Transitioning to IV

lso the computer isnt as fickle. They remember crap that most players dont care about for eons. The AIs are stubborn jackasses always remember that.
In my present game, I had an AI civ ask me for a tech around 2000 BC. I didn't give it to them. In 1500 AD, I'm still taking a -1 attitude hit for "You refused to give us aid."

You'll see certain things in red on the trade screen, both for the other civ and for you. If your item is red, then the AI has no interest in whatever it is. You literally can't even give it away. I once captured a barbarian city far away from my area and near another civ. I wanted to give it to the other civ but it was red on the trade screen. So I was stuck with it.
 
Yeah what do you do when other Civs ask you to help them but they want a rare valuable tech that only you have? I've been denying them but they always get mad at me and then put all their trading options in red text. Is this a case of darned if you do, darned if you don't?

I played Civ4 alot more last night and I'm still not clear on some of these things.

In Civ 3 you could always see the mood of your citizens when you zoomed to the city. I don't see this in 4. Is there a way to see who's happy and who's not? Does the city riot if it's not happy?

Maintanance and health. My capital has grown to about a level 15 and it's not very healthy. I have built a granery. What else can I do to improve health? I didn't see the other option to build yet. I am at 1000AD and entered the Renasaince techs.

Does it matter where your city is located from the capital in Civ4? As in does health decreace and maintenance become more expensive the farther away it is?

Specialized Cities: I'm still not sure how to go about this. What type of terrain should make me decide to dedicate on city to only one type of building specialization? For example I have a city that is producing plenty of commerce, food, and hammers. It's not as much commerce as some other cities but it's still in the upper echelon. What should I devote this city to?

Specialized worker orders: I have noticed that the AI will highlight reccomended options for your worker. I seem to prefer to build a (cottage??) or whatever it was that has a +1 food, and a +1 hammer because it seems a much better bang for your buck compared to only the +1 commerce or the +1 hammer, or +1 food that the other building worker options. Only thing is, the cpu doesn't always highlight the one I like most. Why is this?

Also in Civ III, you used to be able to click on that eye when you zoomed into the city and see the city in 3D with all the improvements and wonders that you have made in all it's glory. Can you do this in Civ 4?

Speaking of Wonders, why shouldn't I build as many as I can? In the game I'm playing now (my first game ever; it's on default settings), I can pretty much build what ever I want and get it done pretty quick. No other civ is even close to me. I could end the game via conquest pretty much whenever I want as I'm so far advanced and expanded compared to the others. But I want to learn Civ 4 more before I go to a new game.

How can I get other civs to want to trade their valuable techs with me? (Get them from red to white text.)

Early expansion: Why is this said to be a crippler? It seems to me that the reason I got ahead so fast was because I built alot of settlers and expanded early on. Also in Civ 3 this was the key to the game. How is it any different in Civ 4?

Religoun: How do I use the missionaries and what effects does religoun have with neighboring Civilizations?

I'm really getting into the game but I'm still confused by these things. :)
 
Yeah what do you do when other Civs ask you to help them but they want a rare valuable tech that only you have? I've been denying them but they always get mad at me and then put all their trading options in red text. Is this a case of darned if you do, darned if you don't?

More or less. When a civ asks you for something, and you give it to them, it makes them like you, but then they also get what you gave them. When you deny them, it keeps them from getting what they asked for, but they get upset. Trade-off either way, you just have to decide which is more important, and whether your relations can stand a small hit.

In Civ 3 you could always see the mood of your citizens when you zoomed to the city. I don't see this in 4. Is there a way to see who's happy and who's not? Does the city riot if it's not happy?

No, there's no more rioting or civil disorder. It's all on a citizen-by-citizen basis now. When someone in a city is unhappy, they still eat but you get no work out of them, so it's something you want to avoid.

You can see what their mood is, just mouse over the happy/unhappy faces at the top of the city screen, and it will tell you how many points of each you have and why. As long as your happy points equal or exceed your unhappy points, you get no unhappy people.

Maintanance and health. My capital has grown to about a level 15 and it's not very healthy. I have built a granery. What else can I do to improve health?

The following things improve health (not including difficulty level):

1) Where you build your city. Having it by fresh water gives you a +2. Forests give you a plus depending on how many there are. Flood plains and jungles give you a minus depending on how many there are (but flood plains are good for other reasons).

2) Food resources. These can be hooked up to your road network just like resources in Civ III. They include: rice, wheat, and corn/maize; sheep, pig, and cow; deer and banana; fish, clams, and crab. Each of these supplies one healthy point, more with certain buildings.

3) Buildings. Some buildings give you bonuses for food resources or certain luxury resources in your network. Others just give a health bonus, period. I suggest looking up buildings in the Civilopedia.

4) Civics. The civic Environmentalism (requires Medicine) gives you +6 health in all cities. (It has some minuses, too, though, so study it before choosing it.)

Does it matter where your city is located from the capital in Civ4? As in does health decreace and maintenance become more expensive the farther away it is?

Maintenance yes, health no.

Specialized Cities: I'm still not sure how to go about this. What type of terrain should make me decide to dedicate on city to only one type of building specialization? For example I have a city that is producing plenty of commerce, food, and hammers. It's not as much commerce as some other cities but it's still in the upper echelon. What should I devote this city to?

As a general rule, your top commerce city should be dedicated to commerce, your top hammer-churner to major production, and your top food generator should be set up as a Great People farm. Note that the first two refer to cities OTHER THAN your capital, which is very often both the top industrial city AND the top commerce city. (It's rarely the top farming town, though.)

Some commerce terrain is also good for production, e.g. gold, silver, and gem mines. Other commerce terrain isn't, e.g. seafood resource squares and flood plains with cottages. Because of those precious mines, your top commerce city may not totally suck production-wise; there's nothing wrong with that, because you'll still want to build some buildings in it. But it's unlikely to be your best (or even second-best) production city. And you still want to dedicate it to commerce. Other cities that are less obvious can go either way, it just depends on how much specialization you want.

Only thing is, the cpu doesn't always highlight the one I like most. Why is this?

Because you need to question what you like most, I think. ;)

There are multiple things you can do with a worker in any given terrain. For example, given the right tech, a hill could have a mine on it, or a windmill. A mine will give it extra production, while a windmill will churn out some food and commerce. (More of each with certain techs and civics.) Which is better? Depends on what the city needs most. A flood plain, grassland, or plains square gives you even more options. You can build a farm on it (+1 food, +2 with Biology), or a cottage (+ commerce -- a LOT of commerce once it grows to Town size), or a workshop (+ production, - food). If it's on a river, you can also build a watermill (+ production). Which is best? Again, depends on what the city needs.

Speaking of Wonders, why shouldn't I build as many as I can? In the game I'm playing now (my first game ever; it's on default settings), I can pretty much build what ever I want and get it done pretty quick. No other civ is even close to me.

Sounds to me like you must be on a pretty easy difficulty. The answer to your question is that as you raise the difficulty, all that becomes harder and you have to pick and choose which wonders to build.

How can I get other civs to want to trade their valuable techs with me? (Get them from red to white text.)

Get them to like you better. Change your state religion to the same as theirs, or give them something for free, or go to war with their enemies. When their opinion of you goes to "cautious" or better, they'll usually trade. (Except Tokugawa. He's just a jerk.)

Early expansion: Why is this said to be a crippler? It seems to me that the reason I got ahead so fast was because I built alot of settlers and expanded early on. Also in Civ 3 this was the key to the game. How is it any different in Civ 4?

Because in Civ4, you have maintenance costs based on the number of cities and how far they are from your capital. There is no longer maintenance costs for buildings, but there is for each city, no matter how big it is or how much it contributes (or doesn't) to your budget. In Civ3, you could build a city and the only cost would be the corruption to its commerce and production, and that would never go into the negative (until you built something that required maintenance, of course -- and that would often take forever at one hammer per turn). In Civ4, you can build a city and it will actually COST you money, not just give you next to nothing. On the plus side, though, there is no longer any hammer waste or corruption as such, so you can build just as fast in a town producing 20 hammers per turn in the far reaches of your empire as you can in one next door to the capital. But that far town is likely to cost you some money and be a net drain on your treasury.

Religoun: How do I use the missionaries and what effects does religoun have with neighboring Civilizations?

Missionaries of a particular religion can be produced in any city with a Monastery for that religion, or in any city that plain has the religion in it under the Organized Religion civic. (It does not have to be your state religion for this.) A missionary is a unit. Move it to a city that does not have the missionary's religion, and you will have the option to try to spread the religion to that city. Note that if it's a foreign city, you will need an Open Borders agreement or else a missionary entering the foreign territory is an act of war like any other unit. The success in spreading the religion isn't automatic. It's harder the more religions are already in the town. Succeed or fail, your missionary disappears. If it succeeds, you'll see the little icon for that religion join the others already there, and get the message "Somethingism has spread in Podunk."

What it does:

1) If it's your city, and either the religion is your state religion or you are under Free Religion, having the religion in the city gives you +1 happiness. It also allows you to build religious buildings for that religion. (Note that you can have multiple Temples, for example, each of which gives you +1 happiness. Religious buildings also let you have citizens become Priest specialists.)

2) If it's a foreign city, there is a chance that the other civ may convert to your state religion if that religion is present. If it's not, he not only won't but can't. The more of his cities have your state religion, the more likely it is he'll convert. I've done this, tried to get someone to convert on the diplomacy screen, seen it in red type, closed the screen in frustration, and then had him convert spontaneously on the very next turn. When you have the same state religion as someone else, you get a very significant diplomatic bonus. When you have a different state religion, you get an equally significant penalty.

3) If you have the Holy City for that religion (place it was founded) and have built (or captured) the Shrine for it (it has to be built by a Great Prophet), then you get +1 gold for each city in the world where that religion is present.
 
Yeah what do you do when other Civs ask you to help them but they want a rare valuable tech that only you have? I've been denying them but they always get mad at me and then put all their trading options in red text. Is this a case of darned if you do, darned if you don't?
Sometimes you have to put your pride away and just give in. Weigh the pros and the cons: if you give the tech, you have a bonus diplo; if you don't, you have a minus diplo. Sometimes it's very valuable to give in those kind of demands, especially at higher level :)

In Civ 3 you could always see the mood of your citizens when you zoomed to the city. I don't see this in 4. Is there a way to see who's happy and who's not? Does the city riot if it's not happy?
There is no such thing as "one citizen is happy (or not)"; instead, there is a unhappiness level, and a happy level. You can see both, the yellow face and the red face on top of the city screen.
For each level of unhappiness over the level of happiness, one citizen refuses to work. No more riot.


Maintanance and health. My capital has grown to about a level 15 and it's not very healthy. I have built a granery. What else can I do to improve health? I didn't see the other option to build yet. I am at 1000AD and entered the Renasaince techs.
There are lots of ways to solve health problems: ressources, buildings, wonders... Just check the article "ways into healthiness" from cabert, in the strategy articles forum.

Does it matter where your city is located from the capital in Civ4? As in does health decreace and maintenance become more expensive the farther away it is?
The maintenance of a city becomes higher with the population of the city, the number of cities you have, and the distance of the city from the palace.
Health does not consider distance. But your city has to be connected to health ressources if you want it to have the effects of them.

Specialized Cities: I'm still not sure how to go about this. What type of terrain should make me decide to dedicate on city to only one type of building specialization? For example I have a city that is producing plenty of commerce, food, and hammers. It's not as much commerce as some other cities but it's still in the upper echelon. What should I devote this city to?
That's a difficult questions; search into the strategy forum and the war academy, there are already plenty of things written about this.

Specialized worker orders: I have noticed that the AI will highlight reccomended options for your worker. I seem to prefer to build a (cottage??) or whatever it was that has a +1 food, and a +1 hammer because it seems a much better bang for your buck compared to only the +1 commerce or the +1 hammer, or +1 food that the other building worker options. Only thing is, the cpu doesn't always highlight the one I like most. Why is this?
The computer is not you; it will give you advices, but I must tell you that lots of player don't even look at them :)

Also in Civ III, you used to be able to click on that eye when you zoomed into the city and see the city in 3D with all the improvements and wonders that you have made in all it's glory. Can you do this in Civ 4?
From the general view of the earth, you can zoom quite a bit on the city. But that's all.


Speaking of Wonders, why shouldn't I build as many as I can? In the game I'm playing now (my first game ever; it's on default settings), I can pretty much build what ever I want and get it done pretty quick. No other civ is even close to me. I could end the game via conquest pretty much whenever I want as I'm so far advanced and expanded compared to the others. But I want to learn Civ 4 more before I go to a new game.
Because, as you progress into levesl, you will discover that you have perhaps much better alternatives than building wonders.
A general thing about this is "why build the wonders, and not conquer them from your neighbours?" :)

How can I get other civs to want to trade their valuable techs with me? (Get them from red to white text.)
Make them like you. Don't go to war with them, open borders, trade ressources and techs fairly, don't trade with their ennemies, adopt their state religion, their favorite civic, give into their demands...

Early expansion: Why is this said to be a crippler? It seems to me that the reason I got ahead so fast was because I built alot of settlers and expanded early on. Also in Civ 3 this was the key to the game. How is it any different in Civ 4?
I don't know at which level you play, but a Civ3 style REX is a real challenge to pull of at higher level :)

Religoun: How do I use the missionaries and what effects does religoun have with neighboring Civilizations?
Take them to a coty without the religion, and press the spread religion button.
If a leader has a religion in his cities, he is more likely to adopt it as a state religion. Having a common state religion is a good way to have friends :)

I'm really getting into the game but I'm still confused by these things. :)

Hope I helped
 
The problem is, not matter how accommodating you are to a civ, they attack you as soon as they think you are weak! So I don't bother, especially with technologies!
 
Mate, I have tried to answer your questions a few times now, and each time the reply is like 3000 words, LOL. I will try it like this:

Keep your cities close, and the number of them low, especially as you are learning the ropes. Distance and number of cities is what costs maintenance, not specific buildings, anymore. Units also cost, and units outside your cultural borders cost more, so remember that when you decide to go to war.

Happiness and Health are also important. Each point of population adds +1 unhappiness and +1 unhealty (some buildings also add to negative health). Resources generally have 2 features. They make the tile more valuable when "worked" (with the proper upgrade) AND they add to health or happiness. NOTE: They must be "hooked up" in order to affect those qualities, for example, you have Corn, but not the Wheel. You make a farm on the corn (getting the tile bonus), but until you have a "route" from one of your cities to the corn, you wont get the +1 health bonus. A route can be a road, or a river, or coast, based on having the correct tech. So you build a road to the corn, and now, that route gets you +1 health in ALL your "connected" cities. So if you have a block of 6 cities, and each has a resource, and they are all connected, the Rice in Washington and the Corn in New York and the Fish in Philly will each affect the health in ALL your cities. Adding the proper building in each city with "access" to those particular resources will also add another point of health. So lets say you build a Granary in New York, it essentially gets +2 health from the Corn. Adding a Harbor in Washington will essentially give you +2 health for the fish in Philly, as long as they are connected.

Wow, thats not a great answer, I hope others can do better, but thats the basic gist. As you go up in levels, things like health, happiness, and maintenance get more and more important. Pay close attention to those numbers as you play, watch them rise and fall as you do things like build Granaries, Markets, etc. Its important to remember that each point of population actually has a NEGATIVE affect on those numbers, so you need to watch how fast your cities grow as well as how close together they are, etc.

EDIT: heh, as I was trying to answer, I see some others chipped in as well, mostly better than my reply, LOL.. One thing about this game, if you want to get "better", read a LOT and play a LOT. I bounce in and out of games all day, reading these boards, back into the game, out to the boards, etc. Its a blast too, one of the best games I have ever played.
 
Wow! Thanks guys! That helps tremendously!

I did have a couple more quick questions though...

What should I do with my great people?

And can I have more than 1 golden age?

In keeping cities close together, do I have to worry about individual cities not getting enough food to sustain a high population (because a neighboring city has the same tiles) or does the food count come from ALL of my empire? I'm used to my large cities in Civ 3 not getting enough food and starving at later eras because they can't work enough tiles to feed them all because the tiles are shared by cities.
 
What should I do with my great people?
It's really situation dependant, there's no general answer to this question, sorry.
Bulbing is good if it can give you a large benefit (by trading the tech, or by acuiring new abilities before other civ do)
a golden age can be very nice if you have a huge empire and need a short term boost; it's also much more valuable since BTS.
settling is more general, and can be very valuable if done near the beginning of a game (since it will last longer)
the special effects of GP are all situation depndant ;)

And can I have more than 1 golden age?
Sure!
To trigger golden age with great people, you need 2 different great people (1 in BTS), 3 (2 in BTS) for the following one, 4 (3 in BTS) for the following...
Also, the Taj Mahal wonder gives one, and some random event in BTS.

In keeping cities close together, do I have to worry about individual cities not getting enough food to sustain a high population (because a neighboring city has the same tiles) or does the food count come from ALL of my empire? I'm used to my large cities in Civ 3 not getting enough food and starving at later eras because they can't work enough tiles to feed them all because the tiles are shared by cities.
Definitly. You want your cities to work as many tiles as possible (or hire as many specialists as possible), so you need food both to sustain your citizens, and to grow (more food => faster growth). Your city placement should be at first determined by food ressources.
 
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