Quick Answers / 'Newbie' Questions

Hi,

Is there some sort of glossary for all the abbreviations you guys tend to use (CE, SE, REX etc) ?
 
One more thing: "Its too crowded"
I get that one a lot, I assume I need to build more cottages to house them? or do I wait for them to turn into Hamlets?

While you said building improvements on tiles outside the city cross is pointless because you can't work the tile, might there be a point to building cottages?
Will they releive crowding in a city if they are out of the BFC but within its borders- thus allowing for more farms in the workable area and thus food, and higher population within the BFC?

Would it be viable to have a city built with all farms within its BFC, cottages ringing the BFC, just to get a high population and allow for a large number of specialists?

Is there anyway I could transfer a food surplus from one city to a city with lots of hammers around it, but little food (thus small population, and the hammers go unworked).
ie could I have a city specializing in food, and another in hammers?
 
Another thing that I'm curious about: Is there a way to force the AI to build just a single city? The way I read the option in the custom game field is that it just limits me to one city and not them.

Thanks again!
Rob
 
Another thing that I'm curious about: Is there a way to force the AI to build just a single city? The way I read the option in the custom game field is that it just limits me to one city and not them.

Thanks again!
Rob
not without modding the game files :)
 
LateGameWarMong: No, no, no, no, no, and, once again, no.

Cottages do NOT alleviate crowding in cities; this is a common misconception by beginners and probably indicates a problem with the metaphor Firaxis chose for the concept. Cottages are for commerce; that's the only benefit they provide, and only if worked, so they must be inside a city's fat cross. No exceptions. Putting a cottage outside your cities' workable areas is a waste of worker turns.

(Well, the one possible exception might be to use it as "barb bait"--to entice a barbarian unit onto a flat tile to pillage the cottage, where it becomes an easy kill for one of your units. But that's a tactic that's seldom needed. Barbs are pretty stupid all on their own.)

You need sources of happiness to combat unhappiness. This includes things like buildings (such as temples), resources (such as gold), civics (such as Hereditary Rule), religion, and so on. For more information, read Ways into Happiness by Cabert.

And there's no longer any way to ship excess food from one city to another, sorry. The only way to supplement the amount of food the city itself can produce is (a) settle a Great Merchant there (+1 food); (b) build a supermarket there (also +1 food); (c) spread one of the food corporations there (Sid's Sushi or Cereal Mills). (a) is a poor use of a GM unless the city is a stellar commerce city (lots of cottages and/or is a holy city with a shrine). (b) is a very good idea, but only available in the late game; while (c) is by far the best way to increase food. I've had as much as +14 food per turn from Sid's Sushi in every city with the corp.
 
About corporations

I have pondered this a lot and can't understans what am I lacking...

I have a great merchant and I'd like him to form a corporation.

I choose any corporation that other civ has not yet built and i bring my great merchant into a city with the resource which the corporation needs.

Ex. I have a great merchant in a city with corn in it's fat cross and I try to build cereal mills.

I have the option to build it but the option is grey and clicking it has no effect.

Also I have the entire tech tree completed and I am totally sure that no other civ has built cereal mills earlier.

In fact after having played 15-20 civ IV games I have never once built a corporation

What am I missing here?

Thanks
 
How does colony maintenance work? The extra cost that is added to city maintenance I mean,
 
About corporations

I have pondered this a lot and can't understans what am I lacking...

I have a great merchant and I'd like him to form a corporation.

I choose any corporation that other civ has not yet built and i bring my great merchant into a city with the resource which the corporation needs.

Ex. I have a great merchant in a city with corn in it's fat cross and I try to build cereal mills.

I have the option to build it but the option is grey and clicking it has no effect.

Also I have the entire tech tree completed and I am totally sure that no other civ has built cereal mills earlier.

In fact after having played 15-20 civ IV games I have never once built a corporation

What am I missing here?

Thanks
Not to be stupid here but have you connected the corn to the city with a farm and a road?
 
@Kariga: What civics are you running? You can't found corporations under State Property. There's also a bug in some older versions of BtS where you can't found them under Mercantilism.
 
@Kariga: What civics are you running? You can't found corporations under State Property. There's also a bug in some older versions of BtS where you can't found them under Mercantilism.

Ah Ha! So that's it! Yes I've always used state property because it has some good pros and seemingly few cons. I can't believe I haven't noticed the "corporations have no effect"- label before.

Thanks
 
How does colony maintenance work? The extra cost that is added to city maintenance I mean,

I don't know the exact formula and I don't think there has been an article written on the subject yet.

Some pointers:

-There is no colony maintenance when vassals have been disabled in the game start-up options (custom game).

-You only get colony maintenance when you have two or more civies on a land mass separated by water from the land mass where your capital is at.

-Colony maintenance rises quickly per city when you add more and more cities to this secondary land mass. It also rises with the size of the cities on this secondary land mass.

-Colony maintenance is capped at twice the distance maintenance for these cities. Since distance maintenance is related to the location of the capital, Forbidden Palace and Versailles (if you own this world wonder), it can be very beneficial to plan the placement of your capital and Forbidden Palace in such a way as to minimise distance and colony maintenance.

-The State Property civic removes distance maintenance and thus it also removes colony maintenance. This and the bonuses on certain tile improvements makes it a great civic. However, it's also the only civic that disallows Corporations and those can also be great.
 
-Colony maintenance rises quickly per city when you add more and more cities to this secondary land mass. It also rises with the size of the cities on this secondary land mass.

-Colony maintenance is capped at twice the distance maintenance for these cities. Since distance maintenance is related to the location of the capital, Forbidden Palace and Versailles (if you own this world wonder), it can be very beneficial to plan the placement of your capital and Forbidden Palace in such a way as to minimise distance and colony maintenance.

-The State Property civic removes distance maintenance and thus it also removes colony maintenance. This and the bonuses on certain tile improvements makes it a great civic. However, it's also the only civic that disallows Corporations and those can also be great.

Thanks. At least that means I may be able to deal with it. Founding my last city increased my costs by ~130gpt, which shocked me rather.
 
What does the "stores 50% of food after growth" do with graneries?

At the beginning of the game, after your city's population grows by one, the food bar (visible at the top of the city screen) drops all the way back down to 0. As it takes more food to grow to each additional population point, it takes longer and longer to increase a city's population. The granary helps your cities grow by retaining half of the food in the food bar after the next population point is reached, so the city only has to accumulate half of the food it otherwise would require to grow to that next population point.

This is especially helpful when you use the Slavery civic to "whip" citizens away, as your city will recover from losing that population sooner.
 
Thanks. At least that means I may be able to deal with it. Founding my last city increased my costs by ~130gpt, which shocked me rather.

The cap for colonial maintenance was introduced in one of the patches (3.13 I think), so if you haven't patched then colonial maintenance isn't capped at this value and can become really large (up to 100gpt). 130gpt is really a lot for colonial maintenance + city maintenance.
 
Is sids sushi and corps only in BtS?
I'm only playing warlords.
I have been increasing happieness points to compensate, but wondering if there was a way to decrease unhappieness due to crowding, much like you can decrease unhealthieness with a recycling center, or doing nuclear/hydro, rather than coal.

I haven't been playing very long, but do nuclear reactors actually melt down on occassion? what is the effect(population reduction, irradiated tile, irradiated surrounding tiles like a nuke?)

I remember the same thing was supposed to happen on Sim City, but I never had it happen.

Are nuke plants "safe" to build, do they replace coal, or do you have 2x the power, and still the unhealthyness of coal?

The revelation that cottages aren't additional housing is huge, thanks.

So what is the effect of growing into a hamlet now? more commerce?
how much does a cottage/hamlet increase food production on a 2 breadpeice tile? how much does a farm?
Is it a fixed value independant of the tiles resources, or a multiplier of the tile's resources?
Does a farm on a coin and bread tile increase the coin and bread, with the bread increasing more? or only the bread and the coin stays at basal levels?

I assume its also a waste to build more farms+cottages within the BFC than you have population to work them? as the farm goes unused for a long time, and your workers could be chopping to speed production, or scouting/building roads/forts for more immediate benefit?
 
Is sids sushi and corps only in BtS?
yes
I have been increasing happieness points to compensate, but wondering if there was a way to decrease unhappieness due to crowding, much like you can decrease unhealthieness with a recycling center, or doing nuclear/hydro, rather than coal.
Unhappiness and unhealthiness from overcrowding can't be reduced by any way without reducing the population itself (it is always equal to the population in the city), with 2 radical exceptions: the globe theatre removes all unhappiness in the city it is built in, and (in BTS) the national park removes all unhealthiness from population.

I haven't been playing very long, but do nuclear reactors actually melt down on occassion? what is the effect(population reduction, irradiated tile, irradiated surrounding tiles like a nuke?)
I almost never build any ^^ Can't answer to that one, sorry; but as far as I know, yes, they sometimes melt-down.

Are nuke plants "safe" to build, do they replace coal, or do you have 2x the power, and still the unhealthyness of coal?
When you have multiple power plants in the same city, only the best has any effect. With a nuclear/hydro and a coal one, the coal one does not produce unhealthiness; and with a hydro and a nuclear, the hydro is used, so no meltdown possible.

So what is the effect of growing into a hamlet now? more commerce?
Exact

how much does a cottage/hamlet increase food production on a 2 breadpeice tile?
A cottage does not improve food. Only commerce.

how much does a farm?
+1 food if it's irrigated. +1 food with biology. And respectively +1/+2/+2 food on rice/corn/wheat. Only that: no increase on commerce, no multiplication of anything.

I assume its also a waste to build more farms+cottages within the BFC than you have population to work them? as the farm goes unused for a long time, and your workers could be chopping to speed production, or scouting/building roads/forts for more immediate benefit?
In 99.99% of the situations, yes :) If you notice you should do what is best in the current situations, it's ok, you will see that sometimes, build additional improvements is worth it if you don;t have better things to do (because they will be ready as soon as the city grow, or because it allows you to change the output of the city faster if necessary - emphasize growth or commerce or production...)
 
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