Sulla's Civilization IV Walkthrough

Aussie_Lurker said:
Hiya Sullla! Hope you are enjoying your rest ;)! I have just looked over the Financial advisor-and two key questions come to mind:

1) With Civics maintainance costs, is the final cost in any way connected to the number of cities in your nation?

2) Unit maintainance cost looks awful low (1+1 for supply=2!!!) Why is this the case, how much does EACH UNIT cost to maintain-and is this cost effected only by if your units are inside/outside your territory?

3) Sort of a linked question. Can Great Merchants travel across oceans and, if so, can they be killed if their transports are attacked? Connected to this is the more general question of can Great People be in anyway harmed/captured and, if so, does this impact much on relations?

Look forward to the answers :)!

Yours,
Aussie_Lurker.

I guess I can help answer the question from my experience so far. Excuse me for not being as used to the game as Sullla (Btw, whats with the name? sometimes its Sulla, then Sullla, which one is it already?!;) )

2) the unit maint. is not low. 2 gold per turn is A LOT of gold! especially early on when your land is not as well developed. Often, you have to sacrifice research to support a large army. It's a nice balance implament.

3) Great People can be transported (I believe) and yes, they can be killed.
 
Sullla said:
I've updated my website to include a major Civ4 section and prepared a detailed game report called the Civ4 Walkthrough.
Did you or will you make a similar walkthrough for Civ3 as well?
 
Well, thats why I said 'looks' awful low-because I am looking at it through the prism of Civ2 and 3. I guess my main purpose was in asking-how does the game 'calculate' the costs of your armies-is it a direct 1gold per unit, or does it work in some other fashion now? I confess that I am VERY confused about how unit maintainance works.
Oh, and I do have another question. It says galleys can only operate within your cultural borders. Now, can you still use them to enter SOMEONE elses border (say if you have Open Borders or are at War)? If yes, then can you traverse 'open sea', as long as you end your movement within a border, or is it a blanket ban on moving outside of a cultural border?

Yours,
Aussie_Lurker.
 
looking at one of the screenies, I have to say, the concept of 'no need for road everywhere' must have gone wrong since I do see a lot of roads, in fact everywhere :crazyeye:
And that looks awfully messy...modders can surely get this better

anyway, the game seems a little eventless, and that would be in line with what people say. Or maybe too much of AW has spoilt me.
 
Another neat aspect of the walkthrough is that it helps you introduce the game to a non-Civ player. I was trying to describe the game to a friend and it just wasn't impressing him. I gave him a link to Sulla's walkthrough and he was saying OMG no wonder you want this game so bad!

PS Thanks to the powers that be for sticking the thread!
 
Answering Questions Again

Roland Johansen said:
One additional question, it is probably a difficult one.
According to what I read in previews (and some forum discussions about these previews), you can't infinitely expand in the beginning of the game because of the city upkeep, but it is possible to maintain a large world spanning empire in the end of the game. This probably has to do with the buildup of infrastructure (terrain improvements, health/happiness improvements and resources, courthouses, marketplaces/banks, etc.) and the development of the right civics and maybe some other things that get enabled by certain technologies. Also the resistance of the more efficient smaller nations is probably not easy to overcome (at a difficulty level that is challenging for the player, clearly noble is not challenging for you ).

Now imagine that you play a game with totally no enemy opposition, no other civilisations, no barbarians, no wild animals, no opposition to stop your expansion, except for the city maintenance (yes I know, boring...., but it is just a theoretical game ).
At what point in the game would it be feasible to maintain a world spanning empire for you? I don't mean the moment that it becomes profitable to do so, but the first moment that you could build such an empire that doesn't go bankrupt while running 100% tax. With point in the game I don't mean a year, but more a general indication like late renaissance or early modern age.
The second question is: at what point in time will it be economically beneficial, meaning that every city produces more in science+commerce+culture than it costs in maintenance.

A long question, but I do in fact understand what you mean. There are certain techs on the tree that are critical for cutting down on the overhead of your civ and allowing you to expand faster. I have in fact played out some games that were close to being pure builder ones (like starting alone on a large island and being isolated until Astronomy). So in my experience, the critical techs are Code of Laws (which enables courthouses) and Currency (which enables Markets AND gets you +1 trade routes per city). Banking, which enables Banks, is also quite important.

Once you have courthouses, you can start cutting down on the maintenance costs in your cities, and building a lot of them does indeed have a drastic effect on how much cash you're bleeding out in maintenance. You can also build a Forbidden Palace once you have enough courthouses (see below). Markets and banks increase the gold your civ is producing, allowing for more expansion and ironically, also usually letting you increase your research rate as well! (since you are getting the same amount of gold from a smaller percentage of wealth on the sliders). So while that's not an absolute answer, courthouses and markets help out enormously when fighting maintenance costs. As for the second question, that's one that depends on each individual city. Some will be worthwhile right away, others might have to be built up for a while first.

Balastulin said:
What exactly are the effects of the Forbidden Palace? And how does distance maintenance work? I've still got to wait about two weeks...

Maintenance costs are counted in two ways: first, the number of cities you have (more cities overall means higher maintenance costs) and secondly, the distance from the palace. Colonies on another continent will have higher maintenance costs because they are far away from the palace. The Forbidden Palace (and also the Versailles world wonder, by the way) act as another palace for maintenance cost purposes, thus dropping the "distance from palace" element of maintenance costs in nearby cities. The overall effect is somewhat similar to Civ3 - build the Forbidden Palace to act as a second palace, and your costs will drop significantly.

Aussie Lurker said:
1) With Civics maintainance costs, is the final cost in any way connected to the number of cities in your nation?

2) Unit maintainance cost looks awful low (1+1 for supply=2!!!) Why is this the case, how much does EACH UNIT cost to maintain-and is this cost effected only by if your units are inside/outside your territory?

3) Sort of a linked question. Can Great Merchants travel across oceans and, if so, can they be killed if their transports are attacked? Connected to this is the more general question of can Great People be in anyway harmed/captured and, if so, does this impact much on relations?

1) I'm not entirely sure on this one. I do know that the civics costs increase slowly over time as you proceed through the tech tree, but I don't know if it's also linked to the size of your territory. Sorry if I can't give a conclusive answer here.
2) The maintenance costs are low because this is Noble and I get a fair amount of free units. Crank up the difficulty, and the unit costs tighten up like a vice. The unit cost is determined by how many units you have, the supply cost is determined by where they are located (0 in your territory, increased when in enemy lands).
3) Great Merchants can travel on caravels across oceans, along with a couple of other unarmed units (missionaries, scouts, spies, etc.) If their boat sinks, they go down to the bottom too. The Great People can all be attacked and killed, so be careful with them. This doesn't have an effect on relations, but you may be seeing red if Montezuma kills one of your Great People!

bugmenot17 said:
Did you or will you make a similar walkthrough for Civ3 as well?

I did not make one for Civ3 (I learned that game the same way as anyone else), but I do have more than 20 full-game reports on the Civ3 portion of my site that will shed a lot of light on that game for those who are interested. :)

Krikkitone said:
What's Inflation by the way (I gather some sort of reverse Wall Street effect?)... is it also the thing that leads to the loss of stored shields/beakers?

Inflation is not the thing that makes you lose shields over time on builds (we usually refer to that as shield decay or shield loss). Inflation is rather a slow, gradual buildup of costs to reflect the increased expenses of running a large empire. It will grow over time as your civ grows in size and complexity. There's not a whole lot you can do about inflation other than be aware of the fact that it's there and you need to counter it with increased revenue.

Aussie Lurker said:
Well, thats why I said 'looks' awful low-because I am looking at it through the prism of Civ2 and 3. I guess my main purpose was in asking-how does the game 'calculate' the costs of your armies-is it a direct 1gold per unit, or does it work in some other fashion now? I confess that I am VERY confused about how unit maintainance works.
Oh, and I do have another question. It says galleys can only operate within your cultural borders. Now, can you still use them to enter SOMEONE elses border (say if you have Open Borders or are at War)? If yes, then can you traverse 'open sea', as long as you end your movement within a border, or is it a blanket ban on moving outside of a cultural border?

I believe that the unit costs are simply one gold per unit for each one that is over the amount of free support. Keep in mind that 20 units is a VERY large army in Civ4, whereas it would have been of minor notice in Civ3 (not everyone will like this, but IMO it greatly cuts down on the game's tedium - fewer units that are each more important and can be individually customized with promotions). It will make more sense once a copy arrives in Australia and you can start playing around with the numbers, Aussie. :)

Regarding galleys, you misread this one slighly. The ban on galley movement isn't on limiting them to your borders, it's limiting them from entering OCEAN tiles. They can't ever enter ocean tiles EXCEPT if they happen to be within your cultural borders. I'm not 100% certain if you can enter ocean tiles that are within the cultural borders of a civ with which you have Open Borders, but I think you can. If you are at war, you can't have Open Borders with a civ by definition, and you definitely can't enter ocean tiles in their territory. They can and often will explore neutral territory, but galleys have to hug the coastlines because they can't enter the ocean.

TheERat said:
looking at one of the screenies, I have to say, the concept of 'no need for road everywhere' must have gone wrong since I do see a lot of roads, in fact everywhere
And that looks awfully messy...modders can surely get this better

Well... personally I think it was a bad decision by marketing to take the angle of "no more need for roads everywhere!" Technically, that is correct - you don't *HAVE* to build a road on a tile because the commerce bonus has been eliminated from roads. But tell me this - you have a worker on a tile that's just finished a tile improvement, and you're NOT going to have him build a road on it? Granted, there are some cases where it's more important to go on to the next tile improvement, but 9 times out of 10, I'm going to have the worker build a road on the tile that he's on to facilitate easier movement. So while you can choose to keep your cities linked only by one road, that's going to be counterproductive if another civ invades, and you don't have a road network in place for your units. The alternative - PENALIZING the player for building extra roads - would be worse than the problem though. (This really doesn't bother me at all, I'm not sure why some people seem to want fewer roads.)

Good questions. More coming in Part Six tomorrow - is Gandhi's come-uppance at hand? :D
 
Sullla said:
1) I'm not entirely sure on this one. I do know that the civics costs increase slowly over time as you proceed through the tech tree, but I don't know if it's also linked to the size of your territory. Sorry if I can't give a conclusive answer here.

Inflation is not the thing that makes you lose shields over time on builds (we usually refer to that as shield decay or shield loss). Inflation is rather a slow, gradual buildup of costs to reflect the increased expenses of running a large empire. It will grow over time as your civ grows in size and complexity. There's not a whole lot you can do about inflation other than be aware of the fact that it's there and you need to counter it with increased revenue.

So there are some costs that might increase with Time alone?
Or is inflation strictly determined by 'size and complexity'....actually the

better question is; Does Inflation have an 'equilibrium' value. Ie if your Civ doesn't change (no new techs/no new cities), It will reach value X and then stop growing?

PS just have to say this is great again...oh and one more question

How do railroad work if the unit isn't ONLY moving on railroads ie Washington-New York =15 square railroad
New York-Boston=5 square road if a cavalry started at Boston, how far would it get (10 squares to Washington? because the railroad takes it 10 and it has 1 square movement left or what?)
 
All I can say is HOLY CRAP - London is so amazing I have to wonder if you edited in those extra sea foods! :P

The good reading continues.

It's worth noting, I think, that Sulla is doing everything possible in his game to generate wealth (founding, spreading, and gaining money by religion; open borders for increased trade and spread of religion; missionary action to spread religion; dumping great merchants for big gold gains; civic choices (your capital is usually a strong city and your holy city, so bureaucracy (+50% prod/cur) can make it into a powerhouse; building courthouses and other gold amplifiers (grocer, market, bank all jack your gold).

So his maint costs aren't really a factor because his income is maxed. If you don't do most of those things or you expand before you can do those things, your maint costs will have much more impact on your research.

BTW, in my previous noble game I got 3700g on a normal map by sending a great merchant overseas via submarine to the capital of an AI that I didn't have open borders or even decent relations with (sub is invis and can penetrate borders to drop off spies or GPs). It was a happy moment.
 
Hmmm, it may have been a happy moment, Zhanz, but that does sound like an exploit which seems like it needs to be taken out of the game-again, though, only based on how it sounds to me. I mean, it just doesn't seem to make sense to me that you can make a trade mission with someone with whom you have no existing trade relations!

Yours,
Aussie_Lurker.
 
Aussie_Lurker said:
Hmmm, it may have been a happy moment, Zhanz, but that does sound like an exploit which seems like it needs to be taken out of the game-again, though, only based on how it sounds to me. I mean, it just doesn't seem to make sense to me that you can make a trade mission with someone with whom you have no existing trade relations!

Yours,
Aussie_Lurker.

Sure you can... black market trading ;)
 
D'Oh, I hadn't considered that AT ALL!!! Consider my last post totally revoked-it makes PERFECT SENSE. In fact, hmmmm-I wonder if I can use this as a means of creating a true 'black market system'?? Thinking, thinking :)!

Yours,
Aussie_Lurker.
 
Sullla - thanks for putting this up. This is definitely an awesome resource for learning things about the game that no reviewers or previewers really talked about. It's the kind of hands-on reporting that really gets you into the game and how it works.

This is doing alot to help hold me over until I get a computer worthy of playing the game next week. Keep up the good work! :)
 
Hi Sullla. Just had another quick question for you or, to be more precise, a concern somebody raised over at Apolyton. If you send an AI to war with another, do they ALWAYS come to you after one turn asking you for help? Its just that I would have thought that Mansa would have gone at it for a few turns, then come begging you for help when-or if-he got his butt kicked! Just curious about the true benefit of sending two other civs to war with one another is all ;)!

Yours,
Aussie_Lurker.
 
After capturing so many Indian cities, did it knock your maintenance costs through the roof? Is it feasible to win by conquest and keep every city? Or are the maintenance costs too high? Also, is it ever possible to move your Forbidden Palace?
 
Hiya Sullla, another question for you. Aside from losing units, is your War Weariness growth effected by such factors as whether you are fighting an offensive or defensive war? I always found it somewhat annoying is Civ3 that my people would get so peeved at me for defending them from foreign invasion-and it would be nice to know that defensive wars don't carry the same penalties any more. In fact, it would be nice if you had 3 kinds of War Weariness-defensive (the smallest, mostly unit-loss based), allied (going to war to honour a defense pact/help an ally-slightly higher than defensive, but still primarily unit-loss based) and Offensive (rises quite quick, based primarily on war length, with unit-loss added in). But perhaps this is only Mod territory ;)!

Yours,
Aussie_Lurker.
 
Anyone noticed the Musical Reference in the war weariness text ;)
 
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