New Player - questions

Publicola

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Apr 26, 2014
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Hello to all. I'm a new player of C2C (though I'm a long-time fan and player of Rhye's of Civilization and its derivatives), and I'm slowly learning my through the early (prehistoric) game. I do have a few questions, though:

1) What is 'Tourism', and what does it do? All of the other 'Properties' seem to correspond to 'special' buildings, but looking over the Civilopedia, I couldn't find any comparable buildings for tourism, nor did it appear in the 'concepts' page.

2) When the buildings and wonders for 'Petroglyphs' say you have to have a cave in the vicinity, does it count if the city tile itself is a cave? I planted a tribe on a hill cave a few turns before getting the tech (a lucky tribal hut), but I haven't seen any cave-related buildings or wonders in the queue of things available to build. Is this a bug, or am I doing it wrong?

I'll probably have more questions come up later, but those were the two that came to mind as I was trying to remember everything. Thanks for the mod!
 
More questions, though I think I may have found the answer to #2, above. When I looked again at the city tile, it just said "Hills/Grassland," even though I know it was a cave when I planted the city. So it appears that settling on a cave removes that special effect from the tile. Was this intentional?

3) Natural Wonders -- what counts as being "in the vicinity of"? I'm playing on an Earth map, and India for instance is pretty close to Mt. Everest, but it's not in its BFC. Does the definition of 'vicinity' expand as the game goes on (BFC initially, but further out is acceptable after a city's borders have expanded?)

4) National Wonders -- the in-game info is the same as the one for vanilla Civ and BtS; namely, that you're only allowed to build 2 national wonders per city. Is that the correct info, or is that just a holdover from the original game? If that is correct, do national wonders count towards this limit after they are obsoleted. For instance, I'd really like to build that wonder to generate an early golden age, even though it gets obsoleted really early on as well.
 
1) There are levels of auto built Tourism levels which give gold. Are you playi8ng on SVN? If I remember correctly Tourism was not operational yet in V 35

2) Don't think Caves should disappear if you settle on them....

3) vicinity of is a bigger range than the BFC, one square bigger in all direction I think

4) I think (if you don't have "unlimited wonders" on) it is two per age so yes you should be able to build more as they obsolete

All the above is just what I think having played for a couple of years now but there are plenty who might correct me :)
 
2) bug - caves in the plot of the city don't count as being in the vicinity of the city.

3) you only get the BFC as vicinity to start with and later the three plot fat cross as vicinity either based on buildings or culture depending on your options.

4) the number of wonders both national and great available and built in the city is displayed near the city name while in the city screen. They change with culture iirc.
 
1) There are levels of auto built Tourism levels which give gold. Are you playi8ng on SVN? If I remember correctly Tourism was not operational yet in V 35

2) Don't think Caves should disappear if you settle on them....

3) vicinity of is a bigger range than the BFC, one square bigger in all direction I think

4) I think (if you don't have "unlimited wonders" on) it is two per age so yes you should be able to build more as they obsolete

All the above is just what I think having played for a couple of years now but there are plenty who might correct me :)


3) Do you have more specific information about when 'vicinity' expands from BFC? Is it just a matter of when your culture expanded to that next level, or is it more than that?

4) Good to know; I'll be sure to check out the top bar, and see. I'm not sure how to check which options are enabled (is it just the 'Game Options' button from the menu? Which tab?) but I remember seeing "Unlimited Wonders" as one of the options in the starting screen. Does that mean there are no national wonder limits? I'm playing the gigantic Earth map 5-civ scenario to start, so I didn't pick out the options individually. Is it possible to select or deselect them after I've started playing?

New question:

5) I built my first city inland, but I have a second city on the coast, and I was thinking of moving my capital to that second city to ensure I can get the various "myth of [sea creature]" buildings for research. If I do wind up moving it, would that cause issues with my pre-existing "myth of [various land creatures]" that were built in the original city?
 
3. You have to build the Metropolitan Administration building in the city. Unless you chose the option to get access without building that building.

4. "Unlimited Wonders" means unlimited national and global wonders.

4b. You can change options in World Builder but it not recommended for some options.

5. If you are using the SVN rather than the downloaded version you don't need the palace to build the sea myth buildings. If you are using the download version then you only need to build the sea myth itself in any coastal city to be able to build all the sea creature myths there.
 
3. The option is called: Larger Cities Without Metro Ad.

But I don't know on what basis it gives access to the third ring, either to work tiles or to get vicinity resources. I could guess it's as soon as your borders expand to that ring, but I hope DH or someone will confirm one way or another.

4. Standard options screen is very basic. Other options screens are:
- BUG options: click on grasshopper head on top left of main screen
- There is an options tab in the victory screen, accessed by clicking on fist also on top left of main screen.
- There is an options popup accessed by pressing Ctrl-Shift-Q.
 
3. The option is called: Larger Cities Without Metro Ad.

But I don't know on what basis it gives access to the third ring, either to work tiles or to get vicinity resources. I could guess it's as soon as your borders expand to that ring, but I hope DH or someone will confirm one way or another.

It id definitely not the case that you get the third ring as soon as your culture expands to it. It only happens after you have the tech that allows the Metro Admin building. Then you get access at a some cultural level but I am not sure what it is. It may be when you get the third ring via culture but I only play with the "Realistic Culture Spread" option on (even with all of its problems) and with that you don't get the whole ring at the same time.
 
Thanks for all the info; I'll be sure to check out the "Metro Admin" building -- do you know what its tech prerequisites are?

Related to this question:
5) I built my first city inland, but I have a second city on the coast, and I was thinking of moving my capital to that second city to ensure I can get the various "myth of [sea creature]" buildings for research. If I do wind up moving it, would that cause issues with my pre-existing "myth of [various land creatures]" that were built in the original city?

5.2) I finally got to boat building and now have a few outriggers wandering around the coastline... but there are no sea creatures anywhere in sight. Are sea creature spawns just a lot rarer than those for land- and air-based creatures? Or is there some sort of tech you need to reach before sea creatures start showing up? Or am I using some sort of default option that means sea creatures don't show up? Or (sorry) is it just a bug that was fixed or fixable with SVN?

Thanks!
 
3. The option is called: Larger Cities Without Metro Ad.

But I don't know on what basis it gives access to the third ring, either to work tiles or to get vicinity resources. I could guess it's as soon as your borders expand to that ring, but I hope DH or someone will confirm one way or another.

The third ring is unlocked at the cultural level called "Influential" which is after "Elegant" which is after "Refined" etc.. This is usually achieved in the capital around the classical age. After "Influential" is "Legendary"; and that is the final cultural level a city can have.
 
Thanks for all the info; I'll be sure to check out the "Metro Admin" building -- do you know what its tech prerequisites are?

I'm doing this from memory as always, but it's called Social Contract isn't it??? It's the same tech that allows villages to become towns. I think it's 'high' (ie. mid) Renaissance.
 
The third ring is unlocked at the cultural level called "Influential" which is after "Elegant" which is after "Refined" etc.. This is usually achieved in the capital around the classical age. After "Influential" is "Legendary"; and that is the final cultural level a city can have.

I suspect this was the situation before the changes by el Azurian. The top culture level is now Phenomenal, and I think it's three above Legendary.

Are you talking about when the border expands to that ring (except of course if you have Realistic Culture Spread and let's face it who doesn't), or when that ring becomes workable and counted in the city's vicinity?
 
I suspect this was the situation before the changes by el Azurian. The top culture level is now Phenomenal, and I think it's three above Legendary.

Are you talking about when the border expands to that ring (except of course if you have Realistic Culture Spread and let's face it who doesn't), or when that ring becomes workable and counted in the city's vicinity?

Right there are more cultural levels now had completely forgotten that.
Nevertheless, the third ring becomes workable at the cultural level "Influential" with or without the "Realistic Culture Spread" option. This I checked as short as 2 days ago on the SVN.
 
6) What are the rules governing animal spawns? I'm pretty sure animals tend to pop up in certain regions and especially around their particular resources (e.g., horses tend to show up around horse resources). It does seem to me, though, that some animals show up much more rarely than others -- for instance, there's a "Mammoth" resource in Siberia on the map I'm playing on, but no Mammoth has shown up even after ~175 turns. Wondering if there's a strategy to it or if it's just a matter of waiting and playing the numbers game.

7) Related to animals, can someone explain how a "Great Hunter" works? I noticed there are units like "Master Tracker" and "Master Hunter" who can only be built by this elusive "Great Hunter," which appears to be some sort of Great Person. But there is no "hunting specialist", and there is no bar racking up EXP as for a Great General -- is this a bug, or a not-yet-completed part of the mod, or am I missing something?

Thanks for the explanations!
 
6) animal spawns are random but based on extended Earth regions. Some spawn on resources but others spawn on features.

You can adjust the rate (%) of spawn in the A_New_Dawn-GlobalDefines.XML as explained in the concepts page.

There is a problem with placement of animal resources on random maps. There is no east-west control and minimal north-south control on the placement. It is on my list of things to fix.

7) You need the option Barbarian Generals on to get Great Hunters. This is something we need to look at and clear up. Currently it allows
  • units gain Great General/Hunter/Admiral points in combat depending on the winning unit
  • Barbarians to get and use Great Generals.

There also used to restriction the number of exp points you could get from killing animals or barbarians but something has sort of broken this recently. Or someone increased the number.
 
There also used to restriction the number of exp points you could get from killing animals or barbarians but something has sort of broken this recently. Or someone increased the number.
Not recent. You brought this up before and if you recall my answer was "by all means set it at whatever amount you want that to be!" ;)

Also... are you suggesting we should allow barbarian exp to go towards generals even if the barbarian generals option isn't on? I've never really understood why it wouldn't. Seems to me the 'option' specifies only that it either allows barbarians to have field commanders or not.
 
Originally it was combat with barbarian go towards GG. I think that is the option that comes with BtS. The barbarians allowed to have GGs was added later in RoM or AND or C2C.
 
8) This is more of a map-based question, but since it's a scenario I figured it belongs here. I'm playing on the Gigantic Earth map derived from the one used for Rise of Mankind -- hopefully you know what I mean, because I don't remember much more from the description than that. I've been exploring the map, but when I got to the Middle East region, I can't seem to find the "Dead Sea" Natural Wonder anywhere. I'm pretty sure it's simply missing from the map. Was this intended, or was it omitted by mistake?
 
8) This is more of a map-based question, but since it's a scenario I figured it belongs here. I'm playing on the Gigantic Earth map derived from the one used for Rise of Mankind -- hopefully you know what I mean, because I don't remember much more from the description than that. I've been exploring the map, but when I got to the Middle East region, I can't seem to find the "Dead Sea" Natural Wonder anywhere. I'm pretty sure it's simply missing from the map. Was this intended, or was it omitted by mistake?

GEM maps have not had support for sometime now and may Not be fully compatible with C2C. Especially Gigantic versions. Giant Earth Maps did have work done on them up till last year or so.

But trying to remember what was done on a RoM version is over 5 years ago and may not have had Any support or work done on it since then, especially the Gigantic version.

So for your question, who knows? Sorry. ;)

JosEPh
 
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