Quick Answers / 'Newbie' Questions

Enough military units can stop a city from flipping and it's easier for a city that has never been large to prevent it from flipping. The odds of flipping can be seen in the influence bar in the city and you can see the odds go down as you add units.
The odds that a city flips is completely independent from the general culture of your empire like you seem to think, Baldyr. It's just dependent on the local culture so that 65% Spanish cultural influence on that tile will require some military persuasion to not revolt. Razing it will not remove that cultural influence.

Whether cities can flip after capture depends on the pre-game settings. There's a setting that governs the possibility 'flipping after capture' and the default setting is off, but in my games I always switch it on. Even if you set it on off, the city will still go into revolt periodically if you won't use military suppression of the population. It just won't flip.
By the way, the setting 'no cultural revolt after capture' (or something like that) will only prevent cultural flips to the original owner and not to other parties (which is what makes it such a weird inconsistent option in my view).
 
Can someone explain or relate me to a thread which will explain how to add a new leader to an old civ?
 
Can someone explain or relate me to a thread which will explain how to add a new leader to an old civ?

Check the Creation and Customization Forum.
 
Hmmmm. Doesn't sound like much of a trade off, but I'll tinker with it. I've never actually used Slavery before.

Thanks.
:D
F

Your welcome. Slavery is a seriously awesome way to get an early army up quickly. If you have 12 cities and you are trying to produce units. Just assign all twelve for your unit and whip all of them. Instant twelve units. If you want an overkill, try whipping several times. Your cities will grow back and happiness will replenish.
 
The thing with Slavery is that you're not in a sense trading population for production, but :food: for :hammers:. It is basically the same thing, as :food: = citizens, but the thing is that :food: tends to be available to the extent that city size early becomes an issue. This is why it is wise to trade all that :food: for production, as it helps keep city size at manageable levels. (Just whip 'em once the red faces appear.)

I seldom use whipping for units, since they aren't contributing anything to my empire. (I'm a builder, not a fighter...) I will, however, get those early Monuments, Granaries, Courthouses, Markets and Libraries going ASAP with Slavery! The earlier I can get the benefits from essential buildings, the less time (for creating :gp: and :culture:) and :commerce: I waste while accumulate all the 100s of :hammers: needed to finish all of them. And Slavery is incredible fast with only a few worked :food: resources per city!:king:
 
Just to add to our "tips for slavery beginners": the real power of the whip comes from overflow. The thing is, you always get 30 :hammers: per citizen whipped (normal speed), no matter how many hammers are required to complete the current build. The easiest way to see this is to whip one citizen when the current build has 1 turn and a couple of hammers required for completion. On the next turn, you'll see the overflow--some 20-odd hammers--go into the next build.

The ideal time to whip, usually, is when the build requires 2 citizens to complete it--barely (say 30+1 :hammers: on normal speed) and your city is about to grow and exceed its happiness cap on the next turn. By whipping 2 citizens in this circumstance, you complete the build, get some 30-odd :hammers: for the next build, avoid growing into unhappiness, and replace one of the citizens you just whipped immediately. Determining the timing for this takes some calculation (especially once things like forges and Organized Religion start affecting the :hammers: calculations), but the BUG mod makes it much easier and is highly recommended. :goodjob:

If you use slavery extensively, Pottery is a priority tech and granaries are priority buildings, as they help you replace your lost citizenry faster.
 
Yeah, Granary is the first building to whip, because it effectively doubles whipping efficiency. It can also be useful to note how many citizens you actually need for working resources, so that you don't whip too much population at once. Thus making your city less effective.

Also, if you're cooking up a specific :gp: by having specialists early in the game, it's important that those citizens aren't whipped. Assuming you wanna get that great person in a timely fashion.
 
Because nobody said it and because it's not obvious when you're new to this game: hammers from whipping are subject to all the normal production modifiers. This means that the +25% from the forge or the +100% from building walls with the stone resource all apply to the hammers acquired from whipping just like it applies to hammers from normal production. Whipping wonders directly however incurs a penalty to the amount of hammers that you get from a single population point.

When you get a granary, growing takes some 11-15 food for cities from sizes 1 till 5 and that food can be transformed into 30 base hammers. It's a very attractive conversion of food into hammers that early in the game and that's the real power of whipping at the start of the game. Later on, when cities become larger and require more food to grow and hammer yields from tiles increase, whipping becomes less attractive.

Happiness is often a limitation of whipping. Because you get 1 unhappiness for 10 turns no matter the amount of population you whip, it's often more interesting to whip multiple population points so that the unhappiness can wear off while the city regrows. Because it takes a while to regrow 3 or more population points in a city, whipping many citizens is also less attractive in most cities. Usually, the optimal efficiency is whipping 2 population when the city is just about to grow so that you immediately regain 1 lost population but still have some time for the happiness to wear off while the city regrows its second population point.

Note that the hammers from whipping population, the food required to regrow population and the period of time that the citizens remain unhappy all scale with the game speed making whipping a well balanced game feature between the various game speeds.
 
Your welcome. Slavery is a seriously awesome way to get an early army up quickly. If you have 12 cities and you are trying to produce units. Just assign all twelve for your unit and whip all of them. Instant twelve units. If you want an overkill, try whipping several times. Your cities will grow back and happiness will replenish.


Well, war is here (Bloody back stabbers :mad:) and I need units! I also need some walls on the "target city." That was going to be my next question actually. Does it work for units or just structures? You already answered it though.

Thanks again.
:goodjob:
F
 
Why is overflow so much better? Can you not get the same effect by just, uh, "whipping," never heard the term before, again on the next thing?
 
I can't access my Uranium!! some kind of glitch or bug?

I've had Uranium Tech for a while now, and have had a mine on the Uranium square for a while as well. but now I just got the Tech for submarines and it's not letting me build them. the Submarine button is 'blacked out' and it says "requires oil or uranium"

here is the screenshot: Civ4ScreenShot0003.JPG

I was thinking about destroying the mine and rebuilding it..

now I am looking at Uranium in the CP and it says I have Zero. WTH!
 
A believe its a little piece of game design that requires you to have Fission in order to actually get/use Uranium. (Not the same as being able to see and work the resource.) It seems to be a feature and not a bug, though, even if its not documented (AFAIK).
 
Why is overflow so much better? Can you not get the same effect by just, uh, "whipping," never heard the term before, again on the next thing?
Yes, but then you incur additional unhappiness for the additional whip. :mad::mad: instead of :mad:. Overflow gives you all those lovely hammers for the price of a single unhappy citizen. :whipped:
A believe its a little piece of game design that requires you to have Fission in order to actually get/use Uranium. (Not the same as being able to see and work the resource.) It seems to be a feature and not a bug, though, even if its not documented (AFAIK).
Yes, Physics reveals Uranium and allows you to mine it, but to use it, you need to discover Fission. This more or less corresponds to history--uranium, radium, and radioactivity were discovered many years before we figured out what sort of trouble we could get into with them. :crazyeye:
 
Why is overflow so much better? Can you not get the same effect by just, uh, "whipping," never heard the term before, again on the next thing?

you could, but every time you whip, you get one more unhappiness. The citizens that get whipped will come back pretty quickly (sometimes in just 1 turn), but the unhappiness is a bigger problem. Especially in the early game, happiness is limited, so the amount of happiness you have determines how many productive citizens you can have in a city. Just compare the different possibilities-

whipping 1 citizen for 30 hammers gives 1 unhappiness for 10 turns. That means a citizen becomes unhappy, usually. That guy could have been working a 3 hammer tile for 10 turns, and produced the same amount the normal way. This is only good if the city really doesn't have any other way to make production.

whipping once, and then again gives 2 unhappiness for 10 turns, and then 1 for 10 turns. Same problem as above, but now it's even worse. Don't do this except for drastic situations.

Whipping 2 citizens, for 60 hammers still gives just 1 unhappiness for 10 turns. 2 citizens will still grow back fast with good food and a granary, and nothing except for a plains hill iron mine can be worked for 6 hammers/turn. So this is a really efficient way of doing production. Whipping 3 citizens can also be really good, if you've got enough food. I don't think it matters very much, whether you get overflow hammers or not- more critical is a lot of food and a granary so you can regrow quickly, right up to the happiness limit.
 
Yes, Physics reveals Uranium and allows you to mine it, but to use it, you need to discover Fission. This more or less corresponds to history--uranium, radium, and radioactivity were discovered many years before we figured out what sort of trouble we could get into with them. :crazyeye:

well, it's not a problem as long as the game TELLS me that... as far as I could see, according to what the game was telling me, I had everything I was supposed to have for that unit.

anyway, thanks.
 
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