Quick Answers / 'Newbie' Questions

I guess my question is: what is the basic timeline of the post-culture bomb period? How do I handle it as either the doer or the receiver? If I move a military unit close immediately after the culture bomb, will that sway the city into my fold? I guess that's more than one question but I'd just like to know the specific post-culture bomb effects on both sides. Many thanks in advance.

See this link for the detailed mechanics of culture bombing, and how culture works in general - don't worrt about the vanilla 1.61 - the culture-bomb mechanic is unchanged for BTS
 
I don't know the exact dynamics, but it depends. Culture can be measured, and a culture bomb gives you a certain amount in the city. The city next door will be producing culture of its own depending on the buildings it has and specialists its hired. When a city revolts the second time it will flip. The AI (and human player too) can increase the size of the garrison to prevent the revolt. If this isn't a detailed enough answer, try searching "culture flip/flipping"

See this link for the detailed mechanics of culture bombing, and how culture works in general - don't worrt about the vanilla 1.61 - the culture-bomb mechanic is unchanged for BTS

Perfect! :crazyeye: Thanks a ton. :)
 
Does the calculation of the blue circles when settling a city take into account only stuff the player can see or can it indicate that there are resources the player can't see yet?
 
the starting location itself takes into account all tiles (regardless of whether you can see them or not) and all resources (regardless of whether you can see them or not) the blue circles only take into account what you can see.
 
This is REALLY a newb question, but I've only had the game for a week now and am still trying to figure things out.

How the heck do you move Scouts across bodies of water?? My society (Japanese) has discovered Sailing, but I have yet to see any options. Are there other technologies that need to be discovered/invented before this can happen?

Thank you!
 
This is REALLY a newb question, but I've only had the game for a week now and am still trying to figure things out.

How the heck do you move Scouts across bodies of water?? My society (Japanese) has discovered Sailing, but I have yet to see any options. Are there other technologies that need to be discovered/invented before this can happen?

Thank you!

Land units (including the specific unit called the scout) cannot move across bodies of water unless transported by ships like galleys, galleons, caravels etc.

If you have discovered sailing then get a city that is on the coast (if you don't have one already you'll need to build one) to build a sea unit like a galley. However galleys are restricted to "coast" squares and squares within your culturual (or friendly civs) borders. You will need to get the technology which allows you to build caravels (Optics) before you can sail onto the greater oceans.
 
If one gifts a unique unit to another (different) civ, does it remain a unique unit (eg Samurai) or does it transform into its non-unique equivalent (Maceman)?
 
If one gifts a unique unit to another (different) civ, does it remain a unique unit (eg Samurai) or does it transform into its non-unique equivalent (Maceman)?
The unique unit will stay as a unique unit. I think that in earlier versions of the game, the Fast Worker was an exception to this (it became a regular Worker), but in the latest version of BTS, the Fast Worker remains as a Fast Worker too.
 
Cool! All the more reason for multi-civ alliances. ^_^ I assume it works the other way around too? (Like, gifting a Maceman to Japan does not make a Samurai.)
 
more a quick question than a newb question

when doesn't Babylon declare on you? ... is it enough to get them to pleased or should i get them to friendly as well?
 
Cool! All the more reason for multi-civ alliances. ^_^ I assume it works the other way around too? (Like, gifting a Maceman to Japan does not make a Samurai.)
Indeed, Macemen remain Macemen when gifted to civs like the Japanese and Vikings, and so on. ;)

more a quick question than a newb question

when doesn't Babylon declare on you? ... is it enough to get them to pleased or should i get them to friendly as well?
Babylon will not declare war at Pleased. :)

Spoiler :
Code:
- <NoWarAttitudeProbs>
- <NoWarAttitudeProb>
  <AttitudeType>ATTITUDE_ANNOYED</AttitudeType> 
  <iNoWarProb>20</iNoWarProb> 
  </NoWarAttitudeProb>
- <NoWarAttitudeProb>
  <AttitudeType>ATTITUDE_CAUTIOUS</AttitudeType> 
  <iNoWarProb>70</iNoWarProb> 
  </NoWarAttitudeProb>
- <NoWarAttitudeProb>
  <AttitudeType>ATTITUDE_PLEASED</AttitudeType> 
  <iNoWarProb>100</iNoWarProb> 
  </NoWarAttitudeProb>
- <NoWarAttitudeProb>
  <AttitudeType>ATTITUDE_FRIENDLY</AttitudeType> 
  <iNoWarProb>100</iNoWarProb> 
  </NoWarAttitudeProb>
  </NoWarAttitudeProbs>
 
goodie ... can't understand/read those so it's nice that someone can ... but that means that i can neglect my military heavily now, and focus on taking the major part of the continent i'm on together with Babylon :P
 
Babylon will not declare war at Pleased. :)

goodie ... can't understand/read those so it's nice that someone can ... but that means that i can neglect my military heavily now, and focus on taking the major part of the continent i'm on together with Babylon :P

Note that the decision by an AI to declare war on you is made long (something like 10 turns) before they actually declare war. This can mean that Babylon is Cautious towards you in 1500AD and decides that it will build up forces to declare war. Then it becomes pleased in 1510AD but still continues its preparations for war. In 1600AD, its forces are completed and it declares war (while pleased or maybe even friendly if you managed to further improve relations).

So it requires a certain period during which relations are good to ensure that an AI will not declare war.
 
Note that the decision by an AI to declare war on you is made long (something like 10 turns) before they actually declare war. This can mean that Babylon is Cautious towards you in 1500AD and decides that it will build up forces to declare war. Then it becomes pleased in 1510AD but still continues its preparations for war. In 1600AD, its forces are completed and it declares war (while pleased).

So it requires a certain period during which relations are good to ensure that an AI will not declare war.
Indeed, Roland is correct. And just to add a further note, in case you are unaware - you can check if a leader is planning for war with you by mousing over the redded out options on the "declare war on..." list in diplomacy. If they say "We have enough on our hands right now", then they're preparing for war. If they don't say this, and they are Pleased with you (and remain that way), then you can guarantee that they will not attack you. :)

I think there may be exceptions with certain leaders, like Catherine, who can still be bribed into warring with you by other AI's (technically not making the decision "on their own") even at Pleased or Friendly. I'm not 100% sure about that though, perhaps Roland or someone else can clarify.
 
Hi everyone,

This might be answered somewhere else, but I haven't been able to find it yet. I played Civ III for years, and just recently started playing Civ IV. My question is about the military advisor. In Civ III, you could see all of your military unit and their locations, as well as activate and upgrade units from the Military Advisor screen. In Civ IV, I have yet to find a way to be able do this. I often create units and fortify them in a city with the intention of using them later once I have built a sufficient number of them. Unfortunately, I tend to forget what cities I built them in and what units are in which city. It is a huge pain to open up each city one by one and check. Does anybody have any recommendations on how to better manage your military units? Why is the Military Advisor screen such a dud in Civ IV when it was so good in CIv III?

Thanks in advance for any and all suggestions!
 
You should specialize your cities so that only one or two is building military but they are building a ton of military. Then you only need to check your military cities.

In the military adviser, if you click on a unit, its name turns yellow and it's highlighted on the map.

Also, instead of fortifying them right away, you could move them to one spot in the middle of your empire and then fortify them.
 
I often create units and fortify them in a city with the intention of using them later once I have built a sufficient number of them. Unfortunately, I tend to forget what cities I built them in and what units are in which city.

The military advisor can show individual units. You can't activate them from the advisor, but you can select them either individually or in groups, see them on the minimap, and click on the minimap to zoom to that area in the game. The screenshots are from BTS but the same functionality is in the original Civ4; click for full-size.

 
What is the difference between "route to" and "build a road"? I feel like the later one has no effect really but the "route to" actually put a road on a map. When I set my workers automatically connect resources, they always walk around and build those "invisible roads". Why?
 
"build a road" only puts the road on one tile. It's there but it may be hard to see.

"Route to" builds multiple roads until you get to the tile you designate.

There aren't invisible roads, at least that I'm aware of. Maybe the resources are on rivers and don't need roads?
 
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