Further to the above replies ...
Last night, I played the spanish. Took me two wars to completely own a huge continent (40% of all occupied ground). The first war was with a bunch of axemen, swordmen and I finished my poor enemy with Conquistadors. But I still manage to loose (space race as always).
These wars brought me way back in the tech tree. I was able to overcome the margin but it was too late. Wars always hurts me. Conquering a city cost more, so I have to lower my % allowed to science.
All righty then. With 40% of the globe during the Industrial Era on Noble, the game should be yours. What happened past that point?
1. How much time do you spend on city micromanagement ? I don't spend any time on it. My cities are automatically doing what the engine suggests (production, economy, science).
Some. If you follow the computer’s advice, you’ll end up with a whole heap of 'hybrid' cities ('Jack-of-all-trades but master of none'). One thing that separates the computer from the human is that the human player can better specialise their cities. The City Governor, unless you ‘emphasise commerce’ or ‘emphasise production’ etc. will select generous yielding tiles and cottages, but your city won’t have a defined role.
Sisiutil's Guide does a good job at explaining this.
In Civ 3, I was able to put the citizen on a chosen tile, but can't figure out how to do it in Civ 4
In the city view left-click on the tile that has a citizen working on it to ‘de-select’ that citizen. The citizen will end up as a ‘generic specialist’ on the right side of the screen. Hover over the tile where you want to place the citizen and left-click, and the ‘generic specialist’ will go there.
2. Is turning the city production to wealth (free translation of richesse), science or culture is a good thing to do ?
Generally this is a late-game strategy when you don’t require any more buildings on the roster (e.g. your ‘unit pump’ can only select ‘commerce-oriented’ buildings) and you don’t require more units, but are desperate for a little more research or cash.
It’s not uncommon to use this when going for a Cultural victory to keep some cash in the bank while running the ‘Culture slider’ as high as possible. There are other examples, such as trying to get a particular technology on a turn, and it’s a good way to squeeze the last bit of science out of your empire.
In short, under some circumstances it’s a handy option, but I would suggest that generally there are better things to build.
3. In Civ 3, some civics were bad choices for specific civ. (France would not handle monarchy well). Is there such penalties in Civ 4 ?
It’s important to understand how the Civics work, and that certain combinations are effective with certain objectives in mind. Leader traits will impact as outlined;
For example, a ‘Specialist Economy’; an empire that places a lot of emphasis on Specialists and endeavouring to generate plenty of Great People, might benefit from a combination including Representation – The Caste System – Mercantilism – Pacifism. Representation gives your Specialists extra science, The Caste System allows you to be more flexible with the assignment of your Specialists, Mercantilism gives every city a free Specialist, and Pacifism will seed your popping of Great People of which Specialists are a contributor of Great People points. But what if you had a leader with the Philosophical trait that increases the production rate of Great People by 100%? Even better!
Similarly looking at the ‘Cottage Economy’, a combination of Civics including Universal Suffrage – Free Speech – Emancipation could work well. Universal Suffrage gives Towns an extra hammer, Free Speech gives Towns an extra two commerce, and Emancipation increases the speed in which Cottages, Hamlets and Villages grow into Towns. A leader with the Financial trait is already giving an extra commerce to tiles with at least two commerce to begin with, so there’s a booster effect.
Leaders with the Protective or Aggressive traits produce units that begin with ‘free promotions’ – Vassalage and Theocracy each give extra XPs to new units, so working these traits with these leaders provide highly promoted units.
So it’s a case to some extent of better matching leader traits to Civic options.
4. I tend to turn to Communism once discovered. It generates a bunch more of GPT. But my civ starts to slow down a few turns after. What are the downsides of Communism ?
I assume you’re referring to the State Property civic? It’s a very powerful choice, and one I never ignore.
If your empire is fairly small, and distance maintenance costs are pretty well contained (e.g. you’ve built Versailles and The Forbidden Palace in good spots) your empire still might be better off with the free trade route from Free Market, especially if you’ve got good trade routes already (e.g. coastal cities have Harbors, trading across the water thanks to Astronomy). As mentioned earlier, if conditions especially suit running a Specialist Economy then Mercantilism might be a superior choice.
State Property also gives Workshops and Watermills extra food, so if you’ve built many of these improvements, they become even more productive.
VoiceOfUnreason's 'Evaluating Production' item sets this out in more detail.
5. In order to be able to be productive to build spaceship pieces, what is mandatory ? Electricity ?
‘Computers’ allows Laboratories to be constructed, and these provide a bonus to the rate of production of Spaceship parts in addition to the scientific bonus (in newer versions of Civ incl. Warlords).
Whipping Axemen: Start Building them in a city. Check back in a turn or two and see if you can whip them. It usually says something like "costs x population" and is greyed out if you don't have enough (population). When you have enough, whip and get the axemen. I've used this fairly effectively when a axeman barb was approaching my city. Whip and presto -- good defender... I'm not sure I see how you can get 2 in 10 turns. Aren't you limited to whipping once per 10 turns??
If you have sufficient population and under the Slavery civic (and your city’s not in revolt), you can whip away. The unhappiness caused as a result of your whipping lasts for 10 turns on ‘Normal’ game speed, but this doesn't mean that you can't whip more frequently.
Whipping in general: If I understand this, whipping gets rid of unhappy people, but also causes unhapiness. I'm not sure I see the value of that part of the strategy.
Whipping is essentially a way of instantly converting food into hammers with the side effect of temporary unhappiness. It’s this ‘instant development’ that allows you to get to your objectives faster and therefore outpace the AI.
What’s the downside of even excessive whipping? A city that’s costing you a little bit to maintain and adding a bit to your overall empire’s running costs. You can’t starve a city out of existence, and eventually it will get back on its feet because whip weariness is only temporary. Moderate whipping is a very workable approach to early game (and in some instances late game) pursuit of your objectives.
Cottage spamming: Do I build cottages in EVERY (possible) tile near a city?
No – you need food in order to grow a city’s population so it can work Cottaged tiles. Even on mostly Grassland areas either bonus food resources or a few farms will help you achieve reasonable rates of population growth.
What’s wrong with this picture?
Value of cottage spamming: I would think this will cause a city to have a lot of commerce. What does a lot of commerce allow me to do? Build buildings faster??
Research faster, upgrade units faster, or run high culture. Your military should be constructed elsewhere. In terms of creating commercial buildings (e.g. Libraries, Markets, etc.) you can usually swap your citizens around from hammer-heavy tiles back to growing cottage tiles for less crucial builds. While over-whipping is not particularly great in commercial cities (as you want a high population to work Cottages so they grow) there may be a trade-off worth considering (e.g. what’s more important – a Library now or two Cottages to be worked for a bit longer?). Universal Suffrage allows a mechanism where commerce through gold converts to hammers.
I hope these replies help clarify rather than confuse the issues!
