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Civ 4 - Excited? [UPDATED pt.2 - Game is out & now PATCHED! Share your thoughts.]
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<blockquote data-quote="Simplicity" data-source="post: 2739050" data-attributes="member: 1496"><p>Deja vu. The single warrior defense is a serious invitation for a war. Even friendly AIs will attack you if you leave a very weak military around.</p><p></p><p></p><p></p><p>There are certain situations where culture will not work unless you change options. It wasn't one of your old cities, was it? Basically, every square has a percentage culture. If this percent gets too low, then there's a chance of revolt every turn. You can see these effects in your affected cities. It works the same way for the AI. It's VERY hard to culturally flip an established, large city. Supposedly not that hard for smaller ones (though I've never seen it happen myself... Haven't really tried though. Usually easier to just wheel some catapults up and take the dang thing).</p><p></p><p></p><p></p><p>Religion = CASH + diplomacy effects + culture/happiness.</p><p>Building shrines from Great Prophets can be very profitable.</p><p>At higher difficulties, Temples are one of the only early ways to increase city happiness without luxury resources. But, when you build a religion, you risk alienating your neighbors if the religion isn't adopted by them. A religious difference between you and a bordering neighbor is almost certainly going to lead to war.</p><p></p><p>There are various strategies here. Found a religon and go for cash... Stay in a No-State-Religion, and keep your neighbors from declaring you heathens.</p><p></p><p></p><p></p><p>Things start to make more sense as you move to higher levels. At the low levels, the theaters, temples, colloseums all seem superfluous. The culture slider... who the heck would use that? But as you get higher, there's one less happy guy and one less heathiness point per city... They become invaluable. Police stations start to be something you'd actually consider building.</p><p></p><p>And the barbarians... Ouch. They get mean.</p></blockquote><p></p>
[QUOTE="Simplicity, post: 2739050, member: 1496"] Deja vu. The single warrior defense is a serious invitation for a war. Even friendly AIs will attack you if you leave a very weak military around. There are certain situations where culture will not work unless you change options. It wasn't one of your old cities, was it? Basically, every square has a percentage culture. If this percent gets too low, then there's a chance of revolt every turn. You can see these effects in your affected cities. It works the same way for the AI. It's VERY hard to culturally flip an established, large city. Supposedly not that hard for smaller ones (though I've never seen it happen myself... Haven't really tried though. Usually easier to just wheel some catapults up and take the dang thing). Religion = CASH + diplomacy effects + culture/happiness. Building shrines from Great Prophets can be very profitable. At higher difficulties, Temples are one of the only early ways to increase city happiness without luxury resources. But, when you build a religion, you risk alienating your neighbors if the religion isn't adopted by them. A religious difference between you and a bordering neighbor is almost certainly going to lead to war. There are various strategies here. Found a religon and go for cash... Stay in a No-State-Religion, and keep your neighbors from declaring you heathens. Things start to make more sense as you move to higher levels. At the low levels, the theaters, temples, colloseums all seem superfluous. The culture slider... who the heck would use that? But as you get higher, there's one less happy guy and one less heathiness point per city... They become invaluable. Police stations start to be something you'd actually consider building. And the barbarians... Ouch. They get mean. [/QUOTE]
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