Quick Answers / 'Newbie' Questions

About "Forbidden Palace" and "Versailles".
What is the radius or diameter of the effect?
Does it change with map size?
 
The radius of the effect is the entire map, more or less. Every city pays "distance to palace" maintenance (zero for the capital since its distance to itself is 0). It uses the distance to the closest city that counts for this. Any city closer to the Forbidden Palace or Versailles than to the Palace will use that shorter distance instead.

Note that they city where the Forbidden Palace or Versailles is built is a lot closer to itself than to the city with the Palace. Those cities also pay 0 distance cost, just like the capital.

No matter where you build them it will reduce your costs, but building them right next to the capital is a waste. The AI does this sometimes.
 
If i capture a City close to another that is friendly,what is the best way to stop a revolt,this usually happens to me on a Earth18 Game in the UK, France aria where all cities pretty close.
Thank You.
 
If i capture a City close to another that is friendly,what is the best way to stop a revolt,this usually happens to me on a Earth18 Game in the UK, France aria where all cities pretty close.
Thank You.

Easy. Don't let people inside the city revolt with lotsa military units. Hovering culture bar tells you the percentage going down for each unit. Put units until no more percentage of revolt.
 
No matter where you build them it will reduce your costs, but building them right next to the capital is a waste. The AI does this sometimes.

Actually, while counterintuitive, I don't think this is necessarily true. I wrote myself a utility for optimizing placement of FP/Versailles and found that, surprisingly often, the best city was near the capital. It seems that placing it at some distance is more likely to pay off if your empire's expansion is somewhat lopsided, and you have a lot of cities a large distance from the capital in the same direction.

However, I did make some simplifying assumptions, so take the above with a grain of salt. Specifically I assumed distance maintenance was a linear function of the Euclidean distance to the nearest capital/fp/versailles city, and also not related to population. Are those assumptions accurate?
 
Actually, while counterintuitive, I don't think this is necessarily true. I wrote myself a utility for optimizing placement of FP/Versailles and found that, surprisingly often, the best city was near the capital. It seems that placing it at some distance is more likely to pay off if your empire's expansion is somewhat lopsided, and you have a lot of cities a large distance from the capital in the same direction.

Also, on a small map, you may not have that many cities. You want a city with reasonable production, so you can crank it out quickly - which isn't already being used for something else, and in one case, that isn't already booked for 2 National Wonders. A placement that's less good in the long run may be better simply because you can get a smaller benefit sooner.
 
How many war success points worth a sunken ship along its load?

It is not defined in XML as there is 5 types of war successes. But that may be defined in the SDK i guess. For instance, worker/settler capture worth 1 point each, but actually attack a stack of workers is 4+(n-1) war success point, that is 4 for "attacking" and the war success for each worker except the head worker.

Weird enough, but there are particularities.

NOW, I want like a spoiled child what is the worth of a killed load from a sunken ship.

I've given a lot to the community and I know some here ARE capable to answer me in less than 5 minutes. :crazyeye::crazyeye::crazyeye::crazyeye::nuke::nuke::nuke::nuke:
 
^ Not sure, but maybe if it's not there than you might only get points for sinking the ship.

Anyway, how much maintenance cost is each tile away from the capital, if I were to put a city there?
 
I just lost a game on noble because the AI won a diplomatic victory. There were three of them and one of me, and I was wondering if this is common. By the way, I have vanilla civ 4.
 
I just lost a game on noble because the AI won a diplomatic victory. There were three of them and one of me, and I was wondering if this is common. By the way, I have vanilla civ 4.
First of all: get BtS :)

And no, it is not necessarily common. You have ways to influence the AIs to like you more and to like others less. Try to keep open borders with them, make resource trades, and gift them the odd tech to get a fair trade bonus. Religions are a major source of love and hate in this game. Also, every AI has a favourite civic so if both of you are using it they will grant you a bonus for choosing your civics wisely. As for stirring up AI - AI relationships: try to bribe an AI into war with another or try to make them stop trading with each other. This will make them like the other a lot less :D
 
Thanks, I had not thought of having them declare war against each other. Religion was not a problem because we all had free religion, so it must have been the civics. But for the UN vote, the choices were me and Mansa Musa, but they must have liked him more. Thank you.
 
:help: Hello. I'm making a new mod about the present day and 4 problems have arisen.

You'd do better to ask in the modding subforum. I can't answer any specific questions, but I recommend strongly you get everything into version control before starting.
 
Is there any valid reason to try to have positive diplo points with AIs in a *Duel* Always War game?

Edited for clarification goodness, I seem to have left out a key word :hammer2:
 
I have good and deep question: how much war success a transport+cargo worth?

You must be more precise Tachy ;) We do not know what the identity ot the said "cargo" is ? What era ? If it's the transport is a "transport unit" I assume it's industrial right ? If the cargo is "4 Amphibious Balista Elephants" on a modern transport unit than this is an "instant win" cargo that should be escorted with at least 4 battleships, a carrier with an "intercepting" fighters and a handful of submarines just in case. War success in case of amphibious elephants equals 100% at any circumstances :D ;)

Now seriously we cannot estimate any war success probability if we know basically nothing about the cargo, enemy strength and era which might give us a clue to what kind of units we can expect on both sides :D ;)

EDIT: Oh I gave the idea more thinking :D Sorry for taking it humorously. Did You mean war weariness obtained by sinking a transport+cargo received when doing this to an enemy ? That is a good question. hmmm It might be worth to check out how much war weariness can be obtained from sinking - is it just the transporting ship war weariness or transporting ship + it's cargo war weariness ;) I would like to know either. Might be a good way to win wars on archipelago ^^
 
@ Tachy : Ok I did some digging and found nothing on forums so I ran a simulation on one of my games and the results are as follows :

1) 1_Civ4ScreenShot0030.JPG

2) 2_Civ4ScreenShot0031.JPG

3) 3_Civ4ScreenShot0033.JPG

4) 4_Civ4ScreenShot0034.JPG

It seems that the ship's cargo is not taken into consideration by the game mechanics since I've gained only 2 points per each transport I've sunked no matter how many more units were on board ;)
 
From where barbarian city get culture? is that monument? or something else?

It depends on the specific city, of course. Do you have a screenshot?

If you are really dying to know, you could always go into worldbuilder and check the city building list.
 
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