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ConsulCaesar: Is this known for sure? I have read it several times over the years, but I think I remember someone at CivFanatics testing the game and concluding that this was only a myth.
I'm pretty sure it is. In my test I took a settler and noted where its blue circle was placed. I then opened the editor, placed a bunch of invisible resources, and ended turn (the blue circles only recalculate at the start of your turn). The next turn the blue circle had moved to take advantage of the resources I couldn't see. It is possible that this was just random variability in the algorithm (as my testing was hardly rigorous) but it certainly did appear to be taking it into account.

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Bookwyrm627: Is rushing wonders more expensive simply because they are bigger projects (needs more hammers), or is there an extra 'tax' on rushing wonder production because it is a wonder?
Wonders cost twice as much to rush. So if you need 80 more hammers to complete a wonder, it'll cost the same as a building that still has 160 hammers required.

Rushing wonders is something you should only do if you need to guarantee you get it.

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myconv: How does harbor work? I got great lighthouse. In one city with a harbor.I have each of the three trade routes giving 1 commerce. In another city I got one of the three trade routes giving 4 commerce, and the rest giving 1. Well this gets into, how do trade routes even work?
Basically trade routes can form between any two cities that are connected. The longer a trade route remains stable, and the bigger the city you're connected to, the more money it brings in. I don't know the exact math off the top of my head, since you actually have very little control over trade connections. Best you can do is keep open borders long-term with another nation to let lots of trade routes flourish.

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myconv: Having to memorize the names of wonders a tech gives then find each one in a list that seems to show them in random order. on a completely different screen. Surely there is a much better way?
No, there is not.

The even bigger annoyance is in remembering the AI's tech preferences. If you know which technologies the AI prefers, you can focus on wonders that are unlocked by techs it's unlikely to have researched. The Great Library is notorious for this since the AI has a very low priority for the aesthetics tech so the player can almost always get there first. I can never remember the other ones, since it's a bit more subtle (note every AI has the same priorities; some go hard on the religious route, others won't even have mysticism by the medieval era...)
Post edited January 25, 2019 by Darvin
How does the AI value tech? From Civ3, techs known by more nations lose value in the face of AI? I just had a AI turn its nose at a 670~ tech only willing to give me very little for it. but gladly trade for a 600 tech~ Why does it refuse to trade certain techs and what causes it not be able to trade a tech/what is this can't trade tech category in the diplomacy screen about?

If you lose population to slavery etc does your trading routes start giving less?

Do cottage ruins have any effect of any kind?

The increased cost for rushing first turn verses rushing latter turns doesn't apply to slavery? Had a production that first turn would take 2 lives and 18 turns of unhappy the next turn would take 2 lives and 17 turns of unhappy.

So when does a unit moving consider for movement cost based on the space it's moving from, and when does it use the space it's moving to?

Ok I added a great merchant to a city, it is suppose to give 6 gold per turn. So how come my income only went up by 1?
Post edited January 26, 2019 by myconv
Hello, please help
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myconv: Hello, please help
I can only offer speculation, and even then only on some of questions.

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myconv: How does the AI value tech? From Civ3, techs known by more nations lose value in the face of AI? I just had a AI turn its nose at a 670~ tech only willing to give me very little for it. but gladly trade for a 600 tech~ Why does it refuse to trade certain techs and what causes it not be able to trade a tech/what is this can't trade tech category in the diplomacy screen about?
It may turn its nose up at the 670 tech simply because it is currently researching that tech and is nearing completion. Why pay you 200 coins for the tech if it can wait two turns and get the tech for 40 beaker-coins?

The rest may be up to AI preferences and/or hardcoded constraints (ex. Civs won't give you techs in trade if you've acquired 'too many' techs in trade from the AIs the Civ in question knows, where 'too many' varies from one leader to another). There are apparently various reasons why a Civ will or will not trade techs.

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myconv: If you lose population to slavery etc does your trading routes start giving less?
Based on this page, the answer is 'Yes, if you population drops low enough to drop the value of the trade route'.

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myconv: Do cottage ruins have any effect of any kind?
Seems doubtful. Also seems like something that should be relatively easy to check.

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myconv: The increased cost for rushing first turn verses rushing latter turns doesn't apply to slavery? Had a production that first turn would take 2 lives and 18 turns of unhappy the next turn would take 2 lives and 17 turns of unhappy.
Edit: Redacting all of this except this link, which talks about the usage of whipping. The "building stuff in towns" mechanics seem different enough from earlier Civ games that I'm just going to give you the page and wish you luck.

Short version: the slavery civic seems to have on direct impact on how many citizens are needed when whipping a project.

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myconv: So when does a unit moving consider for movement cost based on the space it's moving from, and when does it use the space it's moving to?
Presumably only the movement cost of the target tile is considered. What makes you think any consideration would be given to the unit's present location?

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myconv: Ok I added a great merchant to a city, it is suppose to give 6 gold per turn. So how come my income only went up by 1?
No idea. Does a great merchant give coins directly, or does it give commerce (which might be lost to corruption, or allocated to science instead of treasury income, etc.)?
Post edited January 28, 2019 by Bookwyrm627
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Bookwyrm627: The rest may be up to AI preferences and/or hardcoded constraints (ex. Civs won't give you techs in trade if you've acquired 'too many' techs in trade from the AIs the Civ in question knows, where 'too many' varies from one leader to another). There are apparently various reasons why a Civ will or will not trade techs.
"Acquired" includes from research?

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Bookwyrm627: Short version: the slavery civic seems to have on direct impact on how many citizens are needed when whipping a project.
This statement confuses me. The term whipping means to use the slavery civic to rush projects? You can't do that unless you have the slavery civic on. So yeah, it has a direct impact, it allows it in the first place. Surely you can't mean something that obvious but whatever else you might mean alludes me. So what are we talking about?

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Bookwyrm627: Presumably only the movement cost of the target tile is considered. What makes you think any consideration would be given to the unit's present location?
Multiple times moving a unit with 1 move on a nonroaded space to a roaded one and being out of movement. But in the future maybe I'll pay more attention as I move things and even test it a bit.

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myconv: Ok I added a great merchant to a city, it is suppose to give 6 gold per turn. So how come my income only went up by 1?
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Bookwyrm627: No idea. Does a great merchant give coins directly, or does it give commerce (which might be lost to corruption, or allocated to science instead of treasury income, etc.)?
As far as it turning into science because it's counter-intuitively commerce (counter-intuitive since Great scientists specifically produce science and great spies specifically produce espionage. Also the image shown of Great merchants production is a pile of gold coins) Maybe. I didn't think of that at the time but I did think of that latter. Got to wait till the next one or something to test it.

But what do you mean lost due to corruption, that kind of system is in Civ3, not Civ4?
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myconv: "Acquired" includes from research?
In this case, no. This particular aspect is specifically related to trading techs with the AI, and I gather they apply the limit to trades among each other as well (not just the player).

For example, I think Tokugawa will stop trading techs with you if he has seen you acquire at least 6 techs in trade (whether with him or with someone else), while I think Mansa Musa has like a 20 tech limit. Any techs you trade before you've met them don't count (they didn't see it), and each turn they have a tiny chance of forgetting seeing a tech trade (giving you a chance to tech trade again).

If you go over the limit, the AI will say something like "We fear you are becoming too advanced". I did a little digging on Civ Fanatics, but I wasn't able to find any of the material I'd read earlier about it; these specifics are from memory, so take them with a grain of salt.

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Bookwyrm627: Short version: the slavery civic seems to have on direct impact on how many citizens are needed when whipping a project.
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myconv: This statement confuses me. The term whipping means to use the slavery civic to rush projects? You can't do that unless you have the slavery civic on. So yeah, it has a direct impact, it allows it in the first place. Surely you can't mean something that obvious but whatever else you might mean alludes me. So what are we talking about?
Yeah, that was a typo on my part. It should read "...seems to have no direct impact..." (beyond the obvious 'allows it to happen in the first place').

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myconv: Multiple times moving a unit with 1 move on a nonroaded space to a roaded one and being out of movement. But in the future maybe I'll pay more attention as I move things and even test it a bit.
Ah! I'd forgotten about roads/railroads. It probably works the same way (or very similar) as in Civ 3, where a road only helps if it is in the starting tile and in the target tile. You can't follow a road between tiles if it doesn't actually reach both tiles.

I don't know what other restrictions are in place (like Civ3's case where a river 'breaks' a road between tiles until you know Engineering).

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myconv: As far as it turning into science because it's counter-intuitively commerce (counter-intuitive since Great scientists specifically produce science and great spies specifically produce espionage. Also the image shown of Great merchants production is a pile of gold coins) Maybe. I didn't think of that at the time but I did think of that latter. Got to wait till the next one or something to test it.

But what do you mean lost due to corruption, that kind of system is in Civ3, not Civ4?
Corruption isn't a Civ4 mechanic? Then whoops, I guess that can't be it.

Your point about the other Great People also makes sense, so the Great Merchant is probably supposed to directly give gold. I don't know enough about the specifics behind Great People to help much here; I was mostly taking a stab in the dark at the answer.
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myconv: As far as it turning into science because it's counter-intuitively commerce (counter-intuitive since Great scientists specifically produce science and great spies specifically produce espionage. Also the image shown of Great merchants production is a pile of gold coins) Maybe. I didn't think of that at the time but I did think of that latter. Got to wait till the next one or something to test it.

But what do you mean lost due to corruption, that kind of system is in Civ3, not Civ4?
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Bookwyrm627: Corruption isn't a Civ4 mechanic? Then whoops, I guess that can't be it.

Your point about the other Great People also makes sense, so the Great Merchant is probably supposed to directly give gold. I don't know enough about the specifics behind Great People to help much here; I was mostly taking a stab in the dark at the answer.
Great Merchants produce commerce (big coins), not gold (small coints). [url=http://www.civfanatics.net/~sulla/images/walk91.jpg]http://www.civfanatics.net/~sulla/images/walk91.jpg[/url] (This screenshot must be taken while running Representation, because it's also providing extra beakers). It's the Merchant specialist the one that produces gold. So there's the answer. They also provide +1 food, which is a rarer bonus. However, if you don't need the food, it's probably better to send the Great Merchant in a trade mission.

Corruption is not a mechanic in Civ 4 but city maintenance is.

Edit: I don't think the forum software wil be able to properly display a link with a ~ in the URL. :(
Post edited January 29, 2019 by ConsulCaesar
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Bookwyrm627: Corruption isn't a Civ4 mechanic? Then whoops, I guess that can't be it.

Your point about the other Great People also makes sense, so the Great Merchant is probably supposed to directly give gold. I don't know enough about the specifics behind Great People to help much here; I was mostly taking a stab in the dark at the answer.
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ConsulCaesar: Great Merchants produce commerce (big coins), not gold (small coints). [url=http://www.civfanatics.net/~sulla/images/walk91.jpg]http://www.civfanatics.net/~sulla/images/walk91.jpg[/url] (This screenshot must be taken while running Representation, because it's also providing extra beakers). It's the Merchant specialist the one that produces gold. So there's the answer. They also provide +1 food, which is a rarer bonus. However, if you don't need the food, it's probably better to send the Great Merchant in a trade mission.

Corruption is not a mechanic in Civ 4 but city maintenance is.

Edit: I don't think the forum software wil be able to properly display a link with a ~ in the URL. :(
Cool.

In Civ4, commerce gets divided into the various categories for spending, right? So his income probably only went up by 1 because the rest of it was devoted to Science or Espionage or something?
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ConsulCaesar: Great Merchants produce commerce (big coins), not gold (small coints). [url=http://www.civfanatics.net/~sulla/images/walk91.jpg]http://www.civfanatics.net/~sulla/images/walk91.jpg[/url] (This screenshot must be taken while running Representation, because it's also providing extra beakers). It's the Merchant specialist the one that produces gold. So there's the answer. They also provide +1 food, which is a rarer bonus. However, if you don't need the food, it's probably better to send the Great Merchant in a trade mission.

Corruption is not a mechanic in Civ 4 but city maintenance is.

Edit: I don't think the forum software wil be able to properly display a link with a ~ in the URL. :(
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Bookwyrm627: Cool.

In Civ4, commerce gets divided into the various categories for spending, right? So his income probably only went up by 1 because the rest of it was devoted to Science or Espionage or something?
Yes, commerce gets turned into science, espionage, culture and gold, depending on how you have set your sliders.
City maintenance is decided by amount of cities and distance of cities from a cap only?
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myconv: City maintenance is decided by amount of cities and distance of cities from a cap only?
The population of the city, game difficulty and size of the map also have an efffect: https://forums.civfanatics.com/threads/experienced-player-dumb-question-maintenance.336982/#post-8500783

If you are playing with vassals allow, cities settled in landmasses different than your capital's will also build up colonial maintenance.
There is alot of icons for city manager screen that I don't know what they mean, do any of them tell you if a rush is available and how much it would cost?
What exactly is required for the +1 navel movement from circumnavigating the map?
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myconv: There is alot of icons for city manager screen that I don't know what they mean, do any of them tell you if a rush is available and how much it would cost?
It's just the tooltip when you place the cursor over the rush button (whip, draft or rush-buy). But I think one of the customizable notifications in the BUG mod can warn you when a rush is available.


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myconv: What exactly is required for the +1 navel movement from circumnavigating the map?
You need to have explored at least one tile in each longitude (column) of the map, but they do not need to be connected with each other. If you discovered the tile via map trading, it also counts, so be careful when sharing your maps (the bonus only apply to the first civilization to circumnavigate the map). If you are playing with toroidal wrap instead of cilindrical, you also need one tile on each latitude (row).