Quick Questions / Quick Answers

Also, looking at what will be a city with a large number of sea tiles, I recommend in future games to add "Global - Coastal Waters Only". It will not expand into ocean tiles lest there are resources, will focus on land tiles and will stop the AI from essentially blocking water travel in the early game due to the borders being locked out.

I used to use this all the time, but no longer because if you have a coastal city that has a resource in its third tile ring, but an ocean tile in the second ring between the city and the resource, you will never get that resource workable.
 
Any civ 4 players here? WFYABTA and WHEOOHRN were being thrown around pretty casually on the forums
:crazyeye:
I could understand you not knowing what WLTED is, as this acronym is reserved for China. But WLTKD is so common strategy in VP (Vox Populi, sorry), that every player should already know.

It gives just a 20% growth. Not very useful without food. But it happens that there are a few religious buffs that benefit from WLTKD, I think Fealty has some policy that enhances it too, plus some civ uniques, like Brazil's Carnival.

When you have many cities, expend one Great Merchant, and focus all your cities on food for those 6-10 turns. Voilá. Extra people in no time.
 
Thanks guys, one more please.

I get open borders with a civ, send an archeologist to the site and I for some reason dont get an option to start digging. Some sites are like that, others are perfectly fine though. What gives?
 
Thanks guys, one more please.

I get open borders with a civ, send an archeologist to the site and I for some reason dont get an option to start digging. Some sites are like that, others are perfectly fine though. What gives?
I believe you need mutual open border to dig in forein lands.
This info should appear somewhere on the interface, but if it doesn't, please report it.
 
I believe you need mutual open border to dig in forein lands.
This info should appear somewhere on the interface, but if it doesn't, please report it.

Actually its weird because in the same scenario (one sided open borders), some archeological sites can be digged, while others cant. Cant seem to see a pattern tbh.
 
Actually its weird because in the same scenario (one sided open borders), some archeological sites can be digged, while others cant. Cant seem to see a pattern tbh.
Note that the following things forbid to dig:
+ A worker working on the same tile
+ A fort or great person improvement on the same tile
 
How exactly does population growth really work? There are two factors right? Net food production ( food from tiles - food used by population and specialists) and then also something called "growth" ..what is growth?
 
whatever is left after the population ate is growth.

example:
2 pop city, each pop eats 2 food and produces 3 food.

city has 6 food and 4 are eaten by the pop, so it has +2 growth.
 
Quick question, hope it wasn't answered here before.

How does William's Import counting towards Monopolies work? Can he steal Monopoly bonuses from people or can he only make a monopoly bonus that others don't have by importing 50% of that resource? I haven't played him yet and he looks fun but I still don't really understand his mechanic.
 
Quick question, hope it wasn't answered here before.

How does William's Import counting towards Monopolies work? Can he steal Monopoly bonuses from people or can he only make a monopoly bonus that others don't have by importing 50% of that resource? I haven't played him yet and he looks fun but I still don't really understand his mechanic.

If you go above 50% and have more than the highest monopoly for that resource (if applicable), you steal it.

G
 
whatever is left after the population ate is growth.

example:
2 pop city, each pop eats 2 food and produces 3 food.

city has 6 food and 4 are eaten by the pop, so it has +2 growth.

Ok so lets say that we have a city with a net 0 food production. If we have a modifier added to it of say, 10% growth, is that 10% of nothing = nothing?
 
That's a bit irritating..would prefer that bonuses were in raw food terms then rather than "growth", albeit with less large bonuses.
 
That's a bit irritating..would prefer that bonuses were in raw food terms then rather than "growth", albeit with less large bonuses.
No, that's balance. If everything was food %-bonuses, it would mean specialists wouldn't do anything to harm your food bonus, especially late game when growth bonuses get huge, but not game-breaking because it means neglecting your specialists to grow.
 
Back
Top Bottom