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LukeUeda-Sarson Sep 20, 2008, 07:45 PM can anyone one tell me what these terms mean-
Turtling-
Whipping-(i assume this has to do with rushing production w/ slavery)
Yes, whipping is the sacrifice of population to build things in a hurry under slavery.
Turtling is hiding behind your borders, and not exposing yourself to risks. Something the Japanese are ideally suited to, since they can restrict themselves to islands, and while the AI sucks at naval invasions generally, in RFC, they seem even less predisposed to conduct them; the Japanese get a free city garrison one promotion, making them that little bit harder to dislodge, and their homeland is resource-rich, meaning they can get a nice big population (good for score amongst other things), gain techs easily (good for score amongst other things...), and never be forced to leave to secure a required resource.
Cheers, Luke
The Turk Sep 20, 2008, 10:02 PM not always, once i saw them exapand into china, philipens and north of Australia, it was rly weird. But your right they usually just stay within Honshu (the Japanese mainland):).
someone here should try to recreate imprealist Japan and take over Asia! that would be so cool:mischief:
sk8er AG Sep 21, 2008, 01:28 PM not always, once i saw them exapand into china, philipens and north of Australia, it was rly weird. But your right they usually just stay within Honshu (the Japanese mainland):).
someone here should try to recreate imprealist Japan and take over Asia! that would be so cool:mischief:
thats a good idea for a uhv i think, it could be control china, indochina, malaysa, The philipines, and austrailia by 1945 or something. iv seen them take the phillipenes a few times but that was it.
sk8er AG Sep 22, 2008, 04:26 PM what does control 2 shrines mean in persia game, conquered dehli and built what i thought was 2 shrines, a hindu one and a budditest one.
jsweeney Sep 22, 2008, 05:13 PM ohh well when you get a great phrophet order him to build the two holy buildings in delhi
BurnEmDown Sep 24, 2008, 11:52 AM To complete the first 2 German UHVs do I have to control the land of the nation or can I just vassalize them?
jsweeney Sep 24, 2008, 01:52 PM im not sure but i think full control will be easier because european nations tend to be strong enough not to be vassalized.
sk8er AG Sep 24, 2008, 08:32 PM I know my question is not correct here but i cant find any other thread to ask in, is there anyway i can change the name of my account on here, or do i have to create a new account?
Lone Wolf Sep 24, 2008, 10:07 PM i cant find any other thread to ask in, is there anyway i can change the name of my account on here, or do i have to create a new account?
From forum rules:
Multiple accounts are not permitted.
Create one account, make sure you're satisfied with the name, and keep it. Be sure to choose your user name carefully. If you wish to change your user name for whatever reason, please contact Thunderfall.
But there's no guarantee that Thunderfall will actually change your name, since he dislikes doing it.
jsweeney Sep 25, 2008, 05:52 PM I know my question is not correct here but i cant find any other thread to ask in, is there anyway i can change the name of my account on here, or do i have to create a new account?
your names cool....
sk8er AG Sep 25, 2008, 06:18 PM thanx. i was thinkn about changn it to littorio but not worth it. jsweeneys a cool name too.
Tigranes Oct 01, 2008, 11:15 AM Thank you for a wonderful mod Rhye! Can I ask you couple of questions, please?
1. I got a brand new PC laptop (with Windows Vista Home) and brand new instalation of Civ 4 Gold (only Warlords) and your latest 1.148 RFC. After few turns the screen goes black, I can see mouse only. The igfx video driver fails. Windows fixes it in 1 minute but then it happens again after few turns. This time permanently. Civ 4 stops responding, I can't even save my game. I have no custom Assets and this never hapened before this mod. Any help, please?:(
2. Started as Romans on Emperor level. Really enjoying city names, when I place my cities in regular game I always consult real map to give the correct name. Now even AI does it, very lovely. I crushed Carthage in the First Punic War on the turn 2. Mighty Hannibal never had a chance to land in my Italia. Any way to make this more challenging except me just letting them to develope without wars for 20 turns or so? Greece was crushed with the same ease , no Pyrhhus to resist. I loved different type of units in Sparta and Athens, but why don't give them more cities, capitals of Epirus and Macedonia, at least.
3. Any way to program pigs to cause unhappines under Islam and Judaism?:lol: And cow to cause happy face under Hinduism? That would be super fun;)
blizzrd Oct 03, 2008, 08:18 AM I crushed Carthage in the First Punic War on the turn 2. Mighty Hannibal never had a chance to land in my Italia. Any way to make this more challenging except me just letting them to develope without wars for 20 turns or so? Greece was crushed with the same ease , no Pyrhhus to resist. I loved different type of units in Sparta and Athens, but why don't give them more cities, capitals of Epirus and Macedonia, at least.
Launching a war against either Carthage or Greece in the first 5 or so turns is historically premature on your part. If you are set on seeing a more historical development of Rome's neighbours, I suggest that you give them enough turns to found their own extra cities.
However, even so, the mod doesn't change the generally poor AI programming to launch amphibious assaults or concerted campaigns against the human player. Occasionally I am surprised by the AI, but in general I'm not. But this is fundamentally due to BTS programming, not Rhye's mod.
Lone Wolf Oct 03, 2008, 09:38 AM Also, I'd like to point out that early in the game the ancient empires are busy fighting barbarians, which lessens their ability to fight wars with other players, and the plague makes the AI on attack weaker too (the more units AI has, the more units it will be ready to use on attack. That's why AI-AI wars even in classic CIV are more common on higher levels.) That's the worst effect of plague, IMO.
Śmarth Oct 03, 2008, 02:06 PM Thank you for a wonderful mod Rhye! Can I ask you couple of questions, please?
1. I got a brand new PC laptop (with Windows Vista Home) and brand new instalation of Civ 4 Gold (only Warlords) and your latest 1.148 RFC. After few turns the screen goes black, I can see mouse only. The igfx video driver fails. Windows fixes it in 1 minute but then it happens again after few turns. This time permanently. Civ 4 stops responding, I can't even save my game. I have no custom Assets and this never hapened before this mod. Any help, please?:(
I think that's a driver issue, probably nothing to do with RFC. Try installing the latest drivers from your graphics chipset from the manufacturer's website (not through Windows Update).
monolith94 Oct 03, 2008, 10:01 PM So I didn't get the second UHV goal as the germans despite:
Controlling sweden/norway with two cities (no other civs had cities in sandinavia).
Controlling Russia with Moscau, Vologda, Caricyn (Russia collapsed)
And controlling England with London / Inverness (I burned Manchester/Plymouth).
Did I need more cities in england/scandinavia? Or do the Irish isles count for that too?
kbk Oct 04, 2008, 10:10 AM So I didn't get the second UHV goal as the germans despite:
Controlling sweden/norway with two cities (no other civs had cities in sandinavia).
Controlling Russia with Moscau, Vologda, Caricyn (Russia collapsed)
And controlling England with London / Inverness (I burned Manchester/Plymouth).
Did I need more cities in england/scandinavia? Or do the Irish isles count for that too?
2 cities should be enough for an area if there are no other civs in that area. Have you checked the atlas?
http://civ4.technologyresourcesgroup.com/
blizzrd Oct 04, 2008, 10:46 AM So I didn't get the second UHV goal as the germans despite:
Controlling sweden/norway with two cities (no other civs had cities in sandinavia).
Controlling Russia with Moscau, Vologda, Caricyn (Russia collapsed)
And controlling England with London / Inverness (I burned Manchester/Plymouth).
Did I need more cities in england/scandinavia? Or do the Irish isles count for that too?
Did you wait until 1940 (as opposed to 1870 for the first UHV condition)?
If yes, did you get a NO on the F8 (victory conditions) screen?
If yes, could you post a save?
Locus Coeruleus Oct 04, 2008, 02:08 PM Question: In my current game as Germany, I have initiated a Golden Age then changed civics, yet we plunge into Anarchy. Playing on BtS with the most recent patch and update of Rhye's itself.
In the wikiRhye it says:
If your stability is UNSTABLE the period of anarchy will drop you into the COLLAPSING range.
Having a golden age raises stability, so changing civics in a golden age may prevent this.
BtS only. There is no anarchy when changing civics or religion in a golden age.
=======================
This is telling me that there should be no anarchy, but there is. What gives? I am sure this has been brought up before, but I don't have time to go wading through pages of this and other threads, which is where a basic search on "Anarchy" in the Rhye's Forum has taken me.
I appreciate any answers.
Cheers. :)
AnotherPacifist Oct 04, 2008, 03:04 PM v1.05 (BTS)
CHANGES
- Civics [change] cause[s] anarchy in golden age, as in Vanilla and Warlords
- Golden ages are triggered by 2 GPs as base, as in Vanilla and Warlords
Locus Coeruleus Oct 04, 2008, 04:53 PM Thanks AP. I guess I missed that one! :) Cheers.
monolith94 Oct 04, 2008, 07:48 PM Eh, no problem - I reloaded, added a third city to scandinavia, and was fine. Of course, now I have to deal with my Warren G. Harding score... :( Perhaps because it took me too long to wrap up the tech tree? (1986)
blizzrd Oct 04, 2008, 09:57 PM This is telling me that there should be no anarchy, but there is. What gives? I am sure this has been brought up before, but I don't have time to go wading through pages of this and other threads, which is where a basic search on "Anarchy" in the Rhye's Forum has taken me.
I appreciate any answers.
Cheers. :)
RFC (on BTS) did at one stage have ith no anarchy during a Golden Age but as AnotherPacifist has listed, Rhye changed this to the way RFC on Vanilla and Warlords had always operated - i.e. still with anarchy during a Golden Age.
The wiki is somewhat outdated (not just on this issue either, but plenty of others too).
Mattygerst Oct 06, 2008, 09:44 PM Question:
#1 - Is this compat. with Solver/Dresden's patch?
#2 - Is this compat. with the Better AI mod?
JujuLautre Oct 06, 2008, 09:48 PM 1/ No
2/ No
RFC uses its own dll, and so its own rules.
Mattygerst Oct 06, 2008, 10:09 PM Okay, but, if I have Solver/Dresden's patch running on my BTS - will RFC still work correctly?
Lone Wolf Oct 07, 2008, 12:59 AM Yes, it will.
Kreklewetz Oct 07, 2008, 02:23 PM Is there anyway I can see what city names are attached to each tile? When people say "such and such city is a great place to settle" I'm having a hard time figuring out where it is.
Panopticon Oct 07, 2008, 02:33 PM If you search for it in CityNameManager.py, you can sometimes get an idea of where it is.
Kreklewetz Oct 07, 2008, 02:40 PM Thanks, that worked perfectly.
Mishter Magooh Oct 13, 2008, 03:27 PM What exactly is Siberia? In the real world it is roughly everything east of the Urals. Yet how come I failed this UHV even though I settled Tara. Do I need to expand into the ice around the arctic or what?
blizzrd Oct 13, 2008, 04:44 PM You should check out the RFC atlas for the exact definition of Siberia (or any other UHV condition):
http://civ4.technologyresourcesgroup.com/
Mishter Magooh Oct 13, 2008, 06:21 PM It still doesn't make sense. I had two fully fledged cities inside the uhv area of that map you posted by 1700, yet I still failed the UHV:sad:.
deanej Oct 13, 2008, 06:36 PM You need three cities by 1700.
Mishter Magooh Oct 13, 2008, 10:14 PM You need three cities by 1700.
??? Why doesn't it say that in the UHV in game?
Tigranes Oct 13, 2008, 11:32 PM I always enjoyed playing Mongolia, even since Harlan's "Mongols" for Civ2. On some point in that game I created a challenge to myself to conquire every single city no later than it was conquired historically. It was hard but it was very fun and very educational experience. Because in RFC there is such a big emphasise on historical reality its just discouraging to see no vassal Russia or no invasion in Europe amoung Mongolia's UHVs. I read all the strategy guides available -- what a shame (no offence btw)! Everyone gets 10% challenge done by the settler factories and culture slides :eek:. This is not exactly what mongols and tatars were known for. Invasion in Europe was brief but in Russia the Yoke was lasting for 2 centuries. Does anyone think, like I do, that UHV's could be modified to include Russia's factor as well as how far Mongols travelled -- Trieste (Venice in our game)?
Tigranes Oct 13, 2008, 11:32 PM And one more question -- razing cities is a by-product of Mongol's UP and will be a part of strategy, why this was elevated to the rang of UHV without a deadline? Is it technically possible to specify which city to raze, like Tatu (Bejing), Baghdad, Moskva (well it was just a village when it was razed)?.. Don't you think that would make more sense?
kbk Oct 13, 2008, 11:43 PM I always enjoyed playing Mongolia, even since Harlan's "Mongols" for Civ2. On some point in that game I created a challenge to myself to conquire every single city no later than it was conquired historically. It was hard but it was very fun and very educational experience. Because in RFC there is such a big emphasise on historical reality its just discouraging to see no vassal Russia or no invasion in Europe amoung Mongolia's UHVs. I read all the strategy guides available -- what a shame (no offence btw)! Everyone gets 10% challenge done by the settler factories and culture slides . This is not exactly what mongols and tatars were known for. Invasion in Europe was brief but in Russia the Yoke was lasting for 2 centuries. Does anyone think, like I do, that UHV's could be modified to include Russia's factor as well as how far Mongols travelled -- Trieste (Venice in our game)?
Those guides are merely one possible way to win. I always got the Mongolian UHV by following a "relatively" historical formula. I would collapse and occupy China first, and then sack Samarkand. Invade Persia and Anatolia. At this point I had about 10% and stopped to go back and raze cities to get the UHV victory.
Remember, the UHV are partially designed with balance in mind and to give you a number of different playstyle options. Greece's UHV could easily be to occupy Persia, Babylon, and Egypt, but instead its a more pacifist one. You can always also completely ignore a UHV and play any way you want. There is a thread somewhere devoted to recreating empires in a timely fashion. Its called something like "whole empire challenge."
blizzrd Oct 14, 2008, 12:13 AM ??? Why doesn't it say that in the UHV in game?
There are a number of issues with the ingame text. This is indeed one of them. Other noted problems with the text include the Persian UHV not specifying Holy Cities when the requirement is actually Holy Shrines and that a number of UHVs are actually to be completed at any stage up to a certain date as opposed to on a certain date.
We hope that Rhye might fix some of these ingame text errors. :bump:
He has previously posted that one problem though is translation into 5 or more languages (not that I see why this should actually be a critical problem).
blizzrd Oct 14, 2008, 12:25 AM Everyone gets 10% challenge done by the settler factories and culture slides :eek:.
As the author of one of those entries in the wiki that suggests settlers are the key for the UHV, I wrote that because it is the easiest way to get the UHV without requiring an inordinate number of lucky combat results to fall your way by taking a more military approach. The settler approach is just simpler and much more fail-safe.
This is not exactly what mongols and tatars were known for. Invasion in Europe was brief but in Russia the Yoke was lasting for 2 centuries. Does anyone think, like I do, that UHV's could be modified to include Russia's factor as well as how far Mongols travelled -- Trieste (Venice in our game)?
This would make the Mongol UHV much like the Turkish UHV conditions though. I agree with your comments but am OK with the way the Mongolian UHV is currently set.
If anything should be changed, I think that the requirement for 10% area is too small and should be raised. 20% would be much more of a real challenge for instance, whereas 10% is not particularly hard to achieve in v1.181. I mentioned this in another thread already too:
http://forums.civfanatics.com/showthread.php?t=270515
Tigranes Oct 14, 2008, 12:42 PM Have you ever managed to subdue Russia at least on Monarch level? By the time I reach them they get Gunpowder. No one would capitulate along the way. Does anybody know if 50% of vassal's land counts towards UHV?
Nitneuq Oct 20, 2008, 01:42 PM Hey please I love this mod but I can't play it on Bts 3.17 the program crashes... if you can help me please I can't survive if i dont have rhyes and fall :cry:
Lone Wolf Oct 21, 2008, 08:21 AM Do you have the latest RFC version?
deanej Oct 21, 2008, 01:56 PM Patch 3.17 includes the latest RFC (except the unlocked maps). However, I'm not sure what it does when it sees modded files (ie. more than base 3.13 RFC) as I did a clean re-install when I upgraded to 3.17 as recommended by Dale.
Rhye Oct 23, 2008, 03:39 AM Also
(iNapoleon, i1700AD, 10, 4, iDe_Gaulle, i1940AD, 10, 5)
Can anyone explain me each argument?
Especially those 10,4 and 10,5.
Napoleon will spawn in 1700 AD or when France enters the Industrial era (4) The 10 is just a small guess, I think that's the number of cities, so Napoleon will apear in 1700 AD / when France enters the industrial era / when France controls 10 cities.
iirc the 10 is the % of chance every turn that the switch will happen, since France enters industrial or passes 1700
eris23 Oct 23, 2008, 02:49 PM is there a possibility to reimpliment traits. could be interesting to see the different leaders not only behave (slightly) different but also having different (small) boni for the different time periods (too much different in that sentence). basically weakened traits, like industrious could get 1 extra hammer for every tile that at least produces 5 hammers or if you want to go with the faster wonder building a +25 percent bonus (and nothing else, no cutdown on buildingscosts...or maybe only the cutdown on buildingcosts but no tile production boni...or sth.
just a thought that ocurred to me the other day.
The Turk Oct 27, 2008, 01:38 AM Hey Rhye just wondering if thier's going to be another update to RFC. Also I know ur busy, so whenever you could start would be great, you have my support for this and I really can't wait till its ready!:)
Quotey Oct 27, 2008, 02:10 AM He posted a thread called "Preview of the next patch"
Now I may be wrong, but I think that means there will be patch (he said it may be done by next month)
Rhye Oct 27, 2008, 03:19 AM If I had plently of time like I used to, it would be done in one week. It will take a little longer.
Tigranes Oct 27, 2008, 03:51 PM Greetings, Rhye and everybody:)
Can you tell us if the cPickle optimization will be included in the patch? The way musicfreak has in in his post -- its too many different ammended zip files so I am not sure which one is the "final solution":)
JujuLautre Oct 27, 2008, 05:56 PM From what he said in an earlier post, it will be
-- edit: found the reference: http://forums.civfanatics.com/showpost.php?p=7386116&postcount=1
Tigranes Oct 29, 2008, 03:41 AM Thanks for the link!
...Just finished my Monarch Khmer game. It took me till 1866 to spread Buddism 30%. Massive espionage was involved, I finally came to appreciate strange "spy-bucks" system... Too bad spies can't purge other religions even in home cities... I have another question though: what exactly "It's out of our hands" stands for when you try to vassalize friendly and week civ? Or maybe that mean they cant vassalize you? People talk about lots of vassals on Monarch level, but it never happened to me in any of my games. Even Capitulation never came into play, they prefer to die but not capitulate. How to get a vassal in RFC? :dunno:
SimpsonKnight Oct 29, 2008, 06:08 AM What does "UHV" and "WBS" mean? Lol, I know I am a n00b. :)
Hitti-Litti Oct 29, 2008, 09:37 AM UHV = Unique Historical Victory
WBS = WorldBuilder Scenario?
kairob Oct 29, 2008, 01:32 PM @ Tigranes, Aztec and Inca will both be your vassals if you get their first. Other than that the trick is to have a high power score, which means lots of modern units, having Rifleing doesnt do much if your still defending with longbows...
SimpsonKnight Oct 29, 2008, 07:02 PM Thanks for your help. *is a nub* :D
jessiecat Oct 31, 2008, 12:29 PM UHV = Unique Historical Victory
WBS = WorldBuilder Scenario?
WBS = WorldBuilder Save
Lord_Sidious Nov 02, 2008, 05:03 PM How do I activate the dynamic names in the scoreboard. I already modified that python file, but the short names keep on appearing...
zbelg Nov 02, 2008, 05:59 PM I've been looking around but I can't see what's wrong with this- I really want to get exiled because it sounds awesome but it never seems to happen, whenever I get conquered, the game ends. Here's two scenarios where I just can't see what's going wrong-
As Ragnar in the early renaissance, my empire collapses and three civs declare war on me. Russia storms Nidaros, I lose, but nothing happens. As Hammurabi, I put a scout in the world editor from Cyrus next to Egypt so he's aware they exist, and let him conquer me. He takes Shush, Babylon, Sur, and again. I just lose. I made sure he had Slavery if that's a condition. what is going wrong?
blizzrd Nov 02, 2008, 06:59 PM If your empire "descends into civil war", you have lost due to your own instability and will not be exiled, you just lose. If AI civs invade your lands after that and take cities it won't make any difference.
If you lose your capital to foreign invasion when your civ was otherwise doing OK, and you still have other cities at the time, you will be exiled. I try not to do this, so I don't fully understand the way that the game decides how and where you are exiled to though. I think you take over the leadership of a random foreign AI civ, one that is a different civ to the one that conquered your former capital.
onedreamer Nov 04, 2008, 04:02 AM well, you don't actually loose (yet) when your civ collapses. I, myself, consider the game lost but technically it isn't.
I didn't know of this whole exile thing, interesting stuff. I think the best way to test it is with India (vs Persia).
sercer88 Nov 04, 2008, 09:32 AM How do I activate the dynamic names in the scoreboard. I already modified that python file, but the short names keep on appearing...
Did you modify the file fully? There are two instances where you need to change the file. They are one right after the other, but if you only scrolled down to the first line it appears, then you might have missed the next line that needs to be modified as well.
Other than that, was the file saved correctly? You might have to re-start Civ IV RFC for it to apply...
That's all I can think of...
Rhye Nov 07, 2008, 03:20 AM well, you don't actually loose (yet) when your civ collapses. I, myself, consider the game lost but technically it isn't.
I didn't know of this whole exile thing, interesting stuff. I think the best way to test it is with India (vs Persia).
in the only RFC game I've ever played, I collapsed as Rome around 1500AD but, helped by France who gave me back a couple of cities, I came back even stronger and eventually won the game
monolith94 Nov 09, 2008, 07:52 AM Huh? How do you test for balance if not through playing it?
Rhye Nov 09, 2008, 09:31 AM autoplay. And you play it and I read your reports, isn't it?
Mattygerst Nov 13, 2008, 05:39 PM Question:
I notice that the religion shrines seem to have a "cap" on the amount of gold/turn that they give to the civilization that owns them.
How can it be changed to simply produce the amount of gold for each city where the religion exists (as I believe is the norm for BTS), instead of having it "capped"?
My reasoning for wanting to change this...is because I think it will help the Arabian empire spread its borders easier without the Islamic shrine having a low-amount cap on gold...
Where in XML do I change this under the Islamic shrine?...
Thanks,
Matt
mkeez Nov 13, 2008, 07:59 PM when i try to start the mod an error comes up that says Runtime error: This application has requested the Runtime to terminate in an unusual way.
Lone Wolf Nov 13, 2008, 08:37 PM Where in XML do I change this under the Islamic shrine?...
It's in the SDK.
when i try to start the mod an error comes up that says Runtime error: This application has requested the Runtime to terminate in an unusual way.
Do you have the latest patch for CIV and Rhye's?
Mattygerst Nov 13, 2008, 10:06 PM Okay...where is it in SDK?...
mkeez Nov 14, 2008, 04:20 AM Do you have the latest patch for CIV and Rhye's?
when i try to install a patch it says that no version is installed and i need a previous one
Lone Wolf Nov 14, 2008, 07:12 AM when i try to install a patch it says that no version is installed and i need a previous one
So it detects no version of Civ4 on your comp?
mkeez Nov 14, 2008, 08:26 AM yeah i tried intalling them from this site
Mattygerst Nov 14, 2008, 01:23 PM Question:
I notice that the religion shrines seem to have a "cap" on the amount of gold/turn that they give to the civilization that owns them.
How can it be changed to simply produce the amount of gold for each city where the religion exists (as I believe is the norm for BTS), instead of having it "capped"?
My reasoning for wanting to change this...is because I think it will help the Arabian empire spread its borders easier without the Islamic shrine having a low-amount cap on gold...
Where in SDK do I change this under the Islamic shrine?...
Thanks,
Matt
Rhye Nov 14, 2008, 01:50 PM CvCity::getBuildingCommerceByBuilding
The Turk Nov 15, 2008, 07:13 PM Is their a new patch for RFC?:D
JujuLautre Nov 15, 2008, 08:08 PM http://forums.civfanatics.com/showthread.php?t=296825
mrmariobro Nov 16, 2008, 06:42 PM what are you supposed to do in america? i just started as them and im pratically surrounded by britain:confused:?
blizzrd Nov 16, 2008, 07:04 PM If you wait until the 3rd turn after America spawns, the turn when American cities along the east coast flip to you, chances are high that England will declare war on you as the flip occurs. You will get extra units at this time also, more than enough to go to war with the colonies that didn't flip to you (such as in Canada).
But if you go to war before the flip, you will miss out on the extra units.
mrmariobro Nov 16, 2008, 07:09 PM If you wait until the 3rd turn after America spawns, the turn when American cities along the east coast flip to you, chances are high that England will declare war on you as the flip occurs. You will get extra units at this time also, more than enough to go to war with the colonies that didn't flip to you (such as in Canada).
But if you go to war before the flip, you will miss out on the extra units.
so i just start building my cities until turn 3?
blizzrd Nov 16, 2008, 07:23 PM You should found a capital (Washington) before the 'flip' turn, there should be room for this on the tile that you spawn with all of your settlers and initial units. I usually then go some turns of anarchy while I change civics, so that after the flip turn you are ready to start producing in all of your cities.
You can start heading west with some of your remaining settlers straight away, there is bound to be some free space in the western US. Just watch out for the natives/barbarians, those dog soldiers can spawn just about anywhere, at anytime!
mrmariobro Nov 16, 2008, 07:27 PM thanks ill use your advise wisely:goodjob:
nothing2 Nov 18, 2008, 05:28 PM Hey im new and i have a question: I dont really get how this mod works, like I started as the Egyptians and then it asked me if I wanted to switch to the Greeks so I did but the all these other civs started appearing like the Romans but it didn't ask me if i wanted to switch to them. Why is that?
blizzrd Nov 18, 2008, 05:49 PM I understand that uou can only switch civilizations once.
The feature is one that I've never used personally though. I decide which civ I wish to play as I start and stick with that one throughout history.
nothing2 Nov 18, 2008, 06:22 PM are you sure? If that's true why? Wouldn't it be cooler if you could just keep switching civs as your old ones get destroyed?
kairob Nov 18, 2008, 06:24 PM wrong thread
blizzrd Nov 18, 2008, 07:14 PM No it wouldn't be cooler to ever have your civ destroyed. I play to win, not to be destroyed.
nothing2 Nov 18, 2008, 08:42 PM so why does it let you switch once then anyway?
blizzrd Nov 18, 2008, 09:50 PM It's so that you can play an early civ for a while before the civ that you really want to start with arrives historically. It's more interactive than just watching autoplay resolve the turns.
Opferlamm Nov 18, 2008, 11:40 PM so why does it let you switch once then anyway?
in the normal 3000 BC start you can“t choose to play the older civs like the americans, so you have to switch to them, only with the unlocked WBS you can choose them directly
AnotherPacifist Nov 19, 2008, 06:24 AM The new patch (which I'm beta testing) includes the unlocked 3000BC and 600AD versions, so no need for switching any more.
Opferlamm Nov 19, 2008, 08:50 AM The new patch (which I'm beta testing) includes the unlocked 3000BC and 600AD versions, so no need for switching any more.
good to know
does the new patch include the financial advisor screen from RFC:RAND ?
Rhye Nov 21, 2008, 12:38 PM aye it does
sk8er AG Nov 22, 2008, 08:46 PM The new patch (which I'm beta testing) includes the unlocked 3000BC and 600AD versions, so no need for switching any more.
by unlocking you mean you would be able to choose spain at the 3000 bc menu. will this in someway allow one start as rome from 600 ad, with historic dates. for instance greece reappears at 1848.
Lone Wolf Nov 22, 2008, 10:56 PM No .
civfanik Nov 22, 2008, 11:21 PM It doesn't seem like the stability civics are working. I had three for all my stability indicators except for economy which was at 1. But I was using the Commonwealth civic, which is supposed to make economy irrelevant to stability. But my civilization was still unstable, cities were still declaring independence, and it even got to the point of collapsing. Yet none of the indicators except economy were down. Why is this?
blizzrd Nov 23, 2008, 12:02 AM No, Commonwealth doesn't "make economy irrelevant to stability". It simply eliminates stabliity penalties for low numbers of traded resources and an economy in deficit.
These are each just minor components of the economy stability factor, which is actually measuring quite a number of things. Overall, it is a measure of how much your economy is growing. If you have 1-star rating, then your economy has been stagnant or maybe even going backwards for some time. I almost always get a 5-star stability factor for economy. It is one of the easiest to get up to 5-stars in, compared to foreign for instance which is much harder to improve.
To make your economy grow, you need to increase the amount of commerce your cities bring in from the last turn. This can be done by building cottages, which then grow to hamlets, villages and towns and thus continually grow your economy. Replacing some mines with windmills is another way, as is increasing the value of your trade routes by diplomacy or by building lighthouses/custom houses.
deanej Nov 23, 2008, 11:25 AM Also, use the CvFinanceAdvisor.py file from RFC RAND until the next patch comes out, as it will give you the numbers behind the stability. You could be pulled down in other areas as well as 5 stars in one category could be +5 while 3 stars in another could be -20. The number of stars is pretty much irrelevant to the effects of stability (the actual number is what you need to know), so the information is currently useless.
Ultraworld Nov 25, 2008, 12:51 PM short question:
I modded your mod (which came with my copy of BTS). I changed the iResearchPercent from 105 to 800. Where should I save this changed file? Is there a custom folder for this like there is a custom folder for the original game it self?
Rhye Nov 25, 2008, 02:26 PM no, you should backup it manually and overwrite it afterwards.
However, if I were you I'd update the mod with the most recent patch (out tonight)
kravixon Nov 26, 2008, 03:24 PM What's the difference between tech brokering and tech trading? I thought it was the same thing, but not brokering is removed and you can still trade techs.
Is it the mechanic where techs become cheaper as more civs research them?
kairob Nov 26, 2008, 03:40 PM Tech Brokering is where you may trade a tech that you did not research yourself but procured in a trade. 'No Tech Brokering' is an option where this is disallowed and you may trade only those Techs you have personally researched.
kravixon Nov 26, 2008, 04:40 PM Ah, I see. While, that makes little sense to me logically, I can see why that would help slow down the game to a more appropriate level.
kairob Nov 26, 2008, 06:17 PM Because it limits tech trading which means civs get less techs for free.
Walliard Nov 26, 2008, 09:09 PM No tech brokering means you can only trade techs that you researched yourself.
EDIT: Didn't see the new page. >_<
YTB Nov 27, 2008, 08:54 AM I downloaded this mod and I can acess it. However, when I try to play a game, an in-game pop-up says "You have been defeated!" even though I haven't had a chance to play! Anyone know what to do? Oh, and I'm using Civilization 4: Gold, if that has anything to do with it.
blizzrd Nov 27, 2008, 06:49 PM You need to update your version of BTS to 3.17 before you update the RFC mod to 1.182.
YTB Nov 28, 2008, 10:16 AM What do you mean by BTS? I know it can stand for Beyond the Sword, but I don't have that.
kairob Nov 28, 2008, 10:20 AM It stands for Beyond the Sword, I think he assumed you had it. If you don't just check you have the Latest version of Vanilla or Warlords instead.
YTB Nov 28, 2008, 09:11 PM How do I do that?
EDIT: Never mind, I figured it out.
Tigranes Nov 29, 2008, 04:57 PM I am sure this was addressed somewhere, but I can't find it... Namely -- any way to make tribal villages appear at random places?
sk8er AG Nov 29, 2008, 08:06 PM if i have the current 3.17 mod does that include the most recent version of rfc?
AnotherPacifist Nov 29, 2008, 08:30 PM Since I've NEVER used the Mongolian UP with all my previous games (succession games included), can somebody please explain to me how the Mongolia UP works? So I raze a city, and within the ?4x4 square smaller cities are supposed to surrender if I approach them the next turn. So does that mean:
1. I can't approach those cities in the same move that I raze the city (i.e. I can't scout ahead)
2. If the cities I approach aren't smaller than the one I raze RIGHT at the move I razed it, then they won't surrender
3. Capitals never surrender
4. The surrender actually happens at the THIRD move, i.e. 1. raze, 2. approach, 3. surrender/flip
5. What does approach mean, does it mean my units need to be right next to the city, or can I just see the city (i.e. 2 squares away)
6. How does 4x4 work anyway (4N/4S/4E/4W or just 5x5 including the square of the city that was razed)? 4x4 just doesn't make any sense if you include the square of the city that was razed
7. The UP won't work on independents (since they are not in the same "state," at least for those cities that don't have contiguous borders)--kinda unfair to say the least, since rumor should travel fast whether you're indy or not that your neighbor was razed
I really need to understand this before I start my conquering with tanks.
BTW, can the Mongolians get an advantage so that their stability doesn't go down if they raze cities? It's only fair to their image of being conquerors and not having any qualms of destroying other civs.
kairob Nov 29, 2008, 08:38 PM if i have the current 3.17 mod does that include the most recent version of rfc?
No you have to download it separately.
ostar Nov 30, 2008, 01:03 AM Since RFC is a mod, does that have any effect on the built-in random events of BtS? Does RFC still use those random events, replace them totally with specific RFC ones, or just add on some of its own to the BtS random events?
Lone Wolf Nov 30, 2008, 01:13 AM Does RFC still use those random events
Yeah .
blizzrd Nov 30, 2008, 01:58 AM 6. How does 4x4 work anyway (4N/4S/4E/4W or just 5x5 including the square of the city that was razed)? 4x4 just doesn't make any sense if you include the square of the city that was razed
I never understood the Mongol UP completely, but would be very interested in your experiments/learnings.
I have no idea how a 4x4 square works either. A 3x3 square I can understand with the middle tile of the 9 tiles being the city square. Or a 5x5 square again with the middle tile of the 25 tiles being the city square. But a 4x4 I just don't understand.
Paavontinus Nov 30, 2008, 05:47 AM Sorry if this been asked before.
I just would like to know how do difficulty levels affect the game. What differences there are between viceroy, monarch and emperor?
Lone Wolf Nov 30, 2008, 06:09 AM Well, things like the money AI pays for maitenance of various stuff, on higher levels the AI get some production bonuses, etc... Basically it's bonuses that AI gets.
Paavontinus Nov 30, 2008, 06:14 AM Ok, thank you very much. :)
Is monarch like noble in regular Civ4? Or does AI get bonuses in monarch?
Lone Wolf Nov 30, 2008, 06:33 AM Or does AI get bonuses in monarch?
It does .
AnotherPacifist Nov 30, 2008, 09:10 AM So there's a bit of code with the Mongolian UP that seems to answer my questions. The code checks after 1190 AD for any city razed if it's done by Mongolia. The flipping targets need to be smaller or equal to the size of the razed city. If so, then the UP kicks in. If there's an approaching unit in the 4x4 box (actually x-1 to x+2 and y-1 to y+2 (i.e. it helps to approach from the east and south)) then the functions for flipping the city and units become active.
Capitals don't surrender.
The only question not answered by UniquePowers.py is when does the flip occur and whether independents are affected by it.
Rhye Nov 30, 2008, 11:09 AM the flip occurs in 2 turns for cities within a RADIUS of 4 plots. I've just fixed it so that it happens at the end of the same turn of the razing too
blizzrd Nov 30, 2008, 06:56 PM Sorry if this been asked before.
I just would like to know how do difficulty levels affect the game. What differences there are between viceroy, monarch and emperor?
There are also penalties to the human player, not just bonuses to the AI. For instance, research costs are significantly higher on Emperor and the AI values your techs much lower when it comes to trading.
Barbarian spawns are more frequent on Emperor difficulty.
In RFC, your stability starts one level lower for each level of difficulty (Solid for Viceroy, Stable for Monarch and Unstable for Emperor).
blizzrd Nov 30, 2008, 07:02 PM If there's an approaching unit in the 4x4 box (actually x-1 to x+2 and y-1 to y+2 (i.e. it helps to approach from the east and south)) then the functions for flipping the city and units become active.
Do you actually mean that it helps to approach from the east and north? :confused:
It would surely have to be a box from x-1 to x+2 and y-2 to y+1 for it to help by approaching from the east and south.
AnotherPacifist Nov 30, 2008, 07:10 PM (x-1,y-1) (x, y-1) (x+1, y-1) (x+2, y-1)
0000000000----------------------------------
(x-1,y) |(X,Y) (x+1, y) (x+2,y)
(x-1,y+1) |(x, y+1) (x+1, y+1) (x+2, y+1)
(x-1,y+2) |(x, y+2) (x+1, y+2) (x+2, y+2)
(X,Y) is the razed city.
I.e. it helps to come from the east and south because there's more of a chance that your units will see cities in the 3x3 square.
This is assuming that the usual compass applies (ascending numbers from north to south and east to west).
This is all hopefully moot anyway since Rhye should fix it.
blizzrd Nov 30, 2008, 07:13 PM Why does y increase going down the page?
Are you saying that in CivIV the co-ordinates are not cartesian (i.e with x values increasing to the right of the screen and y increasing up the screen?) This seems counter-intuitive, to say the very least.
blizzrd Nov 30, 2008, 07:18 PM Courtesy of wikipedia...
AnotherPacifist Nov 30, 2008, 07:24 PM Is RFC Cartesian? I had no clue. I just thought it would be more like writing where you go from right to left and top to bottom. :)
AnotherPacifist Nov 30, 2008, 07:36 PM Never mind, I found out blizzrd is right, (0,0) is bottom left while I thought it was top left. So it helps to approach from the east and north. Still doesn't help me not flipping Tlatelolco. :mad:
kairob Nov 30, 2008, 07:40 PM Civ 4 coordinates go up as you go higher up the map;
3
2
1
0
-1
-2
-3
However if you open up the worldbuilder save it shows it the other way going
1
2
3
4
5
EDIT: Cross post with AP
JujuLautre Nov 30, 2008, 09:27 PM As Rhye said, the mongolian UP works in a radius of 4 tiles, not in a square with 4 squares side.
for x in range(self.getLatestRazeData(3) -iMongolianRadius, self.getLatestRazeData(3) +1 +iMongolianRadius):
for y in range(self.getLatestRazeData(4) -iMongolianRadius, self.getLatestRazeData(4) +1 +iMongolianRadius):
With iMongolianRadius being 4.
I do not know what the +1 means, perhaps something about < and <=, I am not familiar with python.
Rhye Dec 01, 2008, 03:07 AM yes, +1 is like writing <=
blizzrd Dec 01, 2008, 04:38 AM As Rhye said, the mongolian UP works in a radius of 4 tiles, not in a square with 4 squares side.
Is a radius of 4 tiles the same thing as a 9x9 square then? :confused:
JujuLautre Dec 01, 2008, 06:17 PM As I said, not sure if that is a 7x7 square or a 9x9; but the idea is here: this is NOT small. From Rhye's comment, I would say 9x9.
Walliard Dec 01, 2008, 07:45 PM What's with the culture here? It didn't extend to the tiles west of the iron until I razed a nearby Dutch city. If it's an invisible continent boundary, why does it "bleed" past?
Lone Wolf Dec 01, 2008, 08:34 PM There shouldn't be one, AFAIK... Why would South Africa be considered a different continent?
LukeUeda-Sarson Dec 02, 2008, 12:51 AM What's with the culture here? It didn't extend to the tiles west of the iron until I razed a nearby Dutch city. If it's an invisible continent boundary, why does it "bleed" past?
I think it's because of the following (could be wrong; I'm no Civ expert): Your culture, at 60 percent, gets added to all he tiles under your cultural projection zone (whatever the things is called). Before, there was a rival city there also adding their culture to tiles under their one, overlapping parts of yours. If there's was smaller, but their city had been there longer, the tiles that were closest to them would have more than 50% of their culture, and would still do so for some time after you trash their city. Tiles further from their city, with their weaker culture, wouldn't have built quite so much beyond 50%, they may have been just equal to yours when you sacked the lace. So they will become yours more quickly than tiles closer to your own city, simply because they were also less "theirs".
Cheers, Luke
Lone Wolf Dec 02, 2008, 01:49 AM Maybe you should wait a turn or two, and then the cultural weridness will fix itself?
Walliard Dec 02, 2008, 02:08 AM It was like that before the Dutch city was built, IIRC; it extended three squares north but only two squares south or west. It was only after razing that I noticed the extra culture tiles on the left.
Anyway, I won a few turns later, so it doesn't matter.
09camaro Dec 07, 2008, 10:22 AM i have an idea... Rhye's and Fall of Civilization...?
Rhye's and Fall of Colonization.. :)
sercer88 Dec 08, 2008, 09:35 AM i have an idea... Rhye's and Fall of Civilization...?
Rhye's and Fall of Colonization.. :)
I heard that requested somewhere on these forums but it was answered with a strong NO.
I have a nagging issue with the Turks, I can never seem to get the 1700 AD requirement even though it seems I am getting it right...
Can someone please download this save and point out what is missing...it's probably something really simple, but for the life of me, I just cannot figure out what it is!
Oh, and any tips for better play/strategy would be greatly appreciated, too...
Wessel V1 Dec 08, 2008, 10:55 AM AFAIK you've only got 2 cities in Mesopotamia, which should be 3. Secondly, your playing style seems to be quite good (good enough to compete on Monarch, so probably you'll want to move a level up). I'd personally build more money-buildings, to get your research rate to a higher level. At 90%, you'll outtech anybody on Viceroy and Monarch. Oh, don't forget to trade techs (sell drama to anyone who doesn't have it yet, might give 300 gold), and destroy Japan before they get their 3rd UHV goal.
sk8er AG Dec 08, 2008, 01:40 PM Yea always make sure w/ the turks you have 3 cities in the balkans, black sea, and mesopatamia. I didnt download the link but some reccomandations: Istanbul, Athens, and any city on the southern adraitic for the balkans. Istanbul, And the city in between the horse and iron resources along with a city near the sheep resource in the eastren black sea. For mesopatamia Iskumandrium(probaly spelled wrong) And Al Quds(jerusalum) are already built so take al Quds from the arabs Along with found or Capture Baghdad. I usually go for Al Kuwait too as a buffer city, plus it seperates any arab cities in arabia from those in persia and central asia.
Just a question, is RFCs latest patch the one given in the normal civ updates bts 1.81(Dont know if thats the rite #)
blizzrd Dec 08, 2008, 02:26 PM Can someone please download this save and point out what is missing...it's probably something really simple, but for the life of me, I just cannot figure out what it is!
Oh, and any tips for better play/strategy would be greatly appreciated, too...
As Wessel said, you need another city in Mesopotamia. I assume Jerusalem was razed before the Turkish spawn, because usually that is one of the three cities in Mesopotamia.
As a general tip, you should try to maintain just 10 cities (you actually have 15). Cities after the 10th increase your research and maintenance costs while not quite making up for this with the extra commerce that they bring in. They only really add production value, so unless they are a really good production city they probably aren't worth it.
In your empire, Baku is certainly not worth having for example. Multan is probably questionable also.
You should trade resources a lot more. From the current situation, I got the following deals:
Wine to China for 6gpt
Marble to Ethiopia for 2gpt
Cancel deals with Arabia (vassal) and then demand Sheep and Incense (Arabia has 2) from them.
Iron to Arabia for 2gpt
Wheat to Khmer for 4gpt
Cancel deals with Germany and then demand just their surplus resources (2x Cow, 2x Fish, Pig, Sheep)
Sheep to Germany for 5gpt
Demand Whale from Portugal
Open Borders with France
10 turns of peace with England for their World Map, 60g and 4gpt
Those changes net you an extra 23gpt, almost enough on their own to raise your science from 60% to 70%.
Also maps trades:
World Map to France for 10g
World Map to China for 160g
World Map to Germany for their World Map and 110g
World Map to Netherlands for 10g
World Map to Spain for 80g
World Map to Portugal for their World Map and 50g
World Map to Arabia for their World Map and 80g
World Map to Russia for their World Map and 30g
World Map to Khmer for 60g
World Map to Mongolia for 60g
World Map to Inca for 20g (they change from Annoyed to become Pleased), then Open Borders and ask them for their World Map
Now that you have a bigger World Map, you can do a second round of map trades with some of the wealthier civs:
World Map to France for 35g
World Map to Netherlands for 30g
That's a net inflow of 775 gold, which was basically just there for the taking.
sercer88 Dec 09, 2008, 09:28 AM 3 cities!! Yeah, Jerusalem was already razed before I spawned... :( Ok, so a third city... should I build Jerusalem again, or somewhere else?
I got 5 Persian cities from the flip, Bogaskoy, Baku, Rasht, um...can't remember the rest, but, Baku was one of them (and it's not even a Black Sea city!!), so I didn't found it...
As for World Maps, is it really worth it to sell your world map for WAY less than it's worth to civs who don't have much gold?
As for >10 cities, I knew that little tidbit, but I think I needed all of them, and it seems I need one MORE now...
@ blizzrd: also, is trading resources for WAY less than they're worth really worth it, too? I mean, in all actuality, and AI that says they're only willing to give 5 gpt is actually getting probably +30 gpt, so trading that wouldn't even dent their influx of gpt. I guess what I'm trying to say is, the main reason (not the only reason...) I trade resources for gpt is so I can limit an AI's income, and that only happens if the AI bumps his/her slider down to get some extra cash, and I swoop in and take a 10gpt resource trade...not much, but much better than 2 or 3 gpt...
Ok, here's another question, as an almost strict rule, I force myself to build a unit in-between every building I produce in a city... I find it has really increased my play, made a bunch of things easier... what about you?
blizzrd Dec 10, 2008, 03:48 AM As for World Maps, is it really worth it to sell your world map for WAY less than it's worth to civs who don't have much gold?
If you wait too long to sell the map for the most that you can get, you may miss your chance to get any cash at all - particularly if the civ is at war with someone else. They may be broke next time you check in to trade with them.
When you sell the map, you are actually just selling the bits that the buyer doesn't already have. So in your save game, selling your WM to France initially for 10g was all they were prepared to pay - i.e. that's all it was worth to them, because they already knew most of it. After getting a few other civs' WMs during trading, your slightly expanded view of the WM was then worth another 35g - again, that's all it was worth to France (you didn't get ripped off).
Some civs are never going to be that wealthy either, such as Khmer and Mongolia. Getting 60g is about the best you are likely to ever get from them.
If you regularly check in to trade maps with all of the other civs, you won't usually find yourself selling a map for less than it is worth. You will get an offer which is often less than the total tradeable gold that the civ has showing, which means that your new map information is getting full value ont he trade table.
@ blizzrd: also, is trading resources for WAY less than they're worth really worth it, too?
In a word, yes. I recommend that you only trade one resource for gpt for each civ. After 10 turns, I often find that you can renegotiate the gpt deal and increase it by 1gpt or 2gpt. If the AI civ has 1gpt available for trade (after the 10 turns) simply cancel the old deal for say 2gpt and and they will then have 3gpt available. Offer them the same resource again for the higher price. I can usually get all the way up to 9gpt or 10gpt by the mid-late game in this fashion. Occasionally it is even possible to get to the maximum "worth" of the resource (usually around 16gpt unless it is coal or oil or uranium) using this approach, which then means that you need to offer up a second commodity to get all of the available gpt from the AI civ.
I mean, in all actuality, and AI that says they're only willing to give 5 gpt is actually getting probably +30 gpt, so trading that wouldn't even dent their influx of gpt.
I don't understand your meaning here. How could trading sheep for 5gpt end up giving the AI civ +30gpt?
I guess what I'm trying to say is, the main reason (not the only reason...) I trade resources for gpt is so I can limit an AI's income, and that only happens if the AI bumps his/her slider down to get some extra cash, and I swoop in and take a 10gpt resource trade...not much, but much better than 2 or 3 gpt...
If you only trade one resource, even if it is a happiness resource, it wont make that much of a difference to the AI civ's economy. Sure if you give them 4 different happiness resources they may be able to change their commerce slider around (assuming they were using some % on culture for happiness, but still not a given by any means either).
Ok, here's another question, as an almost strict rule, I force myself to build a unit in-between every building I produce in a city... I find it has really increased my play, made a bunch of things easier... what about you?
No this isn't something I've ever found myself doing. Some cities never have very much production (without using slavery to get things going) and if I had to build a unit inbetween buildings in these sort of cities they would never get any important buildings constructed. I only usually build military units in certain key cities.
As Turkey, some of the smaller cities in Asia Minor for instance I usually just use to produce military units. These cities simply can't get a large enough commerce base to justify the hammers spent building universities or banks or observatories, but they still get a decent number of hammers which is great for building a regular stream of military units.
AnotherPacifist Dec 10, 2008, 04:46 AM The only civ I find myself building a unit between each building is China (after whip/chop I have carry-over hammers to build a cheap warrior or catapult, needed for happiness).
kravixon Dec 10, 2008, 03:43 PM I don't understand your meaning here. How could trading sheep for 5gpt end up giving the AI civ +30gpt?
He means that the gold that the AI gets back after science and whatnot is different then what they put up for trade. I don't know if it's true, but I know civs often have more gold than they offer in the window.
The Q-Meister Dec 11, 2008, 09:34 AM EDIT: saw the thread on Congresses.
sercer88 Dec 12, 2008, 01:51 PM If you wait too long to sell the map for the most that you can get, you may miss your chance to get any cash at all - particularly if the civ is at war with someone else. They may be broke next time you check in to trade with them.
When you sell the map, you are actually just selling the bits that the buyer doesn't already have. So in your save game, selling your WM to France initially for 10g was all they were prepared to pay - i.e. that's all it was worth to them, because they already knew most of it. After getting a few other civs' WMs during trading, your slightly expanded view of the WM was then worth another 35g - again, that's all it was worth to France (you didn't get ripped off).
Some civs are never going to be that wealthy either, such as Khmer and Mongolia. Getting 60g is about the best you are likely to ever get from them.
If you regularly check in to trade maps with all of the other civs, you won't usually find yourself selling a map for less than it is worth. You will get an offer which is often less than the total tradeable gold that the civ has showing, which means that your new map information is getting full value ont he trade table.
Ok, I see your point, but I must not have explained my question clearly enough. Basically, the reason I wait to trade WM is because then it's worth more. Of course, most civs won't be able to pay 100 gold if that's what it's really worth, so usually I do trade WM to those civs. However, there are usually 2 or 3 power civs that accumulate gold (I've seen France with over 1000 gold available for trade once...) So what? What I mean is ever since the new patch of 1.183, I've discovered that the AI values gold more than beakers in a trade negotiation, and a world map is as good as it's value in gold. So, I usually wait to sell maps to power civs that can research techs that I don't want to research, and then use the better bargaining power that my map is compared to the way the AI values the techs that I have to offer...does that make sense any?
In a word, yes. I recommend that you only trade one resource for gpt for each civ. After 10 turns, I often find that you can renegotiate the gpt deal and increase it by 1gpt or 2gpt. If the AI civ has 1gpt available for trade (after the 10 turns) simply cancel the old deal for say 2gpt and and they will then have 3gpt available. Offer them the same resource again for the higher price. I can usually get all the way up to 9gpt or 10gpt by the mid-late game in this fashion. Occasionally it is even possible to get to the maximum "worth" of the resource (usually around 16gpt unless it is coal or oil or uranium) using this approach, which then means that you need to offer up a second commodity to get all of the available gpt from the AI civ.
That's actually exactly what I do, but it seems I wait too long to initiate those trades...
No this isn't something I've ever found myself doing. Some cities never have very much production (without using slavery to get things going) and if I had to build a unit inbetween buildings in these sort of cities they would never get any important buildings constructed. I only usually build military units in certain key cities.
As Turkey, some of the smaller cities in Asia Minor for instance I usually just use to produce military units. These cities simply can't get a large enough commerce base to justify the hammers spent building universities or banks or observatories, but they still get a decent number of hammers which is great for building a regular stream of military units.
Yeah, I guess it's not that much of a strict rule like I said in my previous post...of course if I think a unit will take too long to build in a city, I'll build another building, or build a spy or a missionary...or the like...
Anyway, thanks again.
blizzrd Dec 12, 2008, 03:51 PM However, there are usually 2 or 3 power civs that accumulate gold (I've seen France with over 1000 gold available for trade once...) So what? What I mean is ever since the new patch of 1.183, I've discovered that the AI values gold more than beakers in a trade negotiation, and a world map is as good as it's value in gold. So, I usually wait to sell maps to power civs that can research techs that I don't want to research, and then use the better bargaining power that my map is compared to the way the AI values the techs that I have to offer...does that make sense any?
If you want to pick up some of the big piles of cash that certain AI civs accumulate (France, Mali in particular) the best method is to use espionage. Enter the espionage screen, weight your espionage spending against just one civ, send a spy (or even a couple of spies) to their closest city to your capital, wait five turns there and then steal from their treasury. I've got as much as 800g in one 'stea' this way from France before.
Anyway, thanks again.
NP. ;)
civhelp121 Dec 12, 2008, 06:13 PM is there any map that shows the tiles for each civilization that are under its historical area. I don't mean the spawn cites, I mean areas where if you settle your expansion won' go down.
kravixon Dec 12, 2008, 07:53 PM I've seen them before; they come in a zip file and they're all gray with a bunch of random colors.
At least they exist for sure, I'd like to see them too.
blizzrd Dec 13, 2008, 02:15 AM The settler maps (which is what you are looking for) were posted in this forum for 1.181. I know this because I downloaded them at the time.
However, the settler maps were changed for 1.182 and perhaps were changed again for 1.183 (although I'm not certain about this).
I don't believe anyone has posted the updated settler maps. I'd be interested in viewing them also. I'm not proficient in the python code to know how to create them unfortunately.
Jet posted that it was possible to create the new settler maps in this post:
http://forums.civfanatics.com/showpost.php?p=7484563&postcount=6
deanej Dec 13, 2008, 11:46 AM Nobody posted an updated RFC Atlas either. Is there work being done on one? I'd like to see a version that includes the changes made in 1.182. At least we can create our own settler maps.
LukeUeda-Sarson Dec 14, 2008, 01:51 AM In a word, yes. I recommend that you only trade one resource for gpt for each civ. After 10 turns, I often find that you can renegotiate the gpt deal and increase it by 1gpt or 2gpt. If the AI civ has 1gpt available for trade (after the 10 turns) simply cancel the old deal for say 2gpt and and they will then have 3gpt available.
The problem with this is sometimes if you cancel a deal going for, say 6 gpt a turn, and you try to renegotiate it, you often get stuck with an untradeable resource, since instead of offering more than 6gpt for it, they mysteriously now have 0 gpt available.
Cheers, Luke
LukeUeda-Sarson Dec 14, 2008, 01:54 AM Nobody posted an updated RFC Atlas either. Is there work being done on one? I'd like to see a version that includes the changes made in 1.182. At least we can create our own settler maps.
I'd also like to see one that doesn't take ages to download. I'm on a 100 MB connection (and have been for 4 years, some things about Japan are good...), so it's not a problem at my end, but the other.
Cheers, Luke
blizzrd Dec 14, 2008, 02:04 AM The problem with this is sometimes if you cancel a deal going for, say 6 gpt a turn, and you try to renegotiate it, you often get stuck with an untradeable resource, since instead of offering more than 6gpt for it, they mysteriously now have 0 gpt available.
Cheers, Luke
That can occasionally happen, but I usually find that the civ will have their 6gpt (or perhaps more) available for trade again one or at most two turns later. Sometimes the reason for them having 0gpt after you cancel the deal is that they are displeased with you for whatever diplomatic reason. If you are borderline unfriendly with a civ, I recommend improving relations before renegotiating any gpt deal.
Walliard Dec 14, 2008, 02:09 AM Playing as Babylon, I noticed that tech costs shoot up on turn 75. What's the reason for this?
Rhye Dec 14, 2008, 03:40 AM Playing as Babylon, I noticed that tech costs shoot up on turn 75. What's the reason for this?
is it very noticeable?
It's a temporary solution, because the longer timeline does not fit the number of techs, so I had to raise the costs to avoid that ancient civs reach medieval or renaissance techs very early (in time with the old timeline). A proper solution would be a complete analysis of the single costs, but I can't do that right now
Walliard Dec 14, 2008, 07:03 AM It added ~100 beakers to the cost of Priesthood, which amounted to an extra four turns. Didn't check the other techs. Not a big deal, I'll just have to adjust my strategy so Priesthood is done earlier.
JEELEN Dec 14, 2008, 06:20 PM Playing as the Dutch ('What? Again?!'), I got war declared on me by the HRE (which managed not to collapse this time) and succeeded in loosing my capital to them. Next thing I'm exiled to Mali (as Mali), with the notice that I have a limited no. of tuns to recapture my capital. Also, the Dutch immediately signed peace with Germany. Trying to talk to the Dutch, their leader now is Mansa Musa... (and I have zero chance of recapturing 'my' capital, as Mali is quite retarded techwise.) Is this right?:confused:
sk8er AG Dec 14, 2008, 07:54 PM Playing as the Dutch ('What? Again?!'), I got war declared on me by the HRE (which managed not to collapse this time) and succeeded in loosing my capital to them. Next thing I'm exiled to Mali (as Mali), with the notice that I have a limited no. of tuns to recapture my capital. Also, the Dutch immediately signed peace with Germany. Trying to talk to the Dutch, their leader now is Mansa Musa... (and I have zero chance of recapturing 'my' capital, as Mali is quite retarded techwise.) Is this right?:confused:
Something like that happened to me as dutch a while back so i just gave up, trying to recapture as mali sounded too hard so i just started over.
Question: Playing as Carthage with new version and keep failing the 5 medditerraian cities req. Tried twice, once had Carthage, Iol, Gadir, Pompei, and Sur. another time had Carthage, Iol, Carthage (in Spain), Barca, and Sur. Any ideas?
zbelg Dec 14, 2008, 08:21 PM Does Gordion ever really grow? It's such a tease in Classical games, even though it's sitting on wheat and I'd love to conquer it it just sits at 1 pop. I assume it just works the surrounding forests to throw chariots and warriors everywhere. Other barbarian cities don't seem to do this as much, is there a historical reason for this?
thadian Dec 16, 2008, 03:31 AM I have noticed russia almost never builds/settles west of moscow by the baltic sea, and the vikings almost never settle south of their peninsula. there is some good land that isn't in russia flip zone they could really use.
Is this because of the "invisible continent line"? If so, i have an idea.
some civ's should be unaffected by this line when it is connected by land tiles. this would help:
Russia/Vikings near the now-empty Baltic. Russia and their Ukrainian cities they never settle or work anymore. Byzantium.
Nitneuq Dec 16, 2008, 06:31 AM Hey i'm looking for customise the earth map but I have a problem :
How do you make swamps ? There are 2 terrains "marsh" and a bonus with the same name but I have little problems with the first marsh terrain and I can't make the same caracteristics for my marsh plot as Rhye's ones
Can you help me ?
Mattygerst Dec 16, 2008, 03:57 PM Question:
Maybe not a popular question with this crowd, but, I'm going to ask anyway and hope to get an answer...
I, personally, am a HUGE fan of RFC. One thing I'd like to try and change, for my own personal games, is the territory penalty. For example...playing as the USA, or Germany, etc., if you expand wayyyy past your territory - you obviously reach instability and eventually your civilization collapses.
Is there a way to simply turn off the "over-extending" your boundary penalty...OR, to simply modify it to make is much, much less severe? Thanks...
thadian Dec 16, 2008, 05:25 PM Question:
Maybe not a popular question with this crowd, but, I'm going to ask anyway and hope to get an answer...
I, personally, am a HUGE fan of RFC. One thing I'd like to try and change, for my own personal games, is the territory penalty. For example...playing as the USA, or Germany, etc., if you expand wayyyy past your territory - you obviously reach instability and eventually your civilization collapses.
Is there a way to simply turn off the "over-extending" your boundary penalty...OR, to simply modify it to make is much, much less severe? Thanks...
I would like to know as well, so that i can set some of the dead civ's like egypt, carthage and babylon in new areas like australia or northern usa.
I normally do this, but... they always collapse almost immediately.
Tullius Dec 16, 2008, 06:44 PM Where can I find a Greek settler map?
zbelg Dec 16, 2008, 07:35 PM Trying out Ethiopia's UHV now that founding christianity isn't so hit or miss- does Madagascar count as "subequatorial africa"?
Walliard Dec 16, 2008, 08:02 PM Not according to the atlas, and I don't believe Rhye has changed that in any recent version.
blizzrd Dec 16, 2008, 10:27 PM Where can I find a Greek settler map?
I don't have the current (1.183) Greek settler map, but here is the 1.181 version:
http://forums.civfanatics.com/attachment.php?attachmentid=197476&stc=1&d=1229491562
Tullius Dec 17, 2008, 01:39 AM Re the settler maps, yellow is capital province, then the darker the red color, the nearer it is to homeland?
blizzrd Dec 17, 2008, 02:51 AM Yellow, bright red and dark red encourage city-building; purple and green are more neutral as regards settlement; grey doesn't encourage it at all.
Panopticon Dec 17, 2008, 06:18 AM As far as I remember, the new Greek settler map isn't substantially different.
Tullius Dec 17, 2008, 08:25 AM Very interesting. I would say that Syracuse should be dark red rather than purple, ditto for N. Egypt, which was heavy Hellenized. I've seen some of the other settler maps and it seems they're more favorable to settlement patterns like that (e.g. Germany having parts of N. America as its pseudo-homeland province). :) Just sharing my thoughts. I love the mod and it's definitely got me playing Civ IV again.
LukeUeda-Sarson Dec 17, 2008, 09:00 AM Can an AI collapse if they have but a single city? (and does it make a difference is they have previously had more than one?)
Cheers, Luke
Opferlamm Dec 17, 2008, 09:07 AM Very interesting. I would say that Syracuse should be dark red rather than purple, ditto for N. Egypt, which was heavy Hellenized. I've seen some of the other settler maps and it seems they're more favorable to settlement patterns like that (e.g. Germany having parts of N. America as its pseudo-homeland province). :) Just sharing my thoughts. I love the mod and it's definitely got me playing Civ IV again.
well, many areas in N.America have a huge german population density, I have some relatives there that moved to the U.S. in the 1950 and I remember one scene in the "Band of Brothers" series where one american Paratrooper meets a german POW which fought as a Volksdeutscher and was borne and raised in the same city as the american
Rhye Dec 17, 2008, 09:56 AM Can an AI collapse if they have but a single city? (and does it make a difference is they have previously had more than one?)
Cheers, Luke
yes they can. If they had more than one, they definitely got some hits when losing them
AnotherPacifist Dec 17, 2008, 09:58 AM Question: can a civ with a single capital (Washington) collapse because their capital flips due to culture? In my last English game Washington was 70% English and they had 4 tiles to work with.
Rhye Dec 17, 2008, 10:14 AM i don't know, it never happened
Lone Wolf Dec 17, 2008, 10:33 AM Capitals can flip from culture. At least, that's so in classic BTS.
AnotherPacifist Dec 17, 2008, 11:15 AM I know capitals can flip (I flipped Rome once with a settled great artist in Epidamnos). My question is if the AI only has 1 city left, can that city flip and thus the civ disappears? (My hunch is no)
onedreamer Dec 17, 2008, 11:40 AM As far as I remember, the new Greek settler map isn't substantially different.
well the AI always seems to build Pella now, while it never used to do it before. Since this is one of usually 3 cities, and since it's an awful choice, I'd say it's a substantial difference. Incidentally, I think it also affects Roman's settler map, I've seen Neapolis, Tarentum and Vibo Valentia, never seen before in RFC.
Panopticon Dec 17, 2008, 01:34 PM The underlying settler map hasn't changed, though. Other AI changes might make Greece build Pella. But Rhye hasn't encouraged Greece specifically to value the tiles differently.
Similarly, Rome has had only minor changes to its settler map preferences, but if the AI now has different priorities in other things, that will encourage different settlement patterns.
Rhye Dec 17, 2008, 04:17 PM never seen Pella in the last year. Always Byzantium
Walliard Dec 17, 2008, 04:21 PM I saw Pella once when going for the Roman UHV in 1.182. Had to found Constantinopolis myself.
Tullius Dec 18, 2008, 09:30 AM What if I conquer an enemy city that's within my settler map? Do I need to raze it and found a new one to avoid the negative modifiers that come from controlling cities in another civilization's cultural area?
sk8er AG Dec 18, 2008, 10:20 PM Very interesting. I would say that Syracuse should be dark red rather than purple, ditto for N. Egypt, which was heavy Hellenized. I've seen some of the other settler maps and it seems they're more favorable to settlement patterns like that (e.g. Germany having parts of N. America as its pseudo-homeland province). :) Just sharing my thoughts. I love the mod and it's definitely got me playing Civ IV again.
i agree ive never seen ai syracuse or kyrene, both of which i think have more of an importance to ancient greek culture than some of the others. i assume any city in sicily switches to rome in this version (i know it did before) however, i think it would be an interesting idea to have syracuse (if founded) not switch, or if possible sometimes want to switch, a city in sicily from carthage would be interesting as well, though it would take a toll on Qart hadasht.
dragodon64 Dec 21, 2008, 07:46 PM Hi, I love this mod and its historical accuracy. It feels like every event has a flow in this game instead of stagnation and turbulence set only by the player in normal CIV.
Have a few questions, too.
1. When a new civ is "born" within you (eg. Spain, France, Germany from Rome) and you declare war on them, you're units keep switching over to them. Even when you completely kill them ("Spanish civilization has been destroyed") some of your units keep rebelling and giving them new vigor. But this stops after a while. Is there a pattern to this? Like only 5 turns after their spawn date? Or is it a unique per civ?
2. The Apostolic Palace almost never has votes anymore... is it a set number of turns (it'd have to be a pretty large number) or are the dates historically set?
3. Once you declare war on an independent, is there no way to go to peace with that independent? Also, since there are only two independent "countries," are some cities in china/india/middle east on the same with other geographically distant cities.
4. Are some "victories" in the early days of civs like Rome and Mongolia (cities flipping over) scripted or are they based on chance?
5. Are declarations of war based on real history? This could be in various forms: Arabia declaring war on Egypt would just be normal expansion, but what about France and England in the hundred years war? And this is pretty unlikely, but would the Europeans start major wars in the 1910s and 40s?
deanej Dec 21, 2008, 08:47 PM 1. Probably a set number of turns. There use to be an exploit where you could kill a civ when it spawns by taking out all of its units before it had a chance to found a city. This fixes that exploit.
2. That's a bug with BtS; after 3.17 the palace votes come in much less frequently.
3. Peace automatically happens after a few turns of no combat.
4. Each civ has a spawn zone where cities/units will flip.
5. No, but the AI behavior for declaring war has been altered and they will now fight wars for territory.
blizzrd Dec 21, 2008, 10:05 PM 1. When a new civ is "born" within you (eg. Spain, France, Germany from Rome) and you declare war on them, you're units keep switching over to them. Even when you completely kill them ("Spanish civilization has been destroyed") some of your units keep rebelling and giving them new vigor. But this stops after a while. Is there a pattern to this? Like only 5 turns after their spawn date? Or is it a unique per civ?
It's a fixed number of turns. I thought it was 8 but I don't usually find myself in this situation (if I can help it) so it has been quite a while since I actually played through the desertions.
2. The Apostolic Palace almost never has votes anymore... is it a set number of turns (it'd have to be a pretty large number) or are the dates historically set?
It does, but there was a bug in the code of the latest patch that affected congresses (which failed to show) and perhaps AP votes also? Rhye posted a way to edit/fix the bug in another thread but I think also plans to rectify this issue with another patch very soon.
:bump:
3. Once you declare war on an independent, is there no way to go to peace with that independent? Also, since there are only two independent "countries," are some cities in china/india/middle east on the same with other geographically distant cities.
The only way I know to get peace with an independent civ is through the special peace event which only randomly turns up.
Yes, I think independent cities on opposite sides of the globe can be part of the same independent civ.
4. Are some "victories" in the early days of civs like Rome and Mongolia (cities flipping over) scripted or are they based on chance?
Flips are scripted if they are part of a historical spawn of a civ. Flips due to a respawn are based on chance (and also the stability of the occupying nation(s)).
I believe that historical spawn zones and respawn zones can be (slightly) different areas.
5. Are declarations of war based on real history? This could be in various forms: Arabia declaring war on Egypt would just be normal expansion, but what about France and England in the hundred years war? And this is pretty unlikely, but would the Europeans start major wars in the 1910s and 40s?
No they are not based on real history. They are determined by relations ingame, so things like "our close borders spark tension" often trigger declaratons of war by the AI. The AI also automatically declares war on you (the civ to do so is random though) when you enter your 2/3 UHV Golden Age.
Lone Wolf Dec 21, 2008, 10:07 PM The only way I know to get peace with an independent civ is through the special peace event which only randomly turns up.
As said,
Peace automatically happens after a few turns of no combat.
Regards.
LukeUeda-Sarson Dec 22, 2008, 05:04 AM The AI also automatically declares war on you (the civ to do so is random though) when you enter your 2/3 UHV Golden Age.
I don' think that's true. I've had plenty of games when nobody declares war on me when I get my 2nd UHV condition.
Cheers, Luke
sercer88 Dec 22, 2008, 09:58 AM I don' think that's true. I've had plenty of games when nobody declares war on me when I get my 2nd UHV condition.
Cheers, Luke
I agree it's not 100% true, but I think that some civs must "get" a bunch of "envy" of your civ when it does complete 2/3 UHV, and has a greater chance of declaring war, or at least it seems so.
For example, in my recent Arabia game, when I entered into a GA from 2/3 UHV, France, with whom I was at least +5 in diplomacy modifiers, and no negative modifiers, declared war on the turn I got my GA...
Hitti-Litti Dec 22, 2008, 12:10 PM Is the AI programmed to declare war to the human player at some point of game? I played as Japan, almost everyone was at least cautious with me, China was pleased. Suddenly, China declared war on me(I had Hangzhou and Guangdong, I conquered them while they were independent, so they had a reason to declare war). I would have understood it if they would have done something to me, but they didn't sent any units except one trebuchet. :confused:
Lone Wolf Dec 22, 2008, 12:34 PM Here's the consequences of "limited war" stuff, and RFC stuff dumbing down the AI.
Such things happen in classic BTS too, althrough very rarely.
dragodon64 Dec 23, 2008, 03:15 AM Thanks everyone, that really helped. Another question: when it says control, as in Arabia has to control Carthage, Egypt and Spain does it mean control a specific number of cities or just own certain tiles in the area?
Panopticon Dec 23, 2008, 03:40 AM You need to control more cities in the area (e.g. Spain) than the civ which lives there normally. If they don't exist any more, you need to control at least one city there.
Walliard Dec 23, 2008, 11:20 AM You need to control more cities in the area (e.g. Spain) than the civ which lives there normally. If they don't exist any more, you need to control at least one city there.
This is true of any UHV that says "control", with the exception of Rome, which requires 3 in France, 2 in Spain, 2 in Carthage, and 1 in England. And none in Italy, amusingly.
blizzrd Dec 23, 2008, 05:49 PM This is true of any UHV that says "control", with the exception of Rome, which requires 3 in France, 2 in Spain, 2 in Carthage, and 1 in England. And none in Italy, amusingly.
Strictly the Turkish UHV also has specific requirements for numbers of cities.
Mattygerst Dec 24, 2008, 01:46 PM Any answers on where to change the stability rating on "over-extending" traditionally historic boundaries?
I'd just like to lessen the penalty for over-expansion.
Also - any fix coming for the AP voting/Congress voting?
CharlieM Dec 26, 2008, 08:23 PM Two questions: One about BUG/BAT and the other about why my RFC is not working.
The BUG mod works with my regular games, but not when I load an RFC game (version 1.183). Do BUG and BAT mods work with RFC? If so, is there something special I have to do?
Second question: I loaded Greece in an unlocked game mode. I took a couple of turns and founded cities. After my third turn, when I hit Enter, the game crashes back to the desktop. Any ideas why? Is the BUG mod to blame? By the way, before the crash, I noticed that clicking the City was not bringing up the Detailed City View like it should have.
Lone Wolf Dec 27, 2008, 09:13 AM . Do BUG and BAT mods work with RFC? If so, is there something special I have to do?
No, RFC uses its own dll. Re the crash - did you copy the BUG files to your Assets or to your Custom Assets?
CharlieM Dec 27, 2008, 09:23 AM Copied BUG to Custom Assets. Why is RFC crashing on me? From reading the BUG ReadMe, I'm guessing that maybe there's a conflict between BUG and RFC when I put BUG into the Custom Assets file, because then it is running all the time. Maybe.... I should put BUG into the Assets file instead. If so, could someone walk me through exactly what to do at this point. I need to get CUstom Assets back the way it was default, right? And then update BUG into the Assets file.... the one in My Games/BTS, correct?
Or maybe I'm all wet on this.
Thanks for the help. Drat, I wish I could combine BUG/BAT enhancements with the RFC gameplay.
Rhye Dec 27, 2008, 10:34 AM are you usign BTS? In that case you should have no problems, as custom assets are ignored. Otherwise, they may cause malfuctions.
What is this BUG about?
CharlieM Dec 27, 2008, 10:54 AM BUG is a Modpack that combines a bunch of popular mods that affect the look of the game, but not the gameplay. It's short for Basic Unaltered Gameplay, IIRC, and there's a huge section on these forums about it.
Yes, I am using BTS.
Rhye Dec 28, 2008, 06:32 PM don't really know, make sure you have civ patched and you haven't replaced any original file by mistake
BurnEmDown Dec 31, 2008, 03:53 AM About the Chinese 3rd UHV, do all 120 units have to be land units, or can they be naval units as well? (And also workers\settlers\scouts\missionaries\spies\great people don't count for it right?)
Mishter Magooh Dec 31, 2008, 04:45 PM A quick question, are the satellite states of the Soviet Union (Kazakhstan, Mongolia, the Causcus) outside of Russia's historical area?
dragodon64 Jan 01, 2009, 01:39 AM Here are the settler maps. Basically they tell where you can settle with/without penalties. It goes yellow>red>maroon>purple>pink>dark grey>light grey>white I think. Theres also a green for some civs and I'm not sure where it is, but I'm assuming around maroon or purple or pink. So the satelittes aren't prime settlement locations, but they're not the worst either. Hope that helped.
AnotherPacifist Jan 01, 2009, 11:02 AM These are the old settler maps (e.g. the Vikings still have all Scandinavia red whereas Rhye changed it with 1.182). Works most of the time though.
dragodon64 Jan 01, 2009, 04:20 PM Oh, really? Do you know where I could get the new ones?
Jules5000 Jan 02, 2009, 04:23 AM hey I tried to load the warlords version and I got it loaded; kinda. Everytime I open it to play the game I automatically get a you have been defeated as soon as the game completely loads up
BurnEmDown Jan 02, 2009, 05:35 AM That happened to me once, just reinstall the mod.
onedreamer Jan 02, 2009, 06:04 AM BUG is a Modpack that combines a bunch of popular mods that affect the look of the game, but not the gameplay. It's short for Basic Unaltered Gameplay, IIRC, and there's a huge section on these forums about it.
Yes, I am using BTS.
just use the Varietas Delectat modmod for RFC.
eddfire3 Jan 02, 2009, 10:18 PM Is the AI programmed to declare war to the human player at some point of game? I played as Japan, almost everyone was at least cautious with me, China was pleased. Suddenly, China declared war on me(I had Hangzhou and Guangdong, I conquered them while they were independent, so they had a reason to declare war). I would have understood it if they would have done something to me, but they didn't sent any units except one trebuchet. :confused:
Yeah, I was playing Arabia, and had just signed a defensive pact with the Vikings when a few turns later they declared war on me...what would cause such a drastic swing? Unlike Hitti Litti, I owned no cities anywhere near historical Viking territory.
pku_dwest Jan 03, 2009, 12:55 AM Here are the settler maps. Basically they tell where you can settle with/without penalties. It goes yellow>red>maroon>purple>pink>dark grey>light grey>white I think. Theres also a green for some civs and I'm not sure where it is, but I'm assuming around maroon or purple or pink. So the satelittes aren't prime settlement locations, but they're not the worst either. Hope that helped.
Thanks very much
blizzrd Jan 04, 2009, 08:15 PM As AnotherPacifist pointed out earlier, those settler maps are now out of date (they were accurate for 1.181 I think).
Does anyone know how to recreate them for 1.184?
deanej Jan 04, 2009, 08:52 PM The readme that comes with them has the code instructions:
RFC settler map visualization for RFC 1.181
Here is the code:
get http://www.geocities.com/ptmcg/python/bmp.py.txt
and save it as bmp.py in the RFC Python folder.
To Stability.py add:
*** at the top:
import bmp
*** before class Stability:
class SettlerMapGraphic:
TILE_WIDTH = 8 # in pixels
def __init__(self):
self.bitmap = bmp.BitMap(124 * SettlerMapGraphic.TILE_WIDTH, \
68 * SettlerMapGraphic.TILE_WIDTH)
def setColor(self, x, y, color):
self.bitmap.setPenColor(color)
self.bitmap.drawRect((x+0) * SettlerMapGraphic.TILE_WIDTH, \
(y+0) * SettlerMapGraphic.TILE_WIDTH, \
SettlerMapGraphic.TILE_WIDTH, \
SettlerMapGraphic.TILE_WIDTH, \
True)
def writeFile(self, fileName):
self.bitmap.saveFile(fileName);
*** at the beginning of checkTurn:
if False:
settlerValues = {}
for playerIdx in range(con.iNumPlayers):
player = gc.getPlayer(playerIdx)
for x in range (0, 124):
for y in range (0, 68):
settlerValue = player.getSettlersMaps(67 - y, x)
settlerValues[settlerValue] = 1
for settlerValue in sorted(settlerValues.keys()):
print "settlerValue " + str(settlerValue)
for playerIdx in range(con.iNumPlayers):
player = gc.getPlayer(playerIdx)
playerName = player.getCivilizationShortDescription(0)
print "writing settler map for " + playerName
graphic = SettlerMapGraphic()
for x in range (0, 124):
for y in range (0, 68):
plot = gc.getMap().plot(x, y)
settlerValue = player.getSettlersMaps(67 - y, x)
# color = bmp.Color.WHITE
if plot.isWater(): color = bmp.Color.BLUE
elif plot.isImpassable(): color = bmp.Color.BLACK
# all tiles are at least 3
elif settlerValue == 3: color = bmp.Color.WHITE
# but some are favored than the base
elif settlerValue == 20: color = bmp.Color(190, 190, 190)
elif settlerValue == 40: color = bmp.Color(150, 150, 150)
elif settlerValue == 60: color = bmp.Color(110, 110, 110)
# at 90, no penalty for you to own these tiles
elif settlerValue == 90: color = bmp.Color.GREEN
# at 150, you negate 2 points of the city foreign occupation stability penalty
elif settlerValue == 150: color = bmp.Color.TEAL
elif settlerValue == 200: color = bmp.Color.MAGENTA
elif settlerValue == 300: color = bmp.Color.PURPLE
# at 400, -7 stability to city foreign occupiers, as long as it's in your "normal area"
elif settlerValue == 400: color = bmp.Color.DKRED
elif settlerValue == 500: color = bmp.Color.RED
elif settlerValue == 700: color = bmp.Color.YELLOW
else: assert False, "unexpected settler value " + settlerValue
graphic.setColor(x, y, color)
graphic.writeFile("c:\\" + playerName + ".bmp")
-----------------
checkTurn is called at the end of every turn, so just start a game and press Enter.
The Turk Jan 06, 2009, 02:17 AM Just wondering, whats new about RFC 1184? oh and I'm bad at coding so is it possible if someone setup a settler map for 1184:p thanks
onedreamer Jan 07, 2009, 08:38 AM the changelog is in the 1.184 thread.
The Turk Jan 09, 2009, 06:52 AM btw does anybody know how I can check that i'm playing 1184 or 1183, because I think i'm still playing 1181.
Also where do i download 1184 i've only been able to find 1183?
The Turk Jan 09, 2009, 06:53 AM btw does anybody know how I can check that i'm playing 1184 or 1183, because I think i'm still playing 1181.
Also where do i download 1184 i've only been able to find 1183?
BurnEmDown Jan 09, 2009, 07:06 AM It's in the Civilopedia.
The Turk Jan 09, 2009, 07:24 AM btw does anybody know how I can check that i'm playing 1184 or 1183, because I think i'm still playing 1181.
Also where do i download 1184 i've only been able to find 1183?
The Turk Jan 09, 2009, 07:24 AM btw does anybody know how I can check that i'm playing 1184 or 1183, because I think i'm still playing 1181.
Also where do i download 1184 i've only been able to find 1183?
ZachScape Jan 09, 2009, 02:24 PM This question is more directed towards RAND, but there is no Q&A in its forum, plus it is dead. I wanted to know how to edit the script/code/python/whatever to change my civilization several times. Rhye answered it in this thread: Help Switchin Civs (http://forums.civfanatics.com/showthread.php?t=302162). But my question was never answered on the bottom and I don't want to be the person who bumps an old thread by saying: HELLPPP please.
This would also be fine for reg RFC because maybe that could show me where to go with RAND.
To fully understand my question in case you just read gibberish, you should see my post at the bottom of the linked thread. Thanks
EDIT: Answered. Thanks Onedreamer.
Nerowannabe Jan 10, 2009, 07:04 PM I'm playing a game as Japan (don't know which version) and the uhv is to have no foreign culture on the Japanese mainland in 1700. It is now 1690 and one single plot has 0% Persian Culture and 99% Japanese culture! Luckily I got a great artist a couple turns back. Is there anyway I can turn it to 100% Japanese in two turns?
deanej Jan 10, 2009, 09:34 PM The only way I know of getting rid of the Persian culture is to destroy Persia. If you get lucky maybe they'll collapse.
sk8er AG Jan 10, 2009, 10:45 PM btw does anybody know how I can check that i'm playing 1184 or 1183, because I think i'm still playing 1181.
Also where do i download 1184 i've only been able to find 1183?
Dont know if theres a specific way but if a few things should be different for 11.83-
The ocean should look different and there should be 4 different selections for rfc ( no longer only rfc 3000bc or 600ad) there should be the normal ones plus unlocked versions which let u play as anyone beyond the starting point. if still stuck start a 600ad game and see if trazbon is something like Trazbus, and Patna is spelled something different as well.
any of those should give it away. Had same problem and couldnt tell at first.
blizzrd Jan 11, 2009, 07:29 PM btw does anybody know how I can check that i'm playing 1184 or 1183, because I think i'm still playing 1181.
Also where do i download 1184 i've only been able to find 1183?
The way to do this is as follows:
open the civilopedia and take a look inside the RFC intro section - what's the version number?
Ekulyen Jan 12, 2009, 08:51 AM Can someone explain to me what conditions need to be present for the game to prompt you 'would you like to take permanent control of the '___' civilization'? when the civilization is born? I started off as the Indians, was prompted to switch to Greece and Persia (I switched to Persia), but as Persia I'm not being prompted to take over Japan, Ethiopia or the Mayans. Can someone please explain this? ;_;
wr4th Jan 12, 2009, 09:03 AM Can someone explain to me what conditions need to be present for the game to prompt you 'would you like to take permanent control of the '___' civilization'? when the civilization is born? I started off as the Indians, was prompted to switch to Greece and Persia (I switched to Persia), but as Persia I'm not being prompted to take over Japan, Ethiopia or the Mayans. Can someone please explain this? ;_;
You can switch civilizations only one time.
Nerowannabe Jan 12, 2009, 03:22 PM The only way I know of getting rid of the Persian culture is to destroy Persia. If you get lucky maybe they'll collapse.
Thanks I'll load a previous save and send the riflemen army that's stationed in delhi :king::borg:
Another question though.
Does the names of YOUR cities change over time as well. Haven't really paid attention.
blizzrd Jan 12, 2009, 04:31 PM Post Deleted
clausewitz77 Jan 13, 2009, 08:46 AM It seems like ships have a huge speed bonus on ocean tiles. I do not like this. It prevents huge battles for ocean controls and makes blockages to dangerous since the defending ships can always do huge journeys, attack and escape in their safe harbours. I would love to chase submarines in the oceans - more civ2 style, if you understand.
I guess this is a matter of taste - but:
Is there any information on this?
Is there a way to turn this off?
Where is this changed in the XML files or in Python? I could not find the location...
I would be very grateful for any information on this...
wr4th Jan 13, 2009, 09:32 AM It seems like ships have a huge speed bonus on ocean tiles. I do not like this. It prevents huge battles for ocean controls and makes blockages to dangerous since the defending ships can always do huge journeys, attack and escape in their safe harbours. I would love to chase submarines in the oceans - more civ2 style, if you understand.
I guess this is a matter of taste - but:
Is there any information on this?
Is there a way to turn this off?
Where is this changed in the XML files or in Python? I could not find the location...
I would be very grateful for any information on this...
Actually it is half movement cost in oceans. I bet it's in the SDK, so it's neither XML nor Python, but requires C++ and recompiling the source. The source is of course not public, so it's hard to change.
Actually i like it the way it is, because the travel times are much more realistic, but still to high. In the end you would want much finer steps between turns to model the types of battles you describe. I think that is just not possible.
BurnEmDown Jan 13, 2009, 09:45 AM I think there's actually no way to simulate the kind of strategy real-life naval fights require in CIV, even non-RFC BTS. If you ever played one of these games: Red Alert 2, Red Alert 3, Warcraft II, , Rise of Nations or Wacraft III: Frozen Throne, You'll see how naval fights in RTSes are much more realistic. However, in turn-based-strategy games it's very hard to simulate realistic naval combats that require strategy in order to win.
clausewitz77 Jan 13, 2009, 12:25 PM Thanks for your replies... knowing that it is in c++ I will give up searching...
BUT for everyone else who like to scan the oceans for the bloody german U-Boats: I just found an easy trick - in CIV4TerrainInfos.xml for TERRAIN_OCEAN change iMovement to 2. This outdoes the half-movement and turns it to 1.
Mr_M0ntana Jan 14, 2009, 11:27 AM Is there a way I can edit the Victory conditions, as when I took off the max turns the mod went all funny and didnt work properly.
Nerowannabe Jan 14, 2009, 02:41 PM Where can I download the newest version of rfc?
Nvm major fail.
blizzrd Jan 14, 2009, 06:13 PM Where can I download the newest version of rfc?
Nvm major fail.
This question comes up an astonishing amount in these forums. Does something need to be done to make the process of downloading the latest version clearer perhaps?
Opferlamm Jan 14, 2009, 11:21 PM Where can I download the newest version of rfc?
Nvm major fail.
in the thread "Download latest version here (http://forums.civfanatics.com/showthread.php?t=176754)" , perhaps?
Panopticon Jan 15, 2009, 03:08 AM I think it is a function of having three sub-forums and eight stickied topics. The download link isn't as obvious as it might otherwise be.
monolith94 Jan 16, 2009, 11:10 AM I think there's actually no way to simulate the kind of strategy real-life naval fights require in CIV, even non-RFC BTS. If you ever played one of these games: Red Alert 2, Red Alert 3, Warcraft II, , Rise of Nations or Wacraft III: Frozen Throne, You'll see how naval fights in RTSes are much more realistic. However, in turn-based-strategy games it's very hard to simulate realistic naval combats that require strategy in order to win.
Have you ever been in a naval fight? How is an elf vs. orc fight in warcraft 2 in any way like the real-life galleon battles between france, spain, and england in the age of exploration?
Real life wind-powered naval battles depended on wind, teamwork, and intuition, all of which are beyond the modeling capabilities of the current generation of game-systems.
ZachScape Jan 16, 2009, 02:43 PM Is there a city name map? I know where the plots are in Python, but it's so jumbled I can't read it.
BurnEmDown Jan 16, 2009, 04:15 PM I didn't mean it was realistic, I was talking about the strategy required, that is, the ships aren't: ship A 8 str, ship B 6 str but +50% against ship A, ship C 4 str but +100% against ship B. The ships are more unique, each with it's own strengths and weaknesses. Plus, the ability to attack buildings adds a lot of strategic value to war ships, unlike CIV where they can only blockade and bombard, which are both useful but not as much.
The Turk Jan 17, 2009, 12:21 AM Is there a city name map? I know where the plots are in Python, but it's so jumbled I can't read it.
Ya i'm intrested in finding out if is a city name map, does someone where we could find one? ::mischief:
BurnEmDown Jan 17, 2009, 01:10 AM Yes there is, but it's pretty hard to understand, and maybe it's what you're talking about that's too "Jumbled". Try opening Mods / Rhye's and Fall of Civilization / Assets / Python / CityNameManager. Now scroll a little down past all the "i*CIVNAME*" things and you should see many "-1"'s. that's basically the map. Scroll a little to the right and you'll eventually see some city names, they should be Egypt's but if you scrolled down too much they should be someone else's, it really doesn't matter. I know they're all messed up but if you find the capital's name, or a name of a city that's only available on 1 spot and you know where that spot is. Then, try to imagine each " " thing is a tile, and it shouldn't be too hard to see which cities are where.
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