Frequently Asked Questions

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hello,
sorry for this irrelevant question; do i have to switch my pc's power settings to 'high performance' for the processor to be able to activate its turbo boost(2.2 ghz to 2.7)? it's on balanced.

thank you.

it's an Asus laptop with intel core i5 2.2 ghz 5200u processor.dual core
 
for laptops that's usually tied to whether it's plugged in, in my (limited) experience. So if you want that on battery - you prolly need 'high performance' - but if you're happy for it to be more conservative when not plugged in, then 'balanced' is the right choice.
 
Is there any way to disable revolutions in a saved game? I thought the feature would be rather fun but it's impossible to handle if you're going for a Conquest victory. It also does not mesh well at all if you're using limited units per tile (the mod spawns doom stacks that ignore the unit per tile rule for their first turn, meaning that they take my city no matter what).

Am I right in thinking that there are no buildings that reduce revolution sentiment as well? It's all based around civics, happiness, distance, and "colony"? Again, garrisoning does little because of the limitation of stack sizes.
 
Also, how long does it take to assimilate a vassal? What conditions are required for it to happen?
 
A Vassal is an independent civ under your protection. You can never 'Assimilate' a vassal, only culturally conquer its captured cities.

Vassals work the same as the Basic BTS model. They can break free, give up independence or just remain a pain in your empire.
 
I thought one of the mod's features was that you could assimilate vassals?

Also, any way to disable revolutions in an existing game?
 
I thought one of the mod's features was that you could assimilate vassals?

Also, any way to disable revolutions in an existing game?

Revolution can not be disabled during the game, but you can try and lower the revolution level for you under BUG options.
Also, technically you can assimilate vassals when they get overwhelmed by your culture or they get technologically too distant from you: in both cases they will ask to join your empire.
 
by Assimilation, I think they mean you can build the civ's unique buildings in your cities.

This can only be done in the previous vassals cities. If the city was settled by you, you can only build your buildings. If the city was settled by a vassal civ, and conquered by yourself, with assimilation option on, then you can build their unique buildings.

If it was settled by civ 3, taken by vassal, then by yourself, again you can build civ 3's buildings, all assuming you have assimilation option enabled.

To turn OFF revolutions in an existing game.

Spoiler :
Link to page

CyGlobalContext().getGame().setOption(XX, False) XX=25, False


To do this you need to enable the Chipotle cheat code in the CivIV.ini file, Start game, ~ key (Shift+` key) in top left of standard 101 keyboard, below Esc key.

Then type in spoiler text
 
by Assimilation, I think they mean you can build the civ's unique buildings in your cities.

This can only be done in the previous vassals cities. If the city was settled by you, you can only build your buildings. If the city was settled by a vassal civ, and conquered by yourself, with assimilation option on, then you can build their unique buildings.

If it was settled by civ 3, taken by vassal, then by yourself, again you can build civ 3's buildings, all assuming you have assimilation option enabled.

To turn OFF revolutions in an existing game.

Spoiler :
Link to page

CyGlobalContext().getGame().setOption(XX, False) XX=25, False


To do this you need to enable the Chipotle cheat code in the CivIV.ini file, Start game, ~ key (Shift+` key) in top left of standard 101 keyboard, below Esc key.

Then type in spoiler text

I followed the steps and it did not turn off revolutions. Enabling cheats does seem to let me see all the raw values for Revolutions but changing them doesn't seem to do anything either (I tried increasing the garrison multiplier but that shows no value change in the rev cheat view menu).

I guess I'll just have to start a new game then.
 
I thought C2C was the successor to AND, is there a reason this is still being developed/ways this mod is different from C2C?
 
I thought C2C was the successor to AND, is there a reason this is still being developed/ways this mod is different from C2C?

C2C is the "everything-up-to-and-including-the-kitchen-sink" mod. We're for people who want some more complexity in their Civ game but not THAT much. (I'm an ex-C2C modder. I left when I couldn't handle how complex it was getting.)

We have a few additional mechanics on top of BTS (hunting, revolutions, storms, a different trade system) and have more techs/buildings/units/etc. than BTS, but we're at the point where we are looking to wrap a lot of things up and mark this mod complete.
 
C2C is the "everything-up-to-and-including-the-kitchen-sink" mod. We're for people who want some more complexity in their Civ game but not THAT much. (I'm an ex-C2C modder. I left when I couldn't handle how complex it was getting.)

We have a few additional mechanics on top of BTS (hunting, revolutions, storms, a different trade system) and have more techs/buildings/units/etc. than BTS, but we're at the point where we are looking to wrap a lot of things up and mark this mod complete.
OK, so just a smaller more polished version of C2C. That's seems like a pretty good idea, as C2C is pretty much always in a development cycle:lol:.
 
I didnt know where to ask this question so I'm asking it here, why does the game want to pt as many of my specialists before anything that would be more useful? I have the liberal civic(gives infinite artist) and the wonder that gives culture boost to all specialists.
 
SVN 1005 (1006 Caused an error or feature didn't work?) Combat 1

Why can't siege weapons gain Combat 1, it seems virtually every other unit bar workers/settlers can gain combat 1.

I ask as its the only way to Arctic 1 promotion, that's why I've only now questioning this.
 
SVN 1005 (1006 Caused an error or feature didn't work?) Combat 1

Why can't siege weapons gain Combat 1, it seems virtually every other unit bar workers/settlers can gain combat 1.

I ask as its the only way to Arctic 1 promotion, that's why I've only now questioning this.

Siege units aren't eligible for any terrain promotions (Arctic, Desert, Fieldsman, Guerrilla, Woodsman). Neither are Wheeled, Tracked, Dreadnought, or Mecha class units. I don't think this is an oversight.
 
Siege units aren't eligible for any terrain promotions (Arctic, Desert, Fieldsman, Guerrilla, Woodsman). Neither are Wheeled, Tracked, Dreadnought, or Mecha class units. I don't think this is an oversight.

I think it is to an extent, since if one is playing with Terrain Damage on, then those units have to deal with the damage-per-turn while traveling through such terrain. Though by that time you'd have Medic III and Heal unlocked, so in that sense it doesn't really matter since those promotions can negate the Terrain Damage (Assuming you bring units with those promotions of course ;P )
 
Two questions:

1. The Field-General doesnt work for me anymore. If he is on his tile, he always has his 5 Points, never gets promotions and so on. Anything broken here?
2. Pretorians and their loyality promotion. It says "-100% revolution in the city" - but the city still revolts? So whats the matter here? Wrong number? Did i need more pretorians?
 
I don' tlike the used fond, think it is Times or something else, it is a serife font.
I would prefer Arial or another non serife font.
So far I see its definition is made by two .tga files.

Is there a way to replace them to get a nonserif fond instead?
 
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