Civilization IV/Gameplay: Difference between revisions

Jump to navigation Jump to search
→‎Cities: A bit about Colonization - it overlaps in so many ways, but in some ways it needs separate paragraphs. More to come if I have time.
*>KelvSYC
*>Robin Patterson
(→‎Cities: A bit about Colonization - it overlaps in so many ways, but in some ways it needs separate paragraphs. More to come if I have time.)
Line 7: Line 7:


==Cities==
==Cities==
All Civilization games have cities. Alpha Centauri refers to them as "bases", but they serve exactly the same function. The primary function of a city is production. The secondary function of a city is acquiring and holding territory. By acquiring territory, you reduce your enemy's possibilities for production. Therefore, an unproductive city can still be very useful, but a productive city will almost always be more useful. The ideal city serves both functions.
All Civilization games have cities. Alpha Centauri refers to them as "bases", Colonization as "colonies", but they serve exactly the same function. The primary function of a city is production. The secondary function of a city is acquiring and holding territory. By acquiring territory, you reduce your enemy's possibilities for production. Therefore, an unproductive city can still be very useful, but a productive city will almost always be more useful. The ideal city serves both functions.


===Good city sites===
===Good city sites===
Line 13: Line 13:


===Resources and production===
===Resources and production===
Cities always produce three resources. These are usually named ''food'', ''shields'', and ''trade''. In SMAC, these are called ''nutrients'', ''minerals'', and ''energy'', respectively. In ''Civilization III'', "trade" was renamed "commerce". In ''Civilization II: Test of Time'', the names depend on the current game being played. Regardless of their names, they always serve the same functions. For consistency, we will refer to them as food, shields, and trade.
Cities (except in Colonization) always produce three resources. These are usually named ''food'', ''shields'', and ''trade''. In SMAC, these are called ''nutrients'', ''minerals'', and ''energy'', respectively. In ''Civilization III'', "trade" was renamed "commerce". In ''Civilization II: Test of Time'', the names depend on the current game being played. Regardless of their names, they always serve the same functions. For consistency, we will refer to them as food, shields, and trade.
 
Colonization has over a dozen types of "cargo" produced, some off the terrain and some manufactured/converted (or, with horses, just fed). They can all be sold for money. Food is needed, as in the other Civ games, and can increase population in a colony that gets a 200-ton surplus. The equivalent of "science" is the Liberty Bell, which goes to having successive "Founding Fathers" looking after you.


Your cities are populated by citizens. They will work the surrounding terrain and produce goods. Each citizen may work one tile; the city tile is always worked automatically. For instance, a city with 6 citizens can work up to seven tiles: the center tile plus one tile per citizen.  In most ''Civ'' games, citizens are restricted to the tiles they can work to a ''city radius''.  However, a tile may only be worked by a single laborer within a single city: that is, if two cities have overlapping city radii, a laborer working a tile within the overlap within one city will prevent laborers from working the same tile in the cities city.  Citizens can also be specialists and not work tiles; this will be discussed later.
Your cities are populated by citizens. They will work the surrounding terrain and produce goods. Each citizen may work one tile; the city tile is always worked automatically. For instance, a city with 6 citizens can work up to seven tiles: the center tile plus one tile per citizen.  In most ''Civ'' games, citizens are restricted to the tiles they can work to a ''city radius''.  However, a tile may only be worked by a single laborer within a single city: that is, if two cities have overlapping city radii, a laborer working a tile within the overlap within one city will prevent laborers from working the same tile in the cities city.  Citizens can also be specialists and not work tiles; this will be discussed later.
Anonymous user

Navigation menu