I’m picking up some valuable info here. Here is what I’ve picked up:
If you are generating, say, 20 tools per turn, and you only need 10 tools to complete your thing, the other 10 tools are applied to the next thing you choose. Several times already I’ve been able to pop out a settler or warrior in just one turn thanks to over production the previous turn.
The big thing, to me, was that roads are only necessary to connect cities and resources. You don’t need to put a road on every possible square in a city.
Galleys refuse to enter non-coastal squares. In the olden days, you could at least risk a trans-oceanic voyage. I miss that. Galleys can also hold 2 units, but caravels only 1. Transports only carry 4 units, I think.
Dismantling a unit in a city doesn’t give you additional tools to finish a project. In Civ III you could dismantle your archer and help build your library, etc. It doesn’t appear to be the case anymore.
India’s special unit doesn’t appear to ever become obsolete. I’ve just entered the medieval era playing the Indians for the first time. Their unit, the fast worker, completes everything a certain percentage faster. I’m more of a builder than a fighter, so I love the fast infrastructure creation.
None of your units, including missionaries can enter a foreign territory unless you have open borders.
When you establish a peace treaty, the computer moves all units to their respective territories. No more asking Caesar to PLEASE remove his archer from my turf.
Barbarians tend to be tougher. I can think of only one or two times in Civ III were a warrior or archer lost to a similar barbarian. It seems to be happening frequently now. I can’t just send out 1 warrior to clean up the barbarian problem.
I love getting all the government civics early, with pyramids. Is it the Parthenon that greatly increases your output of Great People?
Here’s what I understand about Great People. The scientists, at least, maybe the others, have a special knowledge they can automatically provide. For instance, I created Socrates. The automatic knowledge gain I could get by surrendering him was philosophy. I’ve been choosing this option for them, because I don’t understand the academy option to well yet.
Haven’t really sussed out Great Artists yet. Seems to work as a culture bomb.
Great merchants are my favorite. Pop that sucker on a caravel and take him to the biggest city as far away from you as possible. Establish a trade mission. The two times I’ve done that, I got 1200 and 1500 GP immediately.
Also, the great people can be cashed in for great eras. The eras don’t seem as powerful as they did in Civ III, but you can have as many as you want, depending on your great people output.
With all the additional resources, and their new uses, all the city improvements (Has anyone built a watermill yet?) it is going to take a while to figure this game out.