Quick Answers / 'Newbie' Questions

You need to spread your religion to your rivals before they can convert. That can be tricky without Open Borders or if they run the Theocracy civic... But then again, some Leaders will convert and other would rather die (and frequently do) before converting.

You can also make them convert via Espionage. I don't know how to spread your religion to them first, though...
 
^Thanks! Also, how do I force people to convert to my religion? In the trade screen, there's nothing under convert

The AI will often convert on their own if 1- most of their cities are of that same relegion 2- a lot of the world is that relegion. To spread relegion faster to a specific civ you can move the missionary to the closest tile controlled by that civs culture and gift the missionary to that civ.
 
I need help with early growth. I have some specific questions.

1. In a general since, what size cities are normal averaged at 1AD - 1000AD? Very generalized; AI trade can screw with the amount of happiness/health plus the overall quality of the map or even the need for growth itself. I just want guidelines on this, not instructions or set rules.

2. Is growth worth using an occasional farm on a normal cottage tile instead of a cottage? Question 5 asks the same question, but this is targeted towards farm vs. cottage rather than just about farms.

3. Getting an early granary I hear is pretty crucial, is it as important as I hear. I know it sounds very newbish and I always prioritize it but I just want the scoop on why.

4. Is happy and health infrastructure an important priority fairly early as a preperation for massive growth? It seems you cannot always run HR and sometimes health is short on some maps. EX. Theaters/Aquaducts/Coliseum?

5. Farms: They confuse me; should you ever build them on a green tile (2+ :food: ) or just cottage it? This really is eating on me because it seems the benefeits of a cottage should be used on a green tile always. The only time I know I should build farms is on riverside plains (maybe watermills there too) and grain :food: bonuses.
 
This is kinda why Civ can be either a science - or a philosophy. Some "high level players" have actually done the math and would be able to give you set rules with a mathematical certainty. The rest of us have developed our own principles, through trial and error - and some times habit, and have our personal philosophies. You will too, in time - unless you subscribe to some of the more "scientific" dogmas around. So for my personal views on this subject:

1. In a general since, what size cities are normal averaged at 1AD - 1000AD? Very generalized; AI trade can screw with the amount of happiness/health plus the overall quality of the map or even the need for growth itself. I just want guidelines on this, not instructions or set rules.
Depends on difficulty level and also starting location/map script. I'd say all cities should be at their happy cap, period. That is, be as large as they can without any wasteful red citizens. (They will only chew up the food but do no work.)

2. Is growth worth using an occasional farm on a normal cottage tile instead of a cottage? Question 5 asks the same question, but this is targeted towards farm vs. cottage rather than just about farms.
To cottage or not cottage is another question altogether. Early cottages are nice since they develop over time, but you can also build them later when Civics allow for a faster growth and new Techs promise even greater yields.

I'd say you pretty much have to go for Farms if your city doesn't have any :food: Resources (preferably a couple of them). Also note that you can get your cities to grow faster if you build all Farms first, and once at the happy cap, change them into Cottages. (Or go for specialists, which I tend to do early on to get my Great Scientist - or two - or three.)

3. Getting an early granary I hear is pretty crucial, is it as important as I hear. I know it sounds very newbish and I always prioritize it but I just want the scoop on why.
This has been a general rule through-out the entire Civilization series, so seasoned Civ players would tend to adhere to this dogma. Granaries double your growth rate, its as simple as that. Is that something you would want or are you already growing faster than you can improve the tiles around your city? There's no point in building a Granary if you could build something just as crucial, if you don't have the manpower (Workers) to improve the land or if you have to wait for a culture pop (or Tech) until you can hook up some luxuries (happy resources).

Before you use Slavery to hurry production (whip) you should always have a Granary first. This is an actual rule, because you would just be wasting :food: otherwise. In a worst case scenario - whip the Granary as your first sacrifice to the goods of blood and death and grain.

4. Is happy and health infrastructure an important priority fairly early as a preperation for massive growth? It seems you cannot always run HR and sometimes health is short on some maps. EX. Theaters/Aquaducts/Coliseum?
These are priorities and I would pretty much use the buildings that become available to me. Otherwise its easier to use HR to manage happiness. So, I'd go for Drama if I need the :culture: boost. Theater is one of the more useful buildings though, so I would probably build these anyway - if I happen to have Drama early on. Same thing with Temples - if I have a religion and don't have HR, sure I'd build a Temple. Otherwise I could put it off and start building my army instead. One unit does the same thing as a Temple (minus the :culture:, but the presence of the religion has already popped the borders).

Health usually isn't an issue early on - not in my games at least. But I only play on Noble anyway (for whatever reason). Other than that these are the two limitations to city growth. Given that enough :food: is available you're bound to reach either your happy or your health cap eventually, and then its time to stop growing. (You really don't have a choice.)

5. Farms: They confuse me; should you ever build them on a green tile (2+ :food: ) or just cottage it? This really is eating on me because it seems the benefeits of a cottage should be used on a green tile always. The only time I know I should build farms is on riverside plains (maybe watermills there too) and grain :food: bonuses.
Farms should go where they do they do the most good. That is, on (green) Grassland tiles. But you only build them if you need the :food:. If you already have :food: resources or have reached the happy or health cap, build Cottage instead.

You can also do a compromise and build Cottages on riverside Plains (+1 :hammers:, +1 :commerce:) and Farms on Grassland tiles to support these. If you feel unsure about this, just do the math yourself and see what would be the best solution for your situation. (Every citizen working a tile consumes 2 :food: per turn, so with a total of 5 worked tiles, you need to produce 10 :food: per turn. It doesn't matter how, with what improvement or on what tile. (Say you have a Farmed Wheat tile and four Plains Cottages, you're good.)
 
I've seen many discussion threads about global warming and I can't remember someone defending it as being a great mechanism to simulate real world global warming. ...
A more realistic simulation of global warming should sometimes turn land into water (including cities :eek:), as well as the current grass->plains->desert stuff. Is that possible to do with a mod?
 
thanks for the info guys.

also, with that Global Warming setting at '20', I suppose reducing it to, say '5', would still keep the mechanism in the game, just giving it a smaller chance of occuring?

Lowering the value will slow the desertification of the world but the end state of the world will remain the same.

actually I just specifically meant about the BUG mod itself. is there anything basic/essential I should know? not strategy-wise, but more in terms of installation/ease of use?

then again, I'm sure I can go to the BUG forums!

You should go to the BUG forums, but to answer 2 questions which are asked often in that forum:

-You access the BUG Options menu with CTRL ALT o. There are many many options in this menu and it can be a bit overwhelming for a first time user. Just take your time or maybe don't try to customise all the new features until after you've played a little.
-The dot mapping feature is accessible by pressing ALT x. Then you can start placing dotmaps of your city layout in all kinds of colours. With CTRL x, you can then hide this dotmap and make it visible again.

Could you do this by creating an XML file containing only these lines and saving it as GlobalDefines.xml in the XML subfolder of the CustomAssets folder in your CIV documents folder or should it have a different name or be saved in one of the subfolders in the XML subfolder?

You can copy the file from the main game directory to a similar position in the customassets folder (so under the xml directory) and then change the 20 into 0 in that copied file to remove global warming. Files in the customassets directory are looked at first when the game is looking for game rules. It's not a real mod which I prefer but it's an easy way to do it and easily reversible.

The AI will often convert on their own if 1- most of their cities are of that same relegion 2- a lot of the world is that relegion. To spread relegion faster to a specific civ you can move the missionary to the closest tile controlled by that civs culture and gift the missionary to that civ.

While many people use this tactic, they are using an artificial stupidity of the AI which will automatically use the gifted missionary to spread your religion without any further consideration. This even happens when the AI is using the theocracy civic which forbids spreading of foreign religions but doesn't forbid receiving of missionaries and then spreading the religion themselves. The AI could really use some improvement in that decision.

I need help with early growth. I have some specific questions.

2. Is growth worth using an occasional farm on a normal cottage tile instead of a cottage? Question 5 asks the same question, but this is targeted towards farm vs. cottage rather than just about farms.

I wanted to add something to the answers already provided.

I like to give my cities some choice between growth and production/commerce. So I'll improve the terrain around my cities in such a way that they can grow quickly using some farmed tiles next to the production/commerce tiles as long as the cities are below the happy/health cap. But the same cities can switch from farmed tiles to cottages/workshops/mines once the happy/health cap is reached to get maximum output with a stable (0 growth) maximum population.
During the game, each time I acquire new happy and health resources or get better buildings to increase happiness and health, I can let my cities grow quickly to the happy/health cap to get the maximum output. Once the city uses every tile within the BFC, I'll have to change some farms which were used for growth of the city in previous ages into cottages or workshops.

Quick growth is something like more than 5 food per turn with a granary. In the post-biology era, you can easily get far faster growth.

A more realistic simulation of global warming should sometimes turn land into water (including cities :eek:), as well as the current grass->plains->desert stuff. Is that possible to do with a mod?

There exist some extensive global warming mods, but I don't know if they do this. It should be possible though. The end result would be a water world though.
 
While many people use this tactic, they are using an artificial stupidity of the AI which will automatically use the gifted missionary to spread your religion without any further consideration. This even happens when the AI is using the theocracy civic which forbids spreading of foreign religions but doesn't forbid receiving of missionaries and then spreading the religion themselves. The AI could really use some improvement in that decision.

I agree improvements could be made but I don't see it as that much of a one sided exploit. The Ai does recieve benefits from having free missionaries. Like better chance for cultural victory. Larger happy cap with more temples. More research with monestaries, etc.
 
I beat my first Deity game! It was purely set as a learning expieriance:

Duel
Deity
Pangaea
Temperate
The only AI was: Gilgamesh! (that's one of the hardest to be near you.)

I blocked him and trudge along through various challanges for a Domination Deity win! :D Not saying a whole lot but it's awesome to know that a Monarch beat even some form of Deity fairly.
I am not bragging I am just exited and thought I'd share it with you.
 
I agree improvements could be made but I don't see it as that much of a one sided exploit. The Ai does recieve benefits from having free missionaries. Like better chance for cultural victory. Larger happy cap with more temples. More research with monestaries, etc.

The situation would be symmetrical if the AI player would ever consider gifting missionaries and the human player were forced to then use those missionaries to spread the religion in its territory. The idiocy of the above described human behaviour clearly demonstrates the artificial stupidity of the AI in its use of gifted missionaries. It's one of the shortcomings of the AI.
 
Hi, I have a stupid newbie question. I've scoured the in-game Civilopedia and ran searches on this site without any answers to my question: Can caravels conduct blockade missions? I'm playing a very long multiplayer game with some co-workers and I'm noticing that my old triremes and galleys can blockade just fine, but my newly minted massive fleet of caravels that I've sent far across the ocean can do little but sit there and look pretty, unable to blockade.

The blockade mission doesn't appear on the menu of actions at the bottom of the screen, and all the material I've found regarding blockades suggests that any military naval unit should be able to blockade. Help? :(
 
Here, I found one that has rising seas and some different terrain "demotions":

http://forums.civfanatics.com/downloads.php?do=file&id=11408
The description doesn't mention anything about rising sea levels. Also, it says that the patch makes global warming "less likely, less severe, and easier to counter", so I very much doubt that they'd even consider allowing rising sea levels to engulf a whole city.

Actually, I wasn't entirely serious when I said I wanted a mod that does that anyway. I do think it could be interesting, but I don't think it would be a good gameplay feature to have the possibility of randomly losing a city. I think global warming as it is in the game now is fair enough. A handful of tiles turning to desert by 2000 seems reasonably realistic, and not game breaking.
 
Hi, I have a stupid newbie question. I've scoured the in-game Civilopedia and ran searches on this site without any answers to my question: Can caravels conduct blockade missions? I'm playing a very long multiplayer game with some co-workers and I'm noticing that my old triremes and galleys can blockade just fine, but my newly minted massive fleet of caravels that I've sent far across the ocean can do little but sit there and look pretty, unable to blockade.

The blockade mission doesn't appear on the menu of actions at the bottom of the screen, and all the material I've found regarding blockades suggests that any military naval unit should be able to blockade. Help? :(
Yeah, its a common mistake of mine to substitute Triremes with more modern Caravels. The Caravels aren't military type vessels as such (compare the Strength values of various sailing ships!) and can't be used (to my knowledge) for blockades. There are other stuff they can't handle either, but I forget, so I'm bound to repeat my mistake...

In short: Don't use Caravels for military purposes. Use warships instead.

On the other hand, don't disband or upgrade all your Caravels either when Frigates become available. They have their own capabilities and uses - well into the modern age. Their main purpose is explorations, but they are also useful for more clandestine operations (as they can carry special units and negate rival borders).

The Galley, the Trireme and the Caravel complement each other and can't be substituted with one another. I believe that it's sort of a design flaw not to have other vessels to bridge the gap between galley type ships and ocean going ships. Then it wouldn't get this confused when you upgrade your fleet.
 
The description doesn't mention anything about rising sea levels. Also, it says that the patch makes global warming "less likely, less severe, and easier to counter", so I very much doubt that they'd even consider allowing rising sea levels to engulf a whole city.

Actually, I wasn't entirely serious when I said I wanted a mod that does that anyway. I do think it could be interesting, but I don't think it would be a good gameplay feature to have the possibility of randomly losing a city. I think global warming as it is in the game now is fair enough. A handful of tiles turning to desert by 2000 seems reasonably realistic, and not game breaking.

If you look at the 2 images one of them shows how the terrain changes. It says "rising seas optional".
 
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