Quick Answers / 'Newbie' Questions

Hi to all you helpful and friendly Civ 4 experts :worship:

I'm returning to Civ 4 BTS 3.13 after a long break and I'm still a newbie in so many ways.

I have a very simple question that I can't test at the moment:

When a regular lighthouse adds +1 food to all water tiles does that add to seafood tiles?

Clab/cram workboated tile = 4 food
Fish workboated = 5 food

Do they become 5 and 6 food tiles, respectively?

Sorry for seeming too lazy to find out on Worldbuilder or something, just trying to accurately count up potential food surpluses in a prospective city while in the middle of a game now (following OTAKUjbski's city specialization thread). Thanks for any answer!

~Benford's Law

Y e s
 
If I start out with fishing and seafood, I like to build workboats first to let my city grow. However, since workboats are one-use improvers and workers can build multiple improvements each, I'm worried that this strategy is wasteful of precious early-moves time. Is it?
 
If I start out with fishing and seafood, I like to build workboats first to let my city grow. However, since workboats are one-use improvers and workers can build multiple improvements each, I'm worried that this strategy is wasteful of precious early-moves time. Is it?
I rather like building a workboat first if I have Fishing, a coastal start, and seafood. Building the workboat will allow the capital to grow, and having that food and commerce from the seafood is very helpful to early growth and research. The food from the fishies will help make Worker builds faster, so I think it will eventually make up for it.
 
If I start out with fishing and seafood, I like to build workboats first to let my city grow. However, since workboats are one-use improvers and workers can build multiple improvements each, I'm worried that this strategy is wasteful of precious early-moves time. Is it?

Ah, come on a4phantom, you know the answer for this one. It's the civ4-answer for everything:

[party] It depends! :rockon:


Hmm, maybe I can say something more useful, but it's really hard to make general statements about what to build at the start of the game. So I'll give you some advice which may help you make your choice between worker and workboat.

-You can count a bit to see what is the best option. Really counting 40-50 turns in advance is maybe a bit hard and boring, but in the end it's the way to find the optimal path. But of course, you can't predict the effect of tech advances from goody huts, so even counting has its limits.

-Take a look at the technologies that you need in order to improve the terrain. Do you need animal husbandry and you don't even have the prerequisites, then starting with a worker doesn't seem wise. If you don't start with fishing, then you can't even build a workboat.

-If you start with a city that can produce 4 or 5 hammers per turn (plains hill starting position and/or a forested plains hill to use) and the ability to build workboats, then you can get a workboat in about half the time that you'd need to build a worker. Working an improved resource tile is very efficient so if you can do that in half the time by building a workboat instead of a worker, then that is almost always optimal.
edit: On the other hand, if you start with a city that has a very low hammer output of say 2-3, then the workboat improvement will not be finished significantly faster than the worker improvement and the advantage of the worker that can potentially construct multiple improvements (depending on terrain and technologies available) is significant.

-If you don't have enough improved tiles and you plan to build a workboat, then get it finished as quickly as possible. Don't try to combine growing with constructing the workboat. Get that workboat as fast as possible. You want to use improved tiles.

-Building a workboat and then using this improved tile can dramatically increase the speed with which you build workers and the speed at which your city grows. A fish tile is a lot better than a crab or clams tile, a 5 food tile is a lot better than a 4 food tile. You typically have lots of 3 food+hammers tiles in your fat cross. A 4 food tile is a small improvement, a 5 food tile is a far more significant improvement. (I'm assuming no lighthouse as it takes a while to construct this building.)

-If you start with mining and thus the ability to directly research bronze working and you are in a situation with several forested tiles in your BFC, then building a worker and chopping the workboats can be very efficient. Instead of improving a farm tile with the worker, you're effectively building the workboat with the worker actions. Bronze working also immediately gives you the option to use slavery and thus convert the high food output of seafood into hammers.

-Seafood is not only good because it increases the food output of your city, but it also improves the commerce output of your city. Using 3 coastal seafood tiles almost doubles your commerce output early in the game. This can be great to develop other important early game technologies.

-Don't improve more seafood tiles than you're likely to use early in the game. When your happy cap is 5 and you plan to use an ivory tile and a corn tile, then you don't want to improve more than 3 seafood tiles (that's a great theoretical city by the way).
 
I have a quick question.

I'm playing a BTS game and have finished the Apostolic Palace. I've done that before in other games and an election for the resident follows immediately. This time however, the election didn't produce a result. I got to vote for the resident (voted for myself), but the result of the vote was never shown and also didn't enter in the turn log. I own the Apostolic Palace, but it doesn't have a resident. I find this really weird. The situation has now persisted for some 20 turns. The wonder does give the hammer bonus to religious buildings of the appropriate religion.

Since there is no resident, there are also no resolutions. At epic game speed, you'll normally see a resolution every 14 turns, but it hasn't happened yet. After 3 of these resolutions, a vote for a new resident occurs, but I haven't played long enough for that to happen. At the time of construction of the wonder, I knew 8 out of 11 civilizations on this world and 7 were full members and one a non-member. The religion was very widely spread among the members and I wasn't the largest full member. No-one could dominate the vote by him/her self, votes by other members were surely needed to win.

So exactly what happened? Could it be that neither of two contestants for the resident position got enough votes? Maybe multiple members abstained? Don't you get to see the results of the vote when no-one wins the vote?
 
Did you miss the pop-up box? Only the vote is recorded in the turn log, not the outcome (that needs to be fixed IMO...can anyone patch that in at all?)

Also I've found that it doesn't always bring up the options for votes as regularly as all that. It isn't like the UN where there are regular votes, it seems to be quite random when it takes place.

Sorry, I know you are an experienced player, but we all need help sometimes.
 
How do aircraft gain experience? I assume a fighter shooting down another aircraft does it. Anything else?
 
Thanks Crowqueen for your response, but I didn't miss the vote outcome. I will explain further down.

A small update to my question:

I went back and played the turns where I founded the Apostolic Palace again and this time I was voted winner with a comfortable margin (as I had originally expected). I guess that I didn't do every move exactly the same as the first time and thus a different random number was used to determine the voting outcome. If I enter the Members subscreen of the victory conditions screen (F8), then in this replay of those turns, I can see a Apostolic Palace resident (myself) while there is no Apostolic Palace resident in my original game.

I've added a screenshot of the members screen in my original game to show this. (I'm going to continue with my original game and not the replayed one.) The Apostolic Palace was finished in 1140AD and the screenshot shown is from 1310AD, long after the vote.

My guess is that there is a possibility that no resident is chosen when several civilisations vote to abstain. And in this case, the outcome of the vote (no resident) is not shown. There is just no mention of the outcome of the vote in the turn log. Can anyone confirm or reject this theory?

No apostolic palace resident.JPG

How do aircraft gain experience? I assume a fighter shooting down another aircraft does it. Anything else?

You can only get experience from dogfights with other aircraft. I'm not sure what happens when no-one wins the dogfight, but I've never seen that happen.
 

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it is a known bug in the AP (also UN) routine:
if a new member appears on the turn of the vote - either through colony creation or in case of the AP by religion spread - then the vote is interrupted and the game does not register it - in case of a resolution this only means that there was effectively no vote and the next vote will come up as scheduled - in case of the resident/secretary general vote this bug effectively disables the AP/UN for a long while (I believe for good).
 
it is a known bug in the AP (also UN) routine:
if a new member appears on the turn of the vote - either through colony creation or in case of the AP by religion spread - then the vote is interrupted and the game does not register it - in case of a resolution this only means that there was effectively no vote and the next vote will come up as scheduled - in case of the resident/secretary general vote this bug effectively disables the AP/UN for a long while (I believe for good).

Hmm, that's an ugly bug. I guess it won't appear regularly, but still.

Won't there be a new vote for resident/secretary general after 3 periods without resident/secretary general?

Is this bug reported in the bug reports thread?

Anyway, thanks ori, now I know what is going on. :goodjob:
 
^^1st question: no. the AP can be stuck forever AFAIK ( i've seen it being stuck for more than 200 turns )

2nd Question: AFAIK no

I normally reload when that happens. seems to solve it most of the times ( not always, dunno why )
 
Does having multiple SAM Infantry units increase the chances of interception?
 
if I enter a permanent alliance with an AI, do we share benefits of world wonders?
Yes, with the only exception being the Taj Mahal (as far as I know) - only one civ can get the golden age, and only once. But aside from that, I think that most of the wonder benefits are shared (of course, for the continental benefit ones you'll need to be on the same continent... eg the Great Wall and the Three Gorges Dam).
 
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