Quick Answers / 'Newbie' Questions

True that, but

a) I kinda suck, can't even beat Monarch yet, and

b) I don't (think I) know the game well enough to spot the advantages such a play style is yielding.

Oh, call a Waaaaaaaambulance. :)

You get better by playing and fooling around with new styles; helps keep the game fresh and enjoyable, also. You actually articulated a fairly useful playing style known as ICS (Infinite City Spam). I wouldn't be surprised if there was a useful guide and discussions of its pros/cons on the boards somewhere (I seem to vaguely recall a discussion of this a couple of years ago).

Happy Civin'.
 
Haha, less hatin'! :P

I just wanted to see if other people's ideas of how/why to do it lined up with mine. I figured Imperialistic leaders would be cool for the Settler bonus (for once). Also Creative, for very obvious reasons (in particular because of the limited hammers issue).

Anyway, finally nailed Monarch last night, so I'm giving it a try soon. :)

BEATING HIGH DIFFICULTIES MAKES ME FEEL EMPOWERED AND MANLY
 
...settling cities very tightly and keeping their populations relatively low.
So this got me wondering, what is considered a low or high population? I know it's pretty subjective and based on many factors like map size, Civ, number of cities, play level etc. But I'm still struggling with actually using specialists instead of having one citizen working a tile - I suffer from lots of "oh noes, I am losing precious foooood!" moments which I'm totally blaming AOE for because in that game you can't build units of any type without food. So my oh-so-vague and really-rather-dumb strategy is to have a high enough population to work all the visible tiles in the city screen and then have a bunch of specialists once I won't notice the drop in food production. Doable? Dumb as I thought?

Also, what is meant by 'garrisoning' a city? Is it a specific button/move that I've missed or simply the act of having military units in and around your city centres?
 
So this got me wondering, what is considered a low or high population? I know it's pretty subjective and based on many factors like map size, Civ, number of cities, play level etc. But I'm still struggling with actually using specialists instead of having one citizen working a tile - I suffer from lots of "oh noes, I am losing precious foooood!" moments which I'm totally blaming AOE for because in that game you can't build units of any type without food. So my oh-so-vague and really-rather-dumb strategy is to have a high enough population to work all the visible tiles in the city screen and then have a bunch of specialists once I won't notice the drop in food production. Doable? Dumb as I thought?

Also, what is meant by 'garrisoning' a city? Is it a specific button/move that I've missed or simply the act of having military units in and around your city centres?

On population: Very much a subjective question. I would personall think of a city around size 7 or less as small, and up to size 12 as medium.

I don't think food addiction is such a problem in your case; I feel inexperienced players commonly err to the side of too little food, so you're doing okay. However, you have to start thinking in terms of what that food is actually doing for you. Just letting your cities grow while they work scratch tiles is adding very little to their production/commerce output, while costing you more in maintenance. Particularly early in the game, when you might not be improving tiles fast enough for your cities to benefit from working them, running specialists is a great idea.

A method that works wonders (hah) for me is to settle one city with 3 or more tiles yielding 5+ food each, then focus that city on running one kind of specialist. I usually run scientists, so then I build a library, university, observatory, laboratory, Oxford University, National Epic, The Great Library (if I can), and any happiness/health buildings necessary. You could do a similar thing with merchants. Either way, this way you don't have to worry about feeding specialists, except in one dedicated city.

Again: think of whether growing a city will actually give you something. If not, rather cease growth by working tiles lower in food BUT higher in commerce/production, or feed some specialists. It's only really in the endgame that I find my cities hitting size 20+; it is nice, though, particularly in national wonder cities (Wall Street, Oxford, Heroic Epic, Ironworks...). Also, by avoiding specialists you are deliberately making it harder for yourself to get Great People, and GPs can really swing a game.

Garrisoning simply means putting troops on top of your cities.
 
Is it possible to change game settings, especially speed and allowed win conditions, during a game? How?
 
So this got me wondering, what is considered a low or high population? I know it's pretty subjective and based on many factors like map size, Civ, number of cities, play level etc.
The definition of a city too large is when you start to get :mad: because of overcrowding. Don't grow any city larger than this, as any population point beyond this size will do nothing but consume resources.

You only need enough food to feed your city's population - 2 units of :food: per citizen and turn. Any food above this only serves to grow the city. And once the city is at its happy cap, you don't need any more food surplus. Period. Sure, once the happy rises - when you get more sources of happiness in your city - a food surplus is the only way to grow the city to that next level.

So don't over-value food. Commerce (:commerce:) is what drives your economy and your research. Too much food will only get you into trouble in the long run. (If nothing else, think of those poor obese citizens of yours! :lol:)

So my oh-so-vague and really-rather-dumb strategy is to have a high enough population to work all the visible tiles in the city screen and then have a bunch of specialists once I won't notice the drop in food production.
That means that you don't use any specialist at all, then. Because there are 20 workable tiles for each city (unless your cities are overlapping) and I doubt you have size 20 cities without any :mad:...

As a rule of thumb, don't work unimproved tiles. And don't bother with improving non-riverside Plains tiles (as those are pretty arid). There are some cases where it would make sense to work unimproved tiles though, like Plains Forests early on, or Forested Hills, or Coast tiles for a commerce city (with the associated buildings, of cause).

So if a city has, say, 4 special resources and 7 other tiles worthwhile working, you could grow that city to size 11 before switching any further citizens to specialist duty. The rest of those 9 tiles wouldn't be worth the effort - unless you need the food to feed your population. Stockpiling food just for the sake of it makes no sense at all.

Also, what is meant by 'garrisoning' a city? Is it a specific button/move that I've missed or simply the act of having military units in and around your city centres?
I believe I used that term and others have already answered your question.

Note that every city needs a garrison - both for defense (surprise attacks will occur...) and for policing your population. Without any military units there will be additional :mad: in a city. You don't have to garrison any specific number of units in a city, though. How many units you need depends on the situation, but a city close to a foreign border could have anywhere from 3 to 10 units garrisoned, depending on the threat level. Cities deep in your heartland get by with just one outdated unit, but do keep a mobile force on alert so that you don't get caught with your pants down!

Also, the Hereditary Rule civic can be very helpful for raising the happy cap in your cities. Because then every unit garrisoned in a city will give you +1 :). Just don't grow your cities into the 20s with stacks of units, because once you switch from the civic all those huge cities will go into strike! Starvation will follow and all those cities will be cut to size very rapidly. It would only be an exercise in futility.

As a postscript, there is actually one use of endless stockpiles of surplus food, but that is a special technique better saved until you can find your way around the City Screen. :D
 
I'm not sure if this is a question for somebody here or maybe on a Mod thread. How does "Choose a Religion" work? This is an option when setting up a custom game. I just don't get the concept of it, and I've never selected it. I do not know how it works.
I play mods so much but I think the option is in BtS?
Also I think there is a "Limited Religion" option as well...how does that work?
 
@henrebotha, thanks, your reply was pretty much just what I needed to help me look at the gameplay a little differently, particularly this:
...A method that works wonders (hah) for me is to settle one city with 3 or more tiles yielding 5+ food each, then focus that city on running one kind of specialist. I usually run scientists, so then I build a library, university, observatory, laboratory, Oxford University, National Epic, The Great Library (if I can), and any happiness/health buildings necessary. You could do a similar thing with merchants. Either way, this way you don't have to worry about feeding specialists, except in one dedicated city.

Again: think of whether growing a city will actually give you something. If not, rather cease growth by working tiles lower in food BUT higher in commerce/production, or feed some specialists. It's only really in the endgame that I find my cities hitting size 20+; it is nice, though, particularly in national wonder cities (Wall Street, Oxford, Heroic Epic, Ironworks...). Also, by avoiding specialists you are deliberately making it harder for yourself to get Great People, and GPs can really swing a game...
I've been having to work really hard not to build every building in every city as opposed to just what's needed in each. And don't even mention Wonders, I flail around desperately trying build them in whichever city is available at that moment.

I know I need to be both more selective (and have some sort of plan/framework to follow) and remember that growth for the sake of growth simply isn't necessary.
 
I know I need to <snip> and remember that growth for the sake of growth simply isn't necessary.

Growing towards the happy cap, if possible, is almost always the right thing to do. Growing to work food-neutral tiles (excluding dry plains farms, though, they kinda suck) is almost always strictly a net bonus, and growing gives you more whipping/drafting power, plus it boosts trade route yields.
 
@henrebotha, thanks, your reply was pretty much just what I needed to help me look at the gameplay a little differently, particularly this: I've been having to work really hard not to build every building in every city as opposed to just what's needed in each. And don't even mention Wonders, I flail around desperately trying build them in whichever city is available at that moment.

I know I need to be both more selective (and have some sort of plan/framework to follow) and remember that growth for the sake of growth simply isn't necessary.

I thought I understood specialization, but in recent games I realised I had yet more to learn. Be utterly brutal in your build decisions. For instance, if you're debating whether to build a Grocer in a low-production commerce city, look at the city's production and current wealth yield and see whether building the Grocer will actually end up making you more money than simply setting the city to build wealth. If not, build wealth. Try that in your next game and just watch how your economy soars. :)

And as for wonders, set yourself little rules, like for every world wonder you build, you must forego two others. That'll get you to build the ones that actually help. Wonders are a huge hammer investment, so they should only be pursued if the payoff is equivalent or better. National wonders are a different case - you should build all of them in every game.
 
I'm not sure if this is a question for somebody here or maybe on a Mod thread. How does "Choose a Religion" work? This is an option when setting up a custom game. I just don't get the concept of it, and I've never selected it. I do not know how it works.
I play mods so much but I think the option is in BtS?
Also I think there is a "Limited Religion" option as well...how does that work?

When you discover a religion, you get to pick its name from the list of all unfounded religions.
 
So I'm planning a peaceful, wonder-crazy cultural victory with Bismarck, and apparently I'm stuck with Napoleon and Tokugawa on a continent (wonderful, isn't it?). Tokugawa suddenly settled very quickly towards me. Now the culture of two of my cultural victory cities are pressing against some of his newly settled cities very fiercely (already -2 close border tensions, likely to get worse). With Vanilla Toku's personality, will this situation lead to war? Should I alternate units with cultural buildings (my cultural cities are good production cities, so it's not that bad. Still, better to spend hammers on wonders)?

I have open borders with Nappy, and he's not that close. Hopefully that keeps him peaceful.

I thought I understood specialization, but in recent games I realised I had yet more to learn. Be utterly brutal in your build decisions. For instance, if you're debating whether to build a Grocer in a low-production commerce city, look at the city's production and current wealth yield and see whether building the Grocer will actually end up making you more money than simply setting the city to build wealth. If not, build wealth. Try that in your next game and just watch how your economy soars. :)
Heh, yeah. I learned not to build multiplier buildings when there's barely anything to multiply.
 
So I'm planning a peaceful, wonder-crazy cultural victory with Bismarck, and apparently I'm stuck with Napoleon and Tokugawa on a continent (wonderful, isn't it?). Tokugawa suddenly settled very quickly towards me. Now the culture of two of my cultural victory cities are pressing against some of his newly settled cities very fiercely (already -2 close border tensions, likely to get worse). With Vanilla Toku's personality, will this situation lead to war? Should I alternate units with cultural buildings (my cultural cities are good production cities, so it's not that bad. Still, better to spend hammers on wonders)?

This game only has odds of declaration of war, so you can never say something like: if I annoy an aggressive neighbouring nation who is much more powerful than me, then that nation will surely declare war. However, the odds are pretty good that this nation will.

In this case, you're doing exactly that, so the odds are good that he will declare war.

Note, that if you are a certain amount more powerful than he is, then he will never declare war.
 
Is there any sort of mod that allows intelligent, custom worker automation?
Eg, like adding a workshop spam button for nearest city, cottage spam, farm spam ect.
With options like:
Ignore plains, ignore bonus tiles that improvement will not get, ect.
 
Forgive the ignorance, but are you saying that if I find Hinduism I don't necessarily have to choose Hinduism, if Buddism is still available? I can choose Buddism instead?

Exactly. It has no effect on game play - the religions will just have different names.
 
Reinstalled this yesterday and forgot how to change the settings on the land masses. Continents is on old world and I have no idea how to change it, thanks for any help xD
 
When I get to the point where a city cant build any more wonders/buildins what should i produce?

If you've built that many buildings and wonders there's a good chance you don't have enough military or workers, so build those. Failing that, Wealth (after getting Currency) is usually a good default choice.
 
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