's not. On his next turn, the Swordsman should be taken out of his build queue automatically.
 
2. If I have the Apo Palace and I switch to Free Religion, does that mean there will be no more religion votes?

As long as you have at least one city with the AP's religion, you stay a member. Free Religion naturally means you don't have the AP's religion as state religion though, so you're not a full member (anymore) - which means less votes, you can't be elected, etc. The exception is if you own the city in which the AP was built, then you're a full member no matter what until it's obsoleted by the UN.
 
hi all.

i just got the 'complete' version of the game with the two expansion packs included. looking through the little manual, it says that more detail is available on the manual on the disc, but i'm not sure where it is. is there one or am i confused? alternatively, is there a copy of it on the internet somewhere?

when i have a defending stack of mixed units, it the best unit (defense-wise and given the attacker) automatically selected to defend the current attack? does this also apply to the next attack in the same turn or does the same unit defend again?

the worked tiles are shown with a white cricle in the city view. does that mean that a cottage/farm/windmill which is not circled, is having no effect whatsoever?

if i have a unit which has been fortified for a couple of turns (therefore building up a defensive percentage), and i accidently select it but without giving it orders, does it lose it's bonus? even if i select fortify again?

thanks in advance for your help. great forum!
 
hi all.

i just got the 'complete' version of the game with the two expansion packs included. looking through the little manual, it says that more detail is available on the manual on the disc, but i'm not sure where it is. is there one or am i confused? alternatively, is there a copy of it on the internet somewhere?

when i have a defending stack of mixed units, it the best unit (defense-wise and given the attacker) automatically selected to defend the current attack? does this also apply to the next attack in the same turn or does the same unit defend again?

the worked tiles are shown with a white cricle in the city view. does that mean that a cottage/farm/windmill which is not circled, is having no effect whatsoever?

if i have a unit which has been fortified for a couple of turns (therefore building up a defensive percentage), and i accidently select it but without giving it orders, does it lose it's bonus? even if i select fortify again?

thanks in advance for your help. great forum!

Starting from second question:
As I know, unit with best chance to win is always chosen as a defender regardless of anything else


Considering there is no white circle on particular tile;
You can still access its strategic or luxirous resources by just having route to there (rivers, roads)

You cannot get benefit of outputs of this tile (gold, hammer, food). Indeed, mills, farms, cottages increases some of them. But if you dont have a circle that means you wont get them.

Lastly, you must work on cottages(or to have white circles) to upgrade them to villages or more which results in increased output of gold.


It won't affect the fortification bonus unless you give order.
 
hi all.

i just got the 'complete' version of the game with the two expansion packs included. looking through the little manual, it says that more detail is available on the manual on the disc, but i'm not sure where it is. is there one or am i confused? alternatively, is there a copy of it on the internet somewhere?

I'm not sure about that. I do know there is a good information available on this website.

For instance:
- The Civilization IV info center (information about the game)
- The Warlords info center (information about the expansion pack)
- The BTS info center (information about the second expansion pack)
- The War Academy (all kinds of strategy and game mechanics articles)
- Sulla's Civilization IV Walkthrough (a walkthrough of the vanilla game, one of the articles of the War Academy)

when i have a defending stack of mixed units, it the best unit (defense-wise and given the attacker) automatically selected to defend the current attack?

Yes.

does this also apply to the next attack in the same turn or does the same unit defend again?

Each attack is handled individually, independent of the previous ones. So a new best defender is chosen.

the worked tiles are shown with a white cricle in the city view. does that mean that a cottage/farm/windmill which is not circled, is having no effect whatsoever?

Correct.

Note that connected resources within your cultural area are still having their resource effect (happiness from luxury resources, health from food resources, ability to build units from strategy resources).

if i have a unit which has been fortified for a couple of turns (therefore building up a defensive percentage), and i accidently select it but without giving it orders, does it lose it's bonus? even if i select fortify again?

It will only lose the defence bonus if you do something that takes movement points. This includes moving, attacking and upgrading the unit to a more modern version. This doesn't include defending, applying promotions or just activating and deactivating a unit.

A unit actually builds up a defensive bonus whether you use the fortify command or just don't move it and give it the 'skip unit' command. The bonus just depends on the number of turns that you haven't moved the unit. Note that some units (cavalry type units and such) can't get a fortify bonus.

thanks in advance for your help. great forum!

Welcome to civfanatics! :dance: :band: :beer:
 
Query anyone:

In my current game there is an AI civ city surrounded by my borders (right up to the city tile edge on one side) i have spread my religion to it, we have been friends since the begining of the game and I am now the dominant civ in the world, I am Arab, Philosophical and Spiritual and have plenty of culture flying about.

I recently got an alert that there was an Arabian uprising in this city the total population was 8 and the up rising was 4, I assume this means that a successful uprising would result in the city defecting to my civ?

Unfortunately over the next few turns the uprising died down and now the city has settled back to a normal state. If this happens again with the same city or any others is there anything I can do to encourage the city to defect?
 
I assume you mean that the city that your culture is pressing on went into a revolt, then came out of the revolt. This is normal for cities under heavy cultural pressure. A city under cultural pressure will not defect to a different civ on the first revolt; you must wait until the city has revolted once and 'returned to normal', then the next time the city revolts it will become yours. All that it requires is patient - mouse over the tile that contains the rival's city and check your % ownership. Make sure to keep it well above 50% and as high as possible, and the city will be yours in time. The more you push up the %, the more likely the city is to flip (providing your rival doesn't station a massive military force there). :)
 
As long as you have at least one city with the AP's religion, you stay a member. Free Religion naturally means you don't have the AP's religion as state religion though, so you're not a full member (anymore) - which means less votes, you can't be elected, etc. The exception is if you own the city in which the AP was built, then you're a full member no matter what until it's obsoleted by the UN.

How do you determine which religion is the AP religion if you have more than 1 religion in your civ?

Thank you and thanks to Lord Parkin!
 
No. It means that if a city generates, say, 20 base hammers per turn normally, then while it is working on a wonder it will produce 50% more hammers (ie, 30 hammers per turn).

If a city then is connected to marbles and building a wonder that gets the marble bonus, and the civ is industrious, does this bonus increase to 50 hammers or 60 hammers, with a 20 base hammers? Basically this is kind of a math question on how the formula works.
 
How do you determine which religion is the AP religion if you have more than 1 religion in your civ?

Thank you and thanks to Lord Parkin!

It is set to the state religion you had when you completed it.

If a city then is connected to marbles and building a wonder that gets the marble bonus, and the civ is industrious, does this bonus increase to 50 hammers or 60 hammers, with a 20 base hammers? Basically this is kind of a math question on how the formula works.

those bonusses are additive, i.e. Marble +100%, Industrious +50% means +150% - which in case of 20 base hammers leads to an output of 50 hammers
 
How do you determine which religion is the AP religion if you have more than 1 religion in your civ?

Thank you and thanks to Lord Parkin!

When you build the AP, your state religion becomes the AP's religion. And the AP stays with that religion, even if you later switch to another state religion or Free Religion, or if another civ conquers that city. Your state religion has to be present in the city for you to be able to build the AP there, other religions present don't matter in any way.
 
Cheers Lord Parks, I'll just keep bumping up the culture city improvments in the surrounding cities and it should be mine soon enough.
 
1. The Industrious trait increases wonder production by 50%. Does that mean that if a wonder costs 100 hammers normally, an Industrious would only spend 75 hammers or 50 hammers? Also does this bonus apply to National Wonders as well?

The hammer cost for the wonder doesn't change, but the city produces 50% more hammers, thereby finishing the wonder in 67% of the time an equivalent non-Industrious city would. This applies to National Wonders as well.

IIRC, this Industrious bonus applies to chopping and whipping wonders, and also affects the cash recieved when you lose a wonder race.
 
Do I ever get a notification when someone else produces a great spy? I don't think I've ever seen one. Also, when I investigate foreign cities, are spy specialists invisible to me as well? I also don't remember ever seeing any either.
 
Hello Civfanatics. About halfway through the game I get a CTD and then the computer reboots. The error message reads...

"Failed to allocate video memory. Please try reducing your graphics settings.
File:\main\Civilization4\SDKs\Camebryo2_0\Corelibs\NiDX9Renderer\NiDX9SourceTextureData.cpp,Line:321"

I have updated my device drivers and I use ATI Radeon 9600. I have all the patches downloaded.

Is there any fix for this?

Here is my init.log
[18338.468] DBG: CIV Init
[18338.484] VERSION: App: C:\Program Files\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword\Civ4BeyondSword.exe
[18338.484] VERSION: Build: Fri Sep 21 11:16:18 2007
[18338.484] VERSION: 3.0.0.1 (81539)
[18339.437] VERSION: Mod Loaded: none
[18339.500] DBG: FILE Cat Init
[18377.703] DBG: NOT Using XML cache, failed to find crc.dat file
[18377.718] DBG: Game Init
[18377.734] DBG: Multiplayer Init BEGIN
[18378.250] DBG: Multiplayer Init END
[18378.250] DBG: Audio Init
[18380.953] DBG: ArtFileMgr Init
[18380.953] DBG: Python Init
[18394.578] VERSION: CIV Version: 0
[18394.578] VERSION: Save Version: 301
[18394.578] DBG: Input Init
[18394.593] DBG: Engine Init
[18394.765] DBG: Checking available screen resolution
[18395.156] DBG: Validating screen resolution
[18395.156] DBG: Creating rendererer
[18400.891] DBG: Engine: renderer Initialized
[18402.375] DBG: Engine: Shaders Initialized
[18402.422] DBG: Engine: Scene Lights Initialized
[18402.734] DBG: Music Start
[18403.203] DBG: Font Init
[18403.313] DBG: Begin MenuManager
[18408.672] DBG: Total Frame MS: 70936.0 FPS: 000 Min:000 Max:000 Avg:000 SampleFilter:10.000000
Time : Ave : Min% : Max% : Num : Profile Name
 
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