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Post by Visium on Oct 16, 2006 11:58:34 GMT -5
Two Questions.
1. Culture
I have noticed in the game that after time passes some buildings double the amount of culture they give. But others dont seem to. For example I saw that a library I built eventually doubled its culutre, but my palace (which was obviously build before) never did. How do you know which ones will? And when does the doubling acutally happen?
2. Whipping Population
For planning purposes I am having trouble figuring out the maximum population availabel to whip at any given city size.
For example at pop 3 you would think you could whip 2, but you cant'.
Is there a way (or does somebody just know) to be able to predict the population available for popping at any given city size?
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Post by ironclad on Oct 16, 2006 17:41:25 GMT -5
how do you make a worker?
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Post by churchill1 on Oct 16, 2006 19:46:30 GMT -5
Okay, got another. I was playing SP the other day and the AI build a city adjacent to a cat and mace I had. Since we had closed borders it immediately booted the cat and mace. I had another unit that was adjacent to this new city's border. It moved in to declare war and then - tada!!! In the instant that war was declared, my mace and cat were magically teleported right back adjacent to the city. I attacked with the mace and cat and destroyed the city. Is this situation normal? And if so....does it happen in MP? I was amused by it all. Well most ladder mp is played in always war mode. So i guess the units would stay put. It's a pretty funny situation though.
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Post by churchill1 on Oct 16, 2006 19:50:19 GMT -5
Two Questions. 1. Culture I have noticed in the game that after time passes some buildings double the amount of culture they give. But others dont seem to. For example I saw that a library I built eventually doubled its culutre, but my palace (which was obviously build before) never did. How do you know which ones will? And when does the doubling acutally happen? Hm buildings don't randomly double their cultural output. There must be some other explanation for the increased culture. E.g. You built another building that increases culture, or you increased the culture rate (top left). 2. Whipping Population For planning purposes I am having trouble figuring out the maximum population availabel to whip at any given city size. For example at pop 3 you would think you could whip 2, but you cant'. Is there a way (or does somebody just know) to be able to predict the population available for popping at any given city size? OK. it took me a while to realise this. You can whip a maximum of half of your population, simple as that. If you have 4 pop you can whip a maximum of 2 etc.
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Post by Visium on Oct 17, 2006 15:28:15 GMT -5
Thanks.
Ok another one. Is it just me or are golden ages not that golden?
I have been trying to figure out what you really get from a GA. It looks to me like you get +1 production on any tile with procudtion. And it looks like you get +1 commerce on any tile with commernce. Am I off here?
It seems like the benefit of a GA is much much more later in the game. Early on, just adding to a city might net you as much?
Any thoughts?
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Post by churchill1 on Oct 18, 2006 7:05:53 GMT -5
Thanks. I have been trying to figure out what you really get from a GA. It looks to me like you get +1 production on any tile with procudtion. And it looks like you get +1 commerce on any tile with commernce. Am I off here? No, you're exactly right. It seems like the benefit of a GA is much much more later in the game. Early on, just adding to a city might net you as much? Any thoughts? Hm, deep question. I might get back to you about this .
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Post by Visium on Oct 18, 2006 10:50:45 GMT -5
Ok, another newb question.
Am i correct in thinking that you can only pop techs for which you have the necessary prerequisites?
I was in the extreme early turns of a game and still researching my first tech - bronze 120, when I met another human who was able to offer me open borders. He claimed he had popped it in a hut. I know that he started with Mining & Hunting. The research paths are
Priesthood 60 & [ (Myst 50 & Medit 80) OR (Myst 50 & Poly100) ] 3 techs - 190 bulbs
AH 100 & Hunting 0 1 tech - 100 bulbs
Pottery 80 & Wheel 60 & (Agr 60 or Fish 40) 3 techs 2 techs - 180 bulbs
I seriously doubt he could pull of 180-190 bulbs in that short of time, if I cant even get 120 for another few turns. So I suspect AH, unless huts can give non prereq techs.
Is my thinking off here?
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Post by Tony on Oct 18, 2006 13:31:57 GMT -5
some times you get lucky, i have oracle'd mechinary in a teamer before, all the prequistes were poped very early. Infact i bet many people people have poped expensive techs, namely metal casting, very early.
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Post by aliestor on Nov 14, 2006 17:58:31 GMT -5
I am allmost dirrectly from civ3 expansion singleplayer so i have some problems... (noob to civ4)
The first is when i start i in civ3 would raise my number if citizens to be able to afford workers and settlers but here in civ4 i discovered that it cost the extra food and production to build workers and settlers i find that very odd but i guess it is normal for you guys...
Here comes my first question: "What do you guys build when you start or is that a secret?
In civ3 singleplayer i normaly would build a crazy numbers of settlers to make cities on keypoints and give resources and blocks the AI's. but if i do that in Civ4 4 i fall a lot behind on the scoreboard and also on the long run.. why? that was second question
i also have questions like how big to be when you start making early wonders?
When to expand?
Also when i started i had not seen the unique building thing before.. how big can the advanged be for a player?
hope someone can help me
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Post by notagoodname on Nov 14, 2006 22:41:37 GMT -5
Plant on a hilly plain if you can and build a warrior first, once the city grows to size 2 start building a worker and slave out the worker as soon as you can. Getting the worker asap is important as forest chopping is one of the main sources of hammers that you can use to get military or spread.
Worker first before the warrior is a viable strategy for expansionist civs, not much point for other civs though as it's almost as quick to go warrior first and the slave to finish the worker.
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Post by cv431410 on Nov 20, 2006 13:26:35 GMT -5
Early growth question: which one is better and why?
Assumption: 1 cont each or you are in the back of inland sea, so you are safe from early attack, the goal to build your economy up asap. Let me list two extremes. Obviously, there are various variations between these two ends.
1. 0% Research 2. One City Approach
1. 0% Research
In this approach, assuming you have enough forest and seafood/rice…, you will use slavery and chopping as fast as available. Build nothing but workers and settlers. Start building a warrior until size 2, switch to worker and slave asap. Workers start chopping. Build warrior or granary and wait city grow to size 2, and switch to worker/settler. If you start from ancient, it is quit probably possible to get 5 cities and 6 workers when you reach 0% research. Here you must stop, or your workers become suicidal.
2. OCC Approach
Just build a super-city with 2, 3 workers and grow it to say size 5, 6, or even 7. It has forge, 3 mines, a library and is very productive. The research rate is always 100%. It has so much production that it produces a settler every 2 turns. At this point, you can produce 4 settlers in 8 turns and have these additional cities produce workers.
In a game of 100-turns, 130-turns, 150- turns, and 350-turns, which one is better? How do we justify which one is better than others? I have tried all of them and have no clue which one is better.
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Post by MookieNJ on Nov 20, 2006 18:27:54 GMT -5
It depends on your land, your resources, and your situation in the game. However, the two pictures you paint are the model of two extremes, and in-game situations are usually much more somewhere in the middle.
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Post by cv431410 on Nov 20, 2006 19:00:04 GMT -5
It depends on your land, your resources, and your situation in the game. However, the two pictures you paint are the model of two extremes, and in-game situations are usually much more somewhere in the middle. My problem is under a given land, resources, and situation in the game, given such a big variation, is there any guidance for what my approach should be? I often do it as I feel without a real guidance. Sometime I will expand until research hits <20%, sometime I will not allow research fall below 80% for long, otherwise, I will not expand. All this depend on how I feel. Is there a formula?
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Post by MookieNJ on Nov 20, 2006 20:55:46 GMT -5
I often do it as I feel without a real guidance. Sometime I will expand until research hits <20%, sometime I will not allow research fall below 80% for long, otherwise, I will not expand. All this depend on how I feel. Is there a formula? If you ever let your research hit below 20% you are clearly doing something very wrong. While it's true that every city has a cost in maintenance, they also bring in gold -- you should be able to run around 70% if you're doing everything right. Sometimes a little lower, sometimes a little higher depending on the circumstances. It sounds like you're doing 1 of 2 things: 1) Planting cities and immediately having them build a Worker or a Settler -- not allowing them to grow and giving them only 1 tile to work isn't going to help pay for your maitenance. 2) Planting cities and not having enough Workers to make them productive. Cities are great and all, but if you don't have enough Workers to make them productive, they are just going to cost you money in maintenance and be targets for your opponents. You need to improve your food, build cottages, and build mines -- working numerous unimproved tiles in your cities is a huge mistake.
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Post by cv431410 on Nov 20, 2006 21:34:20 GMT -5
I often do it as I feel without a real guidance. Sometime I will expand until research hits <20%, sometime I will not allow research fall below 80% for long, otherwise, I will not expand. All this depend on how I feel. Is there a formula? If you ever let your research hit below 20% you are clearly doing something very wrong. While it's true that every city has a cost in maintenance, they also bring in gold -- you should be able to run around 70% if you're doing everything right. Sometimes a little lower, sometimes a little higher depending on the circumstances. It sounds like you're doing 1 of 2 things: 1) Planting cities and immediately having them build a Worker or a Settler -- not allowing them to grow and giving them only 1 tile to work isn't going to help pay for your maitenance. 2) Planting cities and not having enough Workers to make them productive. Cities are great and all, but if you don't have enough Workers to make them productive, they are just going to cost you money in maintenance and be targets for your opponents. You need to improve your food, build cottages, and build mines -- working numerous unimproved tiles in your cities is a huge mistake. Actually I manually manage all workers in the first 5 cities in the order of food, mines, and cottage. All of the working tiles are improved; otherwise, these tiles are slaved away quickly to turn population into productions. I also produce workers ahead of settlers so each settler has a worker to go with (worker, worker, settler, worker, worker, settler, worker, settler, worker, settler, worker). For 5 cities, I generally have 7 workers, 1 for each city, 1 for auto-road and 1 for auto-mode. The research rate falls below 20% for one reason only, over expansion early on and some of the cities are far away because of land condition, which cost $4 – 5 city maintenance. Because all cities are working on improved tiles, this will recover fairly quickly to 50%. So the question becomes this, which one of the following is better? (1) Slave/chop 5 cities + 7 workers in the earliest possible way, suffers 20% research rate, and recover quickly to 50 – 60%; (2) Slave/chop 3 cities + 4, 5 workers in the earliest possible way, maintain 60% + research, and take a break. When research recovers to 80% +, expand again. You seem to indicate option (2) is better, which I agree, but we can’t prove it.
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Post by diadem on Dec 9, 2006 14:25:14 GMT -5
Two Questions. 1. Culture I have noticed in the game that after time passes some buildings double the amount of culture they give. But others dont seem to. For example I saw that a library I built eventually doubled its culutre, but my palace (which was obviously build before) never did. How do you know which ones will? And when does the doubling acutally happen? Hm buildings don't randomly double their cultural output. There must be some other explanation for the increased culture. E.g. You built another building that increases culture, or you increased the culture rate (top left). Culture rate or culture enhancing buildings (cathedrals) do not affect the culture output of buildings, only of the city as a whole. However buildings do change their cultural output. The culture output of old buildings slowly increases over time (That's why museums pay millions for old junk). I don't know the exact mechanics, but they do increase over time. A doubling sounds about right. I don't know why the palance didn't double, perhaps the palace is an exception and doesn't double. Maybe because it's a 'free' building or something. I think wonders in general increase their culture though.
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Post by diadem on Dec 9, 2006 14:52:34 GMT -5
Ok another one. Is it just me or are golden ages not that golden? I have been trying to figure out what you really get from a GA. It looks to me like you get +1 production on any tile with procudtion. And it looks like you get +1 commerce on any tile with commernce. Am I off here? It seems like the benefit of a GA is much much more later in the game. Early on, just adding to a city might net you as much? All correct. Golden ages are pretty useless early on, but they can be awesome in large empires. Multiplayer games are usually quite quick and bloody, on small maps where 6 cities is a lot, so golden ages are reduced in usefulness. But just imagine having 50 cities on a huge pangea map and trickering a golden age with that. That's a HUGE amount of hammers and commerce. On the other hand, in OCC games golden ages are worthless. With just one city they just are not worth it. I often do it as I feel without a real guidance. Sometime I will expand until research hits <20%, sometime I will not allow research fall below 80% for long, otherwise, I will not expand. All this depend on how I feel. Is there a formula? If you ever let your research hit below 20% you are clearly doing something very wrong. While it's true that every city has a cost in maintenance, they also bring in gold -- you should be able to run around 70% if you're doing everything right.[ Sometimes a little lower, sometimes a little higher depending on the circumstances. Actually expanding to 20% or even lower can make perfect sense. 20% science on a lot of cities can still be almost as much science than 70% on just a few. And once you have courthouses and marketplaces and stuff like that, you will have 70% science *and* a lot of cities. In singleplayer grabbing good city spots before the AI is extremely important. You have to expand very fast and very aggressively, often neglecting military and tech. Sometimes your slider goes all the way to 0%. As long as you can reach code of laws and currency within a reasonable time you will be ok though. And in singleplayer you can often grab the pyramids, so you can run some specialists to research. In multiplayer this is obviously different. But even here there are cases when expanding to the point of having a very low science slider makes sense. Islands maps for example. Or team games were far away from the enemy (5v5 on insland sea while you're the middle one, for example). The nice thing here is that you don't have to scramble for the good city spots (your teammates should not steal them from you anyway). So you don't have to expand as crazily fast as in singleplayer. But you still need to expand fast, and get a large empire going, so you can support your team as well as possible.
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Post by Tony on Dec 27, 2006 15:53:07 GMT -5
does anyone know how to set rally pionts? Someone did explain this to me before, i i didnt understand. Anyone with precise instructions? Then i can truley automate my empire and go afk even more
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Post by NumberOneMercury on Dec 27, 2006 15:59:37 GMT -5
Select the city (or multiple), then ctrl-right click the desired rally pt.
EDIT: Maybe it's shift as Mookie said below--you know it's worked if you see a yellow circle where you clicked. FYI one of the game start hints says how to do this (like "Snacks are good in moderation," "Never start a land war in Asia," etc.).
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Post by alice on Dec 27, 2006 15:59:52 GMT -5
ditto i wondered the same, i used rally points in civ 3 quick civ all the time would like to do so in civ 4 too
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