Quick Answers / 'Newbie' Questions

How can you move an AI screen, e.g. when the AI makes an offer but you need to view advisor information before responding? One of the AIs offered me a city, but I couldn't view the map to see where it was because of the screen.

Thanks.

I dont think it can be done. Please someone correct me if I am wrong though.

You can access the advisor screens which is usually enough to make a judgement call about most diplomacy issues, but you can't access the main map. The advisor screens can be accessed by pressing the appropriate shortcut key.

When the AI offers you a city, the advisor screens will likely be of little use. The AI will sometimes offer cities which are under cultural pressure. So this might give you a clue about the city the AI is offering you.
 
So, under certain conditions a Farm will "spread" this Fresh Water also to adjacent tiles.
The conditions being:
  1. You've discovered Civil Service.
  2. There's a continuous chain of irrigated farms back to "real" water. If somebody pillages a farm in the middle, the farms further away aren't irrigated anymore.
After Biology you can farm without being adjacent to water or irrigated farms.
 
How do you know wat to research first given the vast number of choices given i want my cities to be a GPP one? N wat does the beaker represent, the one which u can decrease or increase by 10%?
 
How do you know wat to research first given the vast number of choices given i want my cities to be a GPP one? N wat does the beaker represent, the one which u can decrease or increase by 10%?

You want techs that will get you buildings which allow specialist and more food. The beakers represent research. You are referring to the slider where you can choose to use 100% of your commerce into beakers (research) or only 10%, leaving 90% of your commerce to be turned into gold.

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Are supermarkets and great merchants the only ways to get more food outside improvements?
 
URGENT QUESTION> i just got vanilla Civ4 from D2d. Says to get activation code from Download page. I had to laugh out loud for the ridiculousness of asking me these without telling me where the fk this download page is. So i search searc search....nothing.


halp_ :)
 
How do you know wat to research first given the vast number of choices given i want my cities to be a GPP one? N wat does the beaker represent, the one which u can decrease or increase by 10%?
You don't need more than one :gp: city, for starters. (For reasons that are mathematical and a bit complicated to sum up.)

So you should probably build a wonder or two in that city. Look for wonders than produce high :gp:. Also, everything that makes it possible to access :food: resources around that city. (Well, Agriculture, for starters, and Pottery of course.) This because, you might wanna turn some of the citizens into specialists in that city to create further :gp: points. (The other ones feed the specialists, you get?) The easiest path would be to get Code of Laws and adopt Caste System (unlimited specialists). This should get you started.

The :science: stands for Science. You accumulate :science: every turn in your cities, and once you've amassed enough you get the Tech you're currently researching. Then the process starts all over again. But its important to know that the percentage isn't what counts, but rather how many :science: you produce per turn and city. You can see this in the Domestic Advisor (F1), listed per city. There are other ways to produce :science: than to just convert your :commerce: (Commerce) into research (via the % setting). Scientist specialists come to mind (see above)...
 
Are supermarkets and great merchants the only ways to get more food outside improvements?


the unique building for the Khmer is the Baray and it gives another bread, Biology ads bread to farms, lighthouse ads bread to water tiles, granary doesn't ad food but the city will grow like it has a lot more food.
 
Are supermarkets and great merchants the only ways to get more food outside improvements?
In addition to what IAM said, you can also found one of two corporations: Sid's Sushi or Cereal Mills. Each of them transform excess food resources into additional food in any city where the corp is spread.
 
does the number of land improvements depend on the size of the city?

If I'm correct on what you mean, no, you can build improvements for all the tiles the culture from the city surrounds as soon as the city is built. However, you can't build improvements outside your borders (except roads and I think railroads).
 
does the number of land improvements depend on the size of the city?

If I'm correct on what you mean, no, you can build improvements for all the tiles the culture from the city surrounds as soon as the city is built. However, you can't build improvements outside your borders (except roads and I think railroads).
Citizens from your city can only be assigned to work the 20 tiles in the city's "fat cross"--the number of tiles contained within the city's first border expansion. As the city's culture grows, its borders will continue to expand to include more tiles outside the fat cross. You can improve these tiles, and it is usually to your advantage to do so. However, your citizens will never be able to directly work those tiles unless you build another city nearby.

So to more directly answer your question, the number of land improvements that can be worked is dependent upon the city's population size; the number of land improvements that can be built is dependent upon the city's border (or culture) size.

One other thing: once your city grows to a population of 21, it will have maxed out all the tiles that can be worked (assuming that none of those tiles are unworkable desert or peak tiles). The city can grow beyond a size of 21, but no more tiles in the city's vicinity can be worked; citizens in cities beyond size 21 must become specialists.

As for things you can build outside your borders, you missed one, Reiser: forts. ;)
 
I am a big fan of Civ II. One of the reasons I liked it so much was that I could build a mighty empire, reduce all other AI civ's to near nothing, then change who I was. Then I could start again as a minor player and try to build a new empire going against the mighty empire I just built. In Civ II if I built up as the Americans I just hit a radio button and suddenly I am the Germans and the AI takes over as the Americans. I can't figure out how to do this in Civ IV. Any thoughts??
 
I am a big fan of Civ II. One of the reasons I liked it so much was that I could build a mighty empire, reduce all other AI civ's to near nothing, then change who I was. Then I could start again as a minor player and try to build a new empire going against the mighty empire I just built. In Civ II if I built up as the Americans I just hit a radio button and suddenly I am the Germans and the AI takes over as the Americans. I can't figure out how to do this in Civ IV. Any thoughts??
You need to get the Rhye's and Fall of Civilization mod. Its a historical mod that spawns all Civs on their historical dates, so when a new Civ is born the player is prompted to take control of it (if he so wishes). You can only do this once, though, but if you say start off as Rome in the Classical Age you could switch to the Turks in the Renaissance Age. (America, of course, spawns last, and only a handful Civs spawn in the Stone Age.)

There is also a version of RFC called RFC RAND which uses random maps (instead of the Earth map of the original mod), and runs much like a regular Civ Game, only far better, in my humble opinion.:king:

You will find what you need here.
 
Two trade questions:

1) Some buildings increase my "trade route" yield in the city. What exactly is my "trade route" yield in a city? I'm not looking for the exact formula, what I want to know is --does this only mean resources in that particular city that I am actively trading with an AI Civ?

2) Correct me if I'm wrong. I have a resource that give one Happy, and I have only one of that resource. I trade it for an AI resource that has one Health. Assuming my cities are linked, I have now lost one Happy and gained one Health in all my cities? Further, if I have "extras" of a resource, I can trade them away without losing the Health/Happy bonuses, because you only get One Point, no matter how much Silk you have, for example? Do I have this right?
 
Two trade questions:

1) Some buildings increase my "trade route" yield in the city. What exactly is my "trade route" yield in a city? I'm not looking for the exact formula, what I want to know is --does this only mean resources in that particular city that I am actively trading with an AI Civ?

2) Correct me if I'm wrong. I have a resource that give one Happy, and I have only one of that resource. I trade it for an AI resource that has one Health. Assuming my cities are linked, I have now lost one Happy and gained one Health in all my cities? Further, if I have "extras" of a resource, I can trade them away without losing the Health/Happy bonuses, because you only get One Point, no matter how much Silk you have, for example? Do I have this right?
You've got the second point correct, sir.

Regarding the trade routes this refers to one of your main sources of :commerce: (Commerce) in your cities. :commerce: is mainly generated from 1. the tiles you work from within your city screen, and 2. the trade routes (normally 1-4 or so) listed at the top portion of your left pane inside the city screen. It lists the cities your city is trading with (internal or international) and gives you an amount of :commerce: per turn and trade route.

So, your city might be getting 5 :commerce: from worked tiles and an additional 5 :commerce: from a few trade routes, as an example. This adds up to 10 :commerce: in total, which is then converted into production of :gold:, :science:, :culture: and :espionage: in the proportions (counted in percentage) you assign on the top left corner of your screen. (Above the trade routes and their yields when inside the city screen.)

Bonuses to the trade route yield, then, aren't bonuses to :gold: or to the total output of :commerce: in the city. It's only a multiplier for the trade routes listed. The main thing is that its useful if you got many and/or good trade routes in that city. Otherwise not so.
 
1) Some buildings increase my "trade route" yield in the city. What exactly is my "trade route" yield in a city? I'm not looking for the exact formula, what I want to know is --does this only mean resources in that particular city that I am actively trading with an AI Civ?
EDIT: Whoops, cross posted with Baldyr.

Trade routes have nothing to do with resources you are trading. Once you have a travel connection with at least one other city (by way of either a road or a water-based path (along rivers and/or coast, enabled by Sailing, or over Ocean, enabled by Astronomy), then the game automatically calculates trade routes between your cities and other cities. You can see these in the upper left of the city screen--you'll see another city listed along with the amount of commerce that's coming if from that trade route. Trade with foreign cities is more lucrative than with domestic cities, and trade with other continents is more lucrative still.

I have a more detailed, if basic, description of trade routes in my Beginners' Guide (link in my sig). :D
2) Correct me if I'm wrong. I have a resource that give one Happy, and I have only one of that resource. I trade it for an AI resource that has one Health. Assuming my cities are linked, I have now lost one Happy and gained one Health in all my cities? Further, if I have "extras" of a resource, I can trade them away without losing the Health/Happy bonuses, because you only get One Point, no matter how much Silk you have, for example? Do I have this right?
You are correct on all points. :goodjob:
 
I am a big fan of Civ II. One of the reasons I liked it so much was that I could build a mighty empire, reduce all other AI civ's to near nothing, then change who I was. Then I could start again as a minor player and try to build a new empire going against the mighty empire I just built. In Civ II if I built up as the Americans I just hit a radio button and suddenly I am the Germans and the AI takes over as the Americans. I can't figure out how to do this in Civ IV. Any thoughts??

Most mods that use RevDCM as a base seem to provide the option to switch civs mid-game. I play Legends of Revolution, and it's an option there, and I believe in WolfRev, as well.
 
I am a big fan of Civ II. One of the reasons I liked it so much was that I could build a mighty empire, reduce all other AI civ's to near nothing, then change who I was. Then I could start again as a minor player and try to build a new empire going against the mighty empire I just built. In Civ II if I built up as the Americans I just hit a radio button and suddenly I am the Germans and the AI takes over as the Americans. I can't figure out how to do this in Civ IV. Any thoughts??

You need to get the Rhye's and Fall of Civilization mod. Its a historical mod that spawns all Civs on their historical dates, so when a new Civ is born the player is prompted to take control of it (if he so wishes). You can only do this once, though, but if you say start off as Rome in the Classical Age you could switch to the Turks in the Renaissance Age. (America, of course, spawns last, and only a handful Civs spawn in the Stone Age.)

There is also a version of RFC called RFC RAND which uses random maps (instead of the Earth map of the original mod), and runs much like a regular Civ Game, only far better, in my humble opinion.:king:

You will find what you need here.

Actually, you can change leaders with an unmodded CIV IV. You set up a multiplayer game with only one human, as it is done here, in Neal's Earth18 King of the World.

You get to choose your leader upon loading, Neal says.

He also says that changing leaders is glitchy, though. In his game one major glitch happened where Neal couldn't kill a civ he used to be, and also after he possessed a leader it would call itself Neal, even after he had moved on.

I highly recommened all of his games. The current one is Peter the Great.
 
i have a question, i downloaded Danrell"s new japanese units, how do i install them into the game so i can actually use them?
 
hello, please answer my question, thanks in advance! :)

i just got vanilla Civ4 from D2d. Says to get activation code from Download page. Where is this download page?? i search searc search....nothing. :cry:
 
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