Quick Answers / 'Newbie' Questions

I have seen (many times) black glow on my city (yech), and yellow glow (yech again), but this one is new for me... blue, little bit sparkling glow (no normal celebration glow for a day, but constant, at least so far). It doesn't look like bad one, but good one (only impression). I couln't find this from manuals or forums, but I'm sure that somebody knows and tells me meaning of that.

Adv. thanks

Wenla

alias

"Old dog can learn new tricks"

I think that one of the units in that city can get a promotion.
 
When settling, do you want to settle directly on the best tile or right next to it?

For instance, let's imagine I'm setting in an area with all 2-food, 2-gold tiles, but one tile is 3-food, 3-gold. Would I settle directly on that title or next to it?

Just curious. I know that if the tile has a + thing you don't settle on it, but what about general resources?
 
When settling, do you want to settle directly on the best tile or right next to it?

For instance, let's imagine I'm setting in an area with all 2-food, 2-gold tiles, but one tile is 3-food, 3-gold. Would I settle directly on that title or next to it?

Just curious. I know that if the tile has a + thing you don't settle on it, but what about general resources?
With very few exceptions, a city tile has 2F/1H/1C. You might get +1 of one of those by settling on top of a special (non-resource) tile, but as with resources, to get the full benefit, you need to not settle on top of it. (The exception tends to be settling on plains hills, as getting the one extra hammer that such a move provides that early in the game can amount to a significant advantage.) Frankly, I prefer, if the map allows, to settle on tundra, desert, or plains tiles, as putting a city there immediately makes those tiles more productive than they would ever be on their own.

You also need to consider the big picture in those circumstances. Consider the city's fat cross, the 21 tiles that its citizens can work. Moving a city even just one tile can have a huge impact on the city's growth, viability, ability to specialize, and so on. You may, for example, be trading grassland tiles for plains, or worse. Or losing tiles next to a river or lake that you can irrigate in the early game for tiles that can't be irrigated until Civil Service enables chain irrigation.
 
So, all things being equal, settle next to the "super" tile, not on it. Okay.

I have a question on trading.

When the AI wants to trade, I'll see he'll trade 1 of 2 pigs for 1 of 2 cows (as an example). Is this a per turn trade?

And why would I trade something that has the same stats? (like +1 food + 1 happiness, or whatever)

Last night I denied a trade that would send 1 of 2 uranium for some crap. I figured that without uranium he can't do crap (same with the aluminum). :)

Just started paying attention to rivers last night. There sure is a lot of stuff going on. I love it.

BTW Sisiutil, I stumbled upon your tactics & gambits PDF. I liked it. :)

Just printed your beginner's guide 3-1 and plan on reading right now as I have something to eat.
 
So, all things being equal, settle next to the "super" tile, not on it. Okay.

I have a question on trading.

When the AI wants to trade, I'll see he'll trade 1 of 2 pigs for 1 of 2 cows (as an example). Is this a per turn trade?

And why would I trade something that has the same stats? (like +1 food + 1 happiness, or whatever)

Last night I denied a trade that would send 1 of 2 uranium for some crap. I figured that without uranium he can't do crap (same with the aluminum). :)

Just started paying attention to rivers last night. There sure is a lot of stuff going on. I love it.

BTW Sisiutil, I stumbled upon your tactics & gambits PDF. I liked it. :)

Just printed your beginner's guide 3-1 and plan on reading right now as I have something to eat.
Thanks for the compliment! :D

Trade deals last for a minimum of 10 turns, after which they keep going until one side cancels them. (War can disrupt them before the 10 turns is up, though.)

You get +1 :health: or +1 :) or more for each different resource that grants those benefits. So pigs by themselves give you +1 :health:, while getting cows will give you another :health:, making your cities healthier overall. So it is worthwhile trading away your surplus resources even if all you're getting back is resources that offer the same benefits, because the benefits stack.

Sometimes it may even make sense to trade away your sole source of a particular resource because you don't really need it. In the early game, for example, happiness is a bigger problem than health, so you may trade a lone health resource like pigs to get a happy resource like gold.

You are correct, though, that you need to be careful about trading strategic resources (those that can be used to build military units or, in the case of aluminum, contribute to a victory condition). On the other hand, the AI understandably places a high value on strategic resources, so you can often get >1 resource in return and even some gold per turn (GPT) as well. I often like to trade copper away, for example, especially if the recipient and I both have iron. I don't view it as an exploit because the copper serves as a backup resource in case their iron gets captured or pillaged, and copper accelerates the build times of certain buildings and wonders as well. I may be dancing on a fine ethical line there, however...
 
Oh, here's a question.

I was going to build something and it said something like production doubles with aluminum.

Does this mean the city has to be working a mine with aluminum or that any city I have just has to be doing it?

Also, is the double production reflected in the turns it shows?
 
Oh, here's a question.

I was going to build something and it said something like production doubles with aluminum.

Does this mean the city has to be working a mine with aluminum or that any city I have just has to be doing it?

Also, is the double production reflected in the turns it shows?
You just have to have access to aluminum; either have an aluminum mine somewhere in your borders, or trade for aluminum.

The double production speed is reflected in the city where the accelerated build is taking place; mouse over the number of hammers-per-turn going into the build at the upper centre-left of the city screen and the rollover pop-up will say something like "+ X hammers for building a space ship part with access to aluminum". The estimate of turns to completion also shown in the city screen takes this increased hammer contribution into account.

Builds accelerated by stone, marble, iron, copper, gold, ivory, and so on all work this way.
 
Yet another question.

When I take a city and have to decide to raze or keep it, is there a way to find out if it has a wonder, holy city or whatever?

Sisiutil, I just finished your Strat guide for beginners. That was great stuff. I learned some more. :)
 
If I put a work boat on a regular spot of water, no fish or anything, do I still generate any food?
 
Yet another question.

When I take a city and have to decide to raze or keep it, is there a way to find out if it has a wonder, holy city or whatever?

Sisiutil, I just finished your Strat guide for beginners. That was great stuff. I learned some more. :)

Well, you could look beforehand on the F9 Info screen to see if there are any wonders (and F7 to see if it is the holy city), but once that screen pops up, no, I don't think so.

If I put a work boat on a regular spot of water, no fish or anything, do I still generate any food?

You won't generate additional food, no.
 
Well, you could look beforehand on the F9 Info screen to see if there are any wonders (and F7 to see if it is the holy city), but once that screen pops up, no, I don't think so.

Yeah, that's what I was thinking. Just wanted to make sure. :)

Thanks
 
Hi, I would ask a newbie question also.
how did Heroic Epic works ?
I putted a level 4 and a level 5 unit into the city but the wonder description still in red.
thanks so much !
 
You don't need a level 4 unit inside the city to be able to build the HE. You need, at one time in the game, to possess a level 4 unit. Even if it dies after, you can still build the HE.

However, perhaps you're mixing level 4 and 4 XP. A unit needs 10 XP (8 if charismatic) to be able to get to lvl 4, and even when it has them, you have to select promos to make it pass to the following level.

Check your unit: its level is written.
 
But, but, but, I have autopromote on :confused: I haven't promoted a single unit so far, so why this one?

Wenla

I can't explain that, but judging from the haphazard way the AI promotes its units I'd recommend against autopromote.
 
You don't need a level 4 unit inside the city to be able to build the HE. You need, at one time in the game, to possess a level 4 unit. Even if it dies after, you can still build the HE.

However, perhaps you're mixing level 4 and 4 XP. A unit needs 10 XP (8 if charismatic) to be able to get to lvl 4, and even when it has them, you have to select promos to make it pass to the following level.

Check your unit: its level is written.

Tks for reply. sorry for my bad present skills
My HE built already. and it has a red word require a level 4 unit.
So i put a level 4 and a level 5 unit into the city. the red wording does not resolved. So i ask.:confused:
 
Tks for reply. sorry for my bad present skills

Don't worry, many of the game's instructions are pretty unclear. And we were all, with a few notable exceptions, new to this once.
 
You HE is already built and you see this message? I don't see how it's possible, except if you got one HE peacefully from an opponent's sity (and so, did not build it yourself).

I stand to what I said about units, level and the unnecessary presence in the city, and advise you to post a save.
 
Here's a question on cottage, hamlet, etc.

When it gets to a town, do you have to keep a circle on it to get the gold?
 
Here's a question on cottage, hamlet, etc.

When it gets to a town, do you have to keep a circle on it to get the gold?

Yes. You only get commerce, hammers or food from any tile when you "work it". That means you have one of the circles aka citizens on the tile.

There is no exception for cottages and towns etc. It's just cottages, hamlets and villages also grow when you work them.

Oh, and by the way it is not technically gold you get from the town. You get commerce. The icon used for commerce however looks very much like a gold piece leading many to believe it is gold. But if you are converting a lot of your commerce into research (beakers) for example, then you would be getting mostly beakers from the commerce rather than gold.
 
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