More Questions Answered
Khaim said:
Sorry to bombard you with religion questions, but here's another: if you found two or more religions, would there ever be any reason to have the second or third be your state religion? It seems that the first one you found would always be more widespread in your cities, and thus it makes more sense to keep that one.
Ordinarily, you wouldn't want to swap your state religion to a minority religion. However, there may occasionally be some reasons to do so; gaining diplomatic benefits with the AI civs, for example. If everyone else is Buddhist and your civ is Confucian, you may want to swap to Buddhism as well even if only a few of your cities have the religion.
flexo said:
Question;
If two units can co-exist on the same square. What happens if war is declared between the two while they share a square or a city? Is combat resolved or do one have to exit the square and then attack again?
I believe that if you declare war with one of your units on the same tile as a unit from another civ, your unit gets pushed out of the tile without combat taking place. I haven't ever run into this myself, but I believe that there is no instant combat from a war declaration. Any units you have in another civ's territory (via Open Borders) will be teleported out of their territory upon a declaration of war (no such thing as Right of Passage rape in Civ4).
bingen said:
1. Is the game reasonally balanced? Between traits/factions? Between the main core strategies conqueror/builder? Is it easy to be shafted with a poor starting location?
2. How hard is the game? What difficulty evel can you usually win at given a typical start?
Well, my goal has been to try and ensure balance, so I think we're in pretty good shape with Civ4. Some of the leaders are much better at doing some things than others, but on the whole they are pretty balanced. Certainly more so than in Civ3, where some civs were just drastically more powerful than others. Start points are normalized by the map generator in Civ4, ensuring that every start has a couple of resources near it, to try and remove some of the luck factors of the start. Now - that doesn't mean it's perfect (look at Victoria in my Walkthrough; her capital itself is a strong spot, but everything around it is junk) but there is generally speaking a fairer distribution of starts in Civ4. 2-3 resources around each start is typical (now some resources are a lot better to start with than others, but that's another story too....)
How hard is the game? Well, it all depends on the difficulty level. Settler and Chieftan should be able to ease anyone into the game. Noble will be a good challenge while learning the ropes, but with practice it should be doable in time. Monarch is where it starts getting tough; Monarch in Civ4 is roughly equivalent to Emperor in Civ3 (just my opinion, of course). Emperor and above is very, very difficult right now; I expect that to change with time as more strategies develop, but anyone who thinks they can leap right into Civ4 Emperor is going to be humbled. Civ4 Deity is about as tough as Civ3's "Sid" difficulty, so I don't anticipate much of a need to add more difficulty levels later.
I'll see if I can put together a list of what benefits/penalties adhere to each difficulty level later this week at some point.
Chiefwiggum said:
Sulla, thank you very much for your hard work with this. Your GOTM stories is what got me to buy my third Civ game. Perhaps you or any of the lucky ones who has picked up their copy can answer a small question for me; I'm trying to figure out how good the built-in world maps are (if any). I never did find any decent world maps for civ3...somthing I missed greatly from Civ2
I have not personally played the World Maps that are shipping with Civ4; they were designed by Rhye, who made a popular world map for Civ3. I do know that you can choose to start in either 4000BC or 1000AD (there's a map for each one). How much you'll like them, I don't know, because I never got to play through them myself. I do know that the maps are pretty big - whether that's a plus or a minus for you, I don't know.
Pragmatic said:
Let's see if I understand this re: multiple religions.
If you found more than one religion, each gets a holy city (possibly overlapping?). Each one can then build a shrine. If they spread their religions to your cities (and foreign cities), the shrines each get their revenue from the cities, even if the second and third (etc) religions are small percentages. And there is no unhappiness from multiple religions in a town?
In cost, you've just spent multiple prophets in building shrines, and you've had to set up extra missionary-producing buildings as well as extra missionaries. You've also had to devote a lot of research to the techs, at the expense of other techs and possible stunting of your empire.
Is all of this correct?
Yes, that's basically right. Found multiple cities, build a shrine for each one, get additional money. As long as a city has the religion present, you'll get shrine income for it (the percentage doesn't matter). There is no unhappiness from having multiple religions in a city, UNLESS you go to war with the civ that controls the holy city for that faith (that will cause additional war weariness). Otherwise, no unhappiness. And yes, the main drawback of putting a lot into religion is that you aren't putting those resources into something else. It's a tradeoff, to be sure.
quail said:
By the way, are the old 'exploits' from Civ 3 still there to any degree? Can you still get a right of passage, move all your troops next to their cities, and then declare war? Even if the diplomatic consequences are very bad, this is still the most efficient way of wiping a civ out if you're the most powerful in the world.
How about the mass upgrade trick? I know most players considered this a viable strategy, but I thought it was a bit stupid. If I remember properly you can build a lot of low-tech units for less shields, but only BEFORE you research the higher tech. I mean, if this is a viable strategy, why shouldn't you be able to build low-tech units later on, just because your technology is more advanced? It just seems a very artificial way of turning gold into shields. IMO upgrading a unit should require it to sit in a city and get 'rebuilt' with shields (for a slightly lower shield cost and retaining its experience).
Right of Passage rape doesn't exist anymore. As soon as Open Borders are canceled, all your units get teleported out of the territory of another civ. That also goes for declarations of war. It's simply an impossibility in the game now, and a big improvement.
My experience is that the mass upgrade tactic doesn't work too well. Yeah, you can use it to a limited extent, but upgrades are too expensive to get a gigantic benefit from it. Upgrading a warrior to an axeman (the closest thing to Civ3's warrior -> sword upgrade) costs about 100g if I remember right, and it's rare to get more than 15 or so gold per turn income early in the game. You aren't going to be upgrading too many units at that rate! So possible yes, but I don't think we'll ever see it to the same extent as with Civ3. (Now, will we find a new cheese strategy to replace it? In all probability, yes...

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Balastulin said:
Stonehenge looks like it's centred the mini-map. Is that another of the benefits? Quite a good one considering the excellent new mini-map system.
Yes, Stonehenge does center the minimap. It's not a huge benefit, but that's another little one I didn't mention. Sharp eyes!
Part Three has been posted; I've also added links to each part from the Single-Player page, as per reader requests.
