Game Mechanics - Beyond The Sword 3.19

Kaitzilla

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I'm playing Civ 4 in 2021 and it feels like some of the old guides are out of date, missing pieces, or never got written at all.

I'll try to write up a few of them here and put a link since Civ Illustrated #1 ended up being pretty popular.

Add in a request or question and I'll take a crack at it when I have some time and energy.

Don't forget that when I quote someone, you can easily follow the quote back to its source.
Click on the upward pointing arrow to the right of (Person said: ^)


1) Whipping Population for :hammers:
Part 2
Part 3

2) Plot Culture and Determining Who Owns a Tile
Part 2
Part 3
Part 4


3) Land Target Mechanics

4) War Success Mechanic - Getting the AI to talk and capitulate during war

5) Diplomacy Modifiers - What are they, how do I gain them, and how do I get rid of them?

6) Flavors - What an AI tends to tech more often
 
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I think a comprehensive up-to-date guide on whipping and granary mechanics would be nice.

--I started typing up an idea and realized that it might be very broad, where some parts would be worthy of an article alone. I'd just say that some pieces regarding some of the more advanced pro tips from the masters would be cool.
 
I think a comprehensive up-to-date guide on whipping and granary mechanics would be nice.

--I started typing up an idea and realized that it might be very broad, where some parts would be worthy of an article alone. I'd just say that some pieces regarding some of the more advanced pro tips from the masters would be cool.
Whipping mechanics :D
*Cracks neck*, ok I'll try that one first!
 
Whipping Mechanics

Let's dust off the 2006 guide on just this subject called Vocum Sineratio: The Whip by VoiceofUnreason
WHIP BASICS

"The whip" is a slang term for sacrificing population to complete the production of a unit or building in a city. Clicking the Hurry Production button on the City Management Menu (as described on page 151 of the manual) trades population and a temporary happiness penalty for hammers.

The whip is only available if your government is currently using the Slavery labor civic; the technology Bronze Working unlocks this civic. Since this civic has the same Low Maintenance cost as the Tribalism civic it replaces, you need to have a very certain purpose to justify delaying a switch to this civic as soon as it becomes available.

The whip can be used only to finish the production of a unit or a building, and only if that item is at the top of the build queue. When your goal is maximizing production, you'll want to be whipping on a regular basis. The implication here is that you will want to schedule your builds so that you have an appropriate item to whip ready when the time comes.

Each population point yields 30 base hammers at normal speed. As base hammers implies, your usual production bonuses apply on top of that. From this, you can calculate how much population must be sacrificed to finish the current production - but of course the game does this for you; simply hovering over the button will tell you.

How many hammers do you need? Under most circumstances, that is simply a function of the number of hammers remaining in the build. There are two exceptions: a 50% production penalty if you attempt to hurry production when you have not yet invested any hammers in it, and a 50% or 100% production penalty if you are trying to rush a Wonder.

At any given time, only one half of the city population can be sacrificed.
A very nice introduction to whipping. :whipped: :egypt:
All of that is correct for BTS patch 3.19 except that Slavery now costs Medium Maintenance to run as a civic.
Spoiler :
Yes, once Bronze Working is researched and the player has switched to the Slavery civic, they can sacrifice population in a city to produce units, buildings, and wonders in a single turn. (but not projects).
Just click on the "Hurry Production" button in a city to rush the item at the top of the build queue to completion.
Spoiler :
Normal Speed Whips
1 population = 30:hammers: if an item already has some production in it.
1 population = 20:hammers: if an item has 0:hammers: in it. :sad:

This 50% penalty prevents Slavery from being too strong and forces the player to plan ahead.
"Cold Whipping" with 0:hammers: invested is thus mostly used in emergencies.

A city can only whip up to half its population away in one whip, so a 10/100:hammers: Settler with no production bonuses would require a Size 6 city and 3 population to whip complete.


Whip Anger
Each whip on normal speed also causes the city to experience +1:mad: for 10 turns and stacks each time it's used.
This temporary whip anger can be seen by hovering over the top of the city screen.
Here a city has whipped twice in less than 10 turns and is experiencing +2:mad: "We cannot forget your cruel oppression!"
Spoiler :
It is possible to see exactly how long this anger will last by hovering over the whip button again.
+1:mad: for 30 turns means the city will have 2 anger for 10 turns and 1 anger for another 10 turns.
After 20 turns the city will be whip-anger free and the button will say +1:mad: for 10 turns again.
Spoiler :
Anyone playing the Aztecs can build Sacrificial Altars (Courthouses) and it will lower whip anger to 5 turns instead of 10.
It will even turn 30 turns of whip anger that built up into 15 once built. Very neat.


Production Bonuses
Certain civics can increase the amount of :hammers: you get per population when whipping.
  • Organized Religion +25%:hammers: for buildings and wonders (not units! :sad:) (requires adopting a religion and having it present in a city to activate bonus)
  • State Property +10%:hammers:
  • Bureaucracy +50%:hammers: in capital city
  • Police State +25%:hammers: for military units (this includes workboats, scouts, and explorers, but not spies)
Certain buildings present in a city can do the same.
  • Forge +25%:hammers:
  • Factory +25%:hammers:
  • Power Plant (coal,nuclear,hydro) +50%:hammers: (requires factory and the appropriate resource such as coal or uranium)
  • Iron Works +50%:hammers: if city has access to Iron and +50%:hammers: if city has access to Coal (National Park removes coal access)
  • Heroic Epic +100%:hammers: for military units
  • Military Academy +50%:hammers: for military units
  • Drydock +50%:hammers: for water units
Civilization Traits also have a production bonus for certain items.
  • Industrious +50%:hammers: for Wonders and +100%:hammers: for Forges
  • Expansive +25%:hammers: for Workers and +100%:hammers: for Granaries and Harbors
  • Imperialistic +50%:hammers: for Settlers
  • Philosophical +100%:hammers: for University
  • Spiritual +100%:hammers: for Temples
  • Protective +100%:hammers: for Walls and Castles
  • Aggressive +100%:hammers: for Barracks and Drydocks
  • Creative +100%:hammers: for Library, Theatre, and Colosseums
The ultimate boost to whipping is The Kremlin. :whipped:
It boosts the amount of whipped :hammers: per population from 30:hammers: to 44.99:hammers:(effectively) before applying +production% modifiers.
KREMLIN IS AWESOME! :smoke:
Teching Fiber Optics obsoletes it.


Whipping Wonders
Just like with Cold Whipping, there is a penalty applied when whipping National and World Wonders.

The penalty depends on the Wonder's hurry cost modifier.
Here are the iHurryCostModifier from the BTS XML folder for the game's 48 Wonders.
Spoiler :

iHurryCostModifier = 50
Palace
Forbidden Palace
Globe Theatre
Hermitage
Heroic Epic
National Epic
National Park
Oxford University

iHurryCostModifier = 100
Angkor Wat
Chichen Itza
Colossus
Cristo Redentor
Great Library
Great Lighthouse
Great Wall
Hagia Sophia
Hanging Gardens
Mausoleum of Maussollos
Notre Dame
Oracle
Parthenon
Pyramids
Shwedagon Paya
Sistine Chapel
Spiral Minaret
Statue of Zeus
Stonehenge
Taj Mahal
Temple of Artemis
University of Sankore
Versailles
Ironworks
Moai Statues
Mt. Rushmore
Red Cross
Wall Street
West Point

iHurryCostModifier = 200
Kremlin
Eiffel Tower
Statue of Liberty
Broadway
Rock 'n' Roll
Hollywood
Three Gorges Dam
Pentagon

iHurryCostModifier = 300
Apostolic Palace
United Nations
Space Elevator

All that means is that after putting 1:hammers: or more into a build;
Whipping a iHurryCostModifier=50 wonder will produce 20:hammers: per population whipped.
Whipping a iHurryCostModifier=100 wonder will produce 15:hammers: per population whipped.
Whipping a iHurryCostModifier=200 wonder will produce 10:hammers: per population whipped.
Whipping a IHurryCostModifier=300 wonder will produce 7.5:hammers: per population whipped.

Whipping at 0:hammers: in a build is penalized and you generally only get 2/3rds of the hammers you would normally expect.

Production Modifiers like Forge + Factory + Coal plant only apply after the penalty from whipping at 0:hammers: and/or whipping a wonder is applied.
A city with +100% production bonus whipping a United Nations complete with 0:hammers: in the build can expect (7.5*2/3*2) = 10:hammers: per population whipped.

Projects like Internet and Apollo can't be whipped.


Whipping on different game speeds
Whipping a unit with :hammers: in it complete on Quick Speed gives 20:hammers: and 6 turns of whip anger.
Whipping a unit with :hammers: in it complete on Normal Speed gives 30:hammers: and 10 turns of whip anger.
Whipping a unit with :hammers: in it complete on Epic Speed gives 45:hammers: and 15 turns of whip anger.
Whipping a unit with :hammers: in it complete on Marathon Speed gives 90:hammers: and 30 turns of whip anger.
 
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Whipping Mechanics Part 2

VoiceofUnreason also talks very well about turning :food: into :hammers: efficiently.
FOOD

The whip is converting population to hammers, which in effect is translating food to hammers. So to properly understand efficient whipping, it is important to see the precise relationship involved.

The key point is this: cracking the whip does not change the amount of food collected in the food bin. It does, however, reduce the population, which reduces the amount of food required to regrow a population point. For example, if the food bin is at 20/30, and you whip three population, the bin will then be at 20/24.

The sweet spot for the whip will be that point where, having whipped the population, you are immediately growing one of the whipped population back. In this way, you get the hammers without sacrificing more turns working your tiles than is absolutely necessary (you will necessarily lose one turn of work, because city production comes before growth).

The Granary plays a significant role in whipping efficiency, because of the enormous impact it has on growth rates. The way the granary works is very simple - each turn you have a food surplus, the food stored in the granary increases by the same amount (likewise, if you are running at a food deficit, you lose food in the granary as well). The capacity of the granary is capped at 1/2 the food required to grow to the next size.

How much surplus food is required to grow from 24/30 to 24/32? Without the granary, the math is straightforward - 6 food to hit 30 (at which point the city grows one size), then another 24 to fill the food bin to the desired level. With a granary, we need the same 6 food to grow, but at that point our food bin is at 15/32 - we need only 9 more food to get to 24/32 - the amount of food required to grow has been chopped precisely in half.

In other words, the presence of the granary reduces the amount of food each population represents by 50%, thereby doubling the efficiency by which we convert food into hammers.
Whipping the Granary

I see this question all the time.
When do I whip the Granary complete?

I would respond that a city that will spend the next 10 turns growing and has enough gold/gems/ivory to manage happiness is a good candidate.
Whipping a Granary and then slowly building a bunch of Settlers and Workers is no good.

The most important thing to remember is the Granary does not begin storing :food: until it is listed as one of your cities' buildings.
It will then store food each turn that matches the city surplus and maxes out at 1/2 the food bin. (A Size 1 city has 22:food: bin, Size 2 city has 24:food: bin, etc.)
So a Size 1 city that needs 22:food: to grow to Size 2 can only bring 11:food: when the city grows.

This city here just completed a Granary and is producing +5:food: per turn at Size 1.
It will grow to Size 2 in two turns when it reaches 24/22:food:, and the Granary will bring 10:food: to add to the 2:food: overflow.
Spoiler :




There are many guides floating around on when to best whip the Granary since it is a great optimization problem due to the Halt City Growth button below the whip button. (Popularized by Doshin I think)
Spoiler :
Say a city completes a Granary at Size 2 and then has 18/24:food:
It works two cow tiles and generates +6:food: per turn.
Halt growth is turned on and the next turn the city is still Size 2 at 24/24:food:
Halt growth is turned off and the next turn the city is Size 3 at 18/24:food:

Without Halt Growth button, the city reaches Size 3 at 6/24:food: and then Size 3 at 12/24:food:
It has 6 less food if it doesn't use the Halt Growth Button! :eek:

Keep in mind the Halt Growth button causes any extra food to be discarded (28/24:food: becomes 24/24:food:), but the granary still stores food up to its max.
Interesting to think about, especially if the city can't grow onto another big food tile.

Here are some granary discussions:
https://forums.civfanatics.com/threads/whiping-a-granary.668214/
https://forums.civfanatics.com/threads/how-exactly-does-a-granary-store-food.623090/
https://forums.civfanatics.com/threads/why-is-granary-so-important.521018/


Discarding whip anger
A very high :food: city with 2 corn and 3 fish can quickly run up 6 or 7 whip anger especially on slower speeds.
It turns out that giving the city away clears the whip anger (draft anger too) :D, and conquering it back instantly is just a Chariot and a war away!
The details have to be carefully considered though.

1) Consult the "City Gifting" guide once it is written to learn how to give away a city.
2) The city needs to have at least 1:culture: for this to work. A religion in the city giving free :culture: or using a Cultural Civ that gets +2:culture: per turn is ideal.
3) Because a gifted city will usually have all 9 tiles around it become the new AIs' territory, conquering the city is best done with a Chariot or 2:move: unit right away. (So you'll need Horse usually)
4) If the AI receiving the city gift is the worst enemy of another AI (Annoyed and has the lowest diplomacy total), then the player will get -4 "You have traded with our worst enemy!" diplo points with that AI. :cry:
5) The city will have to start over with 0:food: and 0 great people points once it is reconquered.
6) The city will lose certain buildings on being reconquered such as Monument, Library, University, Theatre etc. the :culture: producing ones. :sad:
7) When declaring war on the AI to take your city back, you will get -1 "You declared war on our friend" diplo points with every AI that is Pleased or Friendly with your target.
You will also have to fight a war with them.

Warning: If the city was gifted away with 0:culture: in it, it will experience -1 population loss, at least 3 turns of Anarchy, and extra buildings lost like Walls or Barracwhen reconquered :sad:

Warning: The gifted city will lose plot :culture: on the city tile and surrounding 8 tiles, so don't do this with a city bordering an AI with strong culture pressure.
You will get your city back after the war starts and it won't be able to work any tiles hardly since the neighbor now controls them all. :cry:

With all the disadvantages, I tend to only clear 6 or 7 whip anger in a Marathon or Epic speed game using a 1-city AI to take the city gift.
Creative Civs (+2:culture: per turn) have a real advantage with this technique because lost Monuments are no biggie and lost Libraries can be rebuilt quickly because of +100%:hammers: for Library construction.


Queue management for whipping
It can be tempting to put 1:hammers: into a bunch of different units and buildings to be ready to whip and produce them one after another in the future.
Keep in mind that production decay occurs after a certain amount of turns that removes 1:hammers: per turn from the build each turn it isn't produced.
Unit decay starts after 10 turns (cumulative) of no production
Building + Wonder decay starts after 50 turns (cumulative) of no production.

It is also possible to whip an item and then not produce it that turn by taking it off the queue.
Perhaps the city has 2 angry citizens that can be whipped away now to save some food?
And the player is planning to switch to Vassalage + Theocracy in 2 turns?
Whip that Cavalry and hold off producing it until it can get +4xp.

The queue can be managed by left or right clicking to take an item off the queue.
Control + Left click adds an item to the top of the queue.
Shift + Left click adds an item to the bottom of the queue.


Managing :hammers: overflows from whips
One of the best tricks of whipping is to whip away more than one population to get a large :hammers: surplus.
This can then be put into something hard to whip the following turn such as a wonder.
What are the mechanics of :hammers: overflow though?

Here is the 1st example with a Warrior at 1/15:hammers: in a city with a Forge (+25%:hammers:)
The city produces 1:hammers: per turn.
1-population whipping instantly adds 30*1.25=37.5->37:hammers: to the Warrior bringing it to 38/15:hammers:
The city adds 1:hammers: total production bringing the final total to 39/15:hammers: for the Warrior generating a 39-15=24:hammers: surplus.
The :hammers: overflow cap is the greater of either the cost of the item being built which is 15:hammers: for the Warrior or 1:hammers: for the cities' Total Production.
Every :hammers: past 15:hammers: in this example gets discarded in Beyond the Sword 3.19 (they just vanish! :cry:) or turn into :gold: in the Buffy Mod (24-15=9:gold: Cha-Ching! :D)

This 15:hammers: overflow that has been capped then gets divided by any production bonus modifiers before carrying over into the next turn.
15/1.25=12:hammers: overflow next turn.
Spoiler :
Example using Buffy Mod 3.19.005






Here is a 2nd example with a Warrior at 1/15:hammers: in the same city with a Forge (+25%:hammers:)
The city naturally produces 17:hammers: or 17*1.25=21.25 or 21:hammers: Total Production with Forge bonus when rounded down.
1-population whipping instantly adds 30*1.25=37.5->37:hammers: to the Warrior bringing it to 38/15:hammers:
The city adds 21:hammers: total production bringing the final total to 59/15:hammers: for the Warrior generating a 59-15=44:hammers: surplus.
The :hammers: overflow cap is the greater of either the cost of the item being built which is 15:hammers: for the Warrior or 21:hammers: for the cities' Total Production.
Every :hammers: past 21:hammers: in this example gets discarded in Beyond the Sword 3.19 (they just vanish! :cry:) or turn into :gold: in the Buffy Mod (44-21=23:gold: Cha-Ching! :D)

This 21:hammers: overflow that has been capped then gets divided by any production bonus modifiers before carrying over into the next turn.
21/1.25=16.8->16:hammers: overflow next turn.
Spoiler :
Example using Buffy Mod .005






It is entirely possible to manipulate :hammers: overflows by whipping a 299/300:hammers: Cathedral complete using Stone for +100% bonus production.
Then gift away stone or pillage the stone quarry once the Cathedral is at 359/300:hammers: and enjoy 59:hammers: overflow the next turn instead of the usual 29:hammers:
Thanks LowtherCastle :)


What happens if I whip something that can no longer be produced?
If you whip a Chariot and give away your horse, or whip a Missionary and switch out of Org. Religion, then the item gets taken off the queue and is not produced.
Not a huge deal.
Get the Horse back before production decay hits and producing that 37/30:hammers: whipped Chariot can proceed smoothly.

How about whipping a World Wonder that an AI has already completed?
It is true that an Industrious civ with Marble might benefit from whipping the missed Oracle to get just a bit more fail :gold:.

Just remember that any forest chops or Total Production a city tries to put into an item that can't be produced will just carry over to the next turn.

Repeatedly putting :hammers: into an item that can never be produced such as a Knight when you keep pillaging your only source of horse each turn is banned in competitive play. :nono:
A tidal wave of :hammers: far beyond the overflow cap can build a spaceship in 1 turn easily.
 
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Very nice and complete!
I wasn't aware that "It is also possible to whip an item and then not produce it that turn by taking it off the queue.". Indeed useful during the switch to Vass + Theo.
 
Very nice and complete!
I wasn't aware that "It is also possible to whip an item and then not produce it that turn by taking it off the queue.". Indeed useful during the switch to Vass + Theo.

Heh, I played Civ 4 for years without knowing I could mess around with the build queue. :hammer2:
 
Whipping Mechanics Part 3

Getting into the fine details of whipping, it turns out that having a 25%:hammers: bonus and trying to cold whip a 25:hammers: Archer ought to be possible, but it's not. :confused:
Spoiler :
VoiceofUnreason has the answer of course.
Emergency Production

rushing when you haven't yet invested any hammers in the build gives you 20 hammers / pop, rather than 30.

If you experiment with popping emergency archers (cost: 25 :hammers:), you'll discover that this isn't quite right.

Example #1: queue up an archer in a city with a 25% production bonus (ex: forge), and hover the mouse over the hurry production button. You'll observe that the raw whip of the archer costs two production.
Example #2: queue up an archer in a city with a 75% production bonus (ex: forge + bureaucracy). One pop whip the archer. You'll observe that the archer sits in the production queue at 34/25.

:smoke:

Those two outcomes won't make any sense unless you understand the actual cost mechanic in play when the NEW_HURRY_MODIFIER comes into play. The penalty is not applied to the yield of the whip, but instead to the cost of the item. This, in turn, matters because the game uses integer rounding.

Example #1: The 50% penalty is applied to the cost of the archer -- instead of 25 :hammers:, the raw whip costs 25 + 12.5 = 37.5 hammers. The whip provides 30 raw hammers, which with the forge multiplier comes to the same 37.5 hammers. But the cost is rounded up, where the production bonus is rounded down, so the whip comes up one hammer short.

Example #2 is exactly the same riddle, but run the other way. The 75% bonus provides 52.50 :hammers: /pop. This gets rounded down to 52 :hammers:. Then the 50% production penalty is applied to those hammers, taking us to 34.66, which then gets rounded down to 34 :hammers:
The Kremlin with its (-33% cost) whipping bonus also has such rounding problems. :mad:

And a +25%:hammers: modifier that gives 37.5:hammers: per whip, is it 37:hammers: or 38:hammers: ultimately?
Everyone has felt the agony of planning to whip something with 2 population, and then next turn an extra :hammers: or rounding calculation error meant that it will be 1-pop whipped instead.

The dark art of using the actual whipping calculation formula is a pain, but it needs to be done for completeness sake.
Malekith came the closest in 2006 I think.

I was reading over this thread and thought I’d do some experimenting myself. I wound up deriving the formulas for all of the values involved in rushing production. Most of these have been hinted at in other posts, but I thought I'd post my findings. Feel free to try any of these formulas out in-game and let me know if they produce an incorrect result. I'd like to fix them if that's the case.

First I’ll explain my variable names:

H – Total hammers remaining in production
S – Game speed multipler – 0.66... = quick, 1.0 = normal, 1.5 = epic, 3.0 = marathon

Bonuses:
B – Sum of all production bonuses (eg. 0.5 if you have a forge and Organized Religion is applicable)
K – Kremlin Modifier – 0.5 for Kremlin, 1.0 otherwise

Penalties:
W – The wonder modifier – 2.0 for a world wonder, 1.5 for national wonder, 1.0 for everything else
Z – Zero Hammers modifier – 1.5 if this is the first turn of production

Now, the formula for the modified cost of whatever it is you’re rushing ([…] denotes the “floor” operation)

C = [ H / ( 1+B) * K * W * Z ]

Basically, you just multiply everything together, divide by 1+B, and then take the floor.

Now, if you want to convert that cost into a population or gold quantity you simply use one of the two simple formulas below.

Pop Rush:
P = [ C / ( 30 * S) + 1 ]

Gold Rush:
G = 3 * C

Also, a formula for the number of hammers of overflow you can expect (‘%’ represent the modulo operation)

O = ( 30 – (H % 30) ) % 30

And then, if you really want to know your total output per population point, you need to use one last formula (can’t really reduce it any more because of all the flooring and modulos that took place):

PP = (H + O) / P

The ramifications of all of this have already been hinted at in this thread and others. Namely:

• You don’t want to rush when the number of hammers remaining is a multiple of 30.

• There are additional jump points on other games speeds where your hammers per pop point can change considerably (on epic, no bonuses, 44 hammers remaining requires 1 pop and nets 60 hammers, 45 hammers remaining requires 2 pop and nets the same 60 hammers. That’s a whole second pop point resulting in no additional hammers.)

• You can significantly reduce the rush cost (in population or gold) through city buildings and the Kremlin.

• The Kremlin is the equivalent of a forge, factory, and power in every city (for rushing purposes).

• With the Kremlin and simply another 50% city bonus (or just a total city bonus of 200%), you can buy 1 hammer for 1 gold.

• Others, but it’s late and my mind is cloudy… I want to say something along the lines of “In the late-middle-thru-end game, hammers might be next to useless, or, at best, very inefficient”. But, then again, most of my games are over by the time I get grenadiers and cavalry :)

Civ 4 BTS 3.19 has the actual .xml values.
NEW_HURRY_MODIFIER = 50 (penalty for whipping with 0:hammers:)
iHurryCostModifier = 50, 100, 200, or 300 depending on the Wonder (penalty for whipping a wonder)
iGlobalHurryModifier = -33 (Kremlin bonus!)

How close did Malekith get?
It feels like in testing that the Kremlin bonus and whipping with 0:hammers: penalty precisely cancel each other out.
I don't think a 0.5 modifier for Kremlin and a 1.5 modifier for whipping with 0:hammers: is quite right.
Kremlin should be 2/3 and whipping with 0:hammers: should be 3/2.

Hmm, the 100% accurate precise whipping formula (population lost and :hammers: produced) with ALL modifiers included and rounding down after each math operation is... :think:
 
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Thank you Kaitzilla for another splendid article in the making.

Question about Whipping during a golden age. Do you hesitate or not? Assuming no emergencies but solid military buildup by you. I feel whipping the cities down to the ground isn’t optimal then. On the other hand, on deity AI can research awful things in 8 turns.
 
For your 2nd article can you focus on Diplo (as its so important in higher difficulties) and tech brokering, how to keep AI friendly and pleased... I do know each AI is different, but some general guidelines (for instance if you have Monty or Shaka next door regen the map :scan:) might help.

Also why its a good idea to be careful with tech trades, as it may come back to bite you late game
 
Thank you Kaitzilla for another splendid article in the making.

Question about Whipping during a golden age. Do you hesitate or not? Assuming no emergencies but solid military buildup by you. I feel whipping the cities down to the ground isn’t optimal then. On the other hand, on deity AI can research awful things in 8 turns.

Ya, I hesitate to whip or grow cities too much during golden ages.
I really couldn't give any good advice since it is all situational.

I do recall having a huge empire and using the last 6 turns of Golden Age to switch to Police State + Vassalage + Theocracy, continuously whip an enormous number of cuirassiers, then go back to normal with 1 turn of Golden Age left.

For your 2nd article can you focus on Diplo (as its so important in higher difficulties) and tech brokering, how to keep AI friendly and pleased... I do know each AI is different, but some general guidelines (for instance if you have Monty or Shaka next door regen the map :scan:) might help.

Also why its a good idea to be careful with tech trades, as it may come back to bite you late game
Sure, a diplomacy guide would be good.

I see people confused all the time about how long -4 "traded with worst enemy" lasts, or how the hidden diplo modifiers work.

Just the modifiers-only is a huge guide.

How to keep the AI happy and pleased is mainly building up positive + diplo points and avoiding - diplo negative points.
Sucking up to the big boys, and treating the pipsqueaks that can't tech or tech trade properly like trash.
 
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There are a few other game mechanic threads I made floating around out there that I should stuff into this one I think.
They kind of get lost in the strategy and tips forums when I look for them.

Mainly my plot culture and land target threads which need some finishing.
 
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Plot Culture and Determining Who Owns a Tile

Can you conquer another AI capital by settling close to one with the 1st Settler, using a +2:culture: per turn Cultural Trait civ, and founding a religion?
Maybe :crazyeye:

New players always have a tough time with the hidden game mechanic of plot culture, so let's discuss it.

First, a guide to help explain what is going on, a truly excellent and masterful work by DerangedDuck back in 2007. :D
https://forums.civfanatics.com/threads/culture-mechanics-disassembled.225927/

(Please note that all information given here is in regards to Vanilla Civ 1.61. It is probably unchanged in Warlords and the as yet unpublished Beyond the Sword expansion, but I have no way of being certain.)
(Also note that the following information will generally refer to normal speed games, unless otherwise noted. For games played on the Epic, Marathon, or Quick settings, some numbers listed below may be scaled somewhat.)

There are several different values associated with culture in Civilization 4.
First of all, there is the 'City Culture'. City culture actually affects only one thing: the city's cultural level and thus cultural radius. The city's cultural level and cultural radius start at '1'. When city culture reaches 10, the cultural level goes up to '2'. At 100, it goes up to '3', at 500 it reaches '4', at 5000, it reaches '5', and finally at 50,000 city culture it jumps up to '6', called "Legendary culture". Get 3 cities of level 6 and you win a cultural victory. Also note that a city actually has a cultural value and cultural radius for every player in the game. However, unless a player has actually owned a city at some point, their culture for that city is zero. If they are not the current owner of the city, their city culture will have zero impact on the game. City culture never goes away unless the city is destroyed, or the civilization to whom the culture belongs is destroyed.

Of course you were probably already familiar with 'City culture'. If not, you may need to actually go out and buy a copy of Civ 4 and play the game...

A guide for 1.61 Vanilla Civ before the expansions. :hmm:
Need to test if everything is still the same in Beyond the Sword 3.19!

Yes, everyone is familiar with City Culture, keep going. :popcorn:

There is also a less accessible culture value, which I will call the 'plot culture'. Every square/tile/plot/whatever in the game also has a cultural value for every single player. You can't ever see the exact value, but it's not totally invisible. On the city screen, the relative values of 'plot culture' for various players are shown in the city screen if you point the mouse at the 'nationality' bar. If you point the mouse cursor at a square near a city, the %nationality of the plot owner(but nobody else) is shown.
The main effect of plot culture is to determine whose civilization controls that particular plot of land. A civilization will own a plot, if at least one of its cities has that plot within its cultural radius, and if their plot culture is greater than any other civilization that has that plot within one of their cities' radii. Note that they have to actually own the city. If they built some culture in a city, but later lost control of that city, that city won't allow them to control any of the surrounding tiles. However, the culture that the city spilled onto the surrounding tiles might allow another of their cities to control those tiles. The exception to all this is plots containing cities. The city and the plot underneath will remain under the control of whoever founded or last conquered it, regardless of underlying culture. However, if the calculated cultural owner is different from the city owner (in other words, some other city, belonging to a different player has the plot within its cultural radius, and they have more culture on that plot), there is a chance of the city revolting and changing sides. We'll go into revolts in more detail later. Finally, note that plot culture can never ever be gotten rid of, except in a couple of circumstances. Firstly, if you give away a city, you lose all plot cultire in the city square and surrounding 8 squares. Secondly, if you completely obliterate a civilization, their plot culture goes away. Still, if a civilization owns no cities in an area, their culture won't have any effect except to alter the displayed nationality of squares in the region and to cause a small amount of unhappiness in cities who "long to join the motherland".

You are probably wondering now where all these cultural values are coming from. The city culture is pretty easy, since the city screen clearly shows what all the sources of culture are. All the various temples, libraries, specialists, culture from the cultural slider, and culture from production are added up and then multiplied by the bonuses given by cathedrals, wonders, civics, and so on. This value, sometimes called CPT(Culture Per Turn), is added to the city's culture each and every turn. If this gives the city enough culture to increase it's cultural level and radius, these will also be increased.
The city's CPT is also added to the plot culture of every plot within the city's cultural radius, regardless of ownership or presence or absence of other cities. However, there's an added factor based on the city's cultural radius. If the distance between the plot and the city is less than the cultural radius, then 20 times the difference is added to the plot culture as well. Note that the square that the city is on counts as being 1 space away and that this 20 value is not scaled with regards to game mode. It is always 20 per turn, period.
To make sure that that's clear, let me describe it another way. Think of the city's potential cultural area as a series of rings. The first ring consists of the city and the 8 surrounding squares. The second ring contains the other 12 squares of the city's production area, and so on. When the city's cultural level is 1, only the first ring gets the points from the city's CPT. When the city's cultural level reaches 2, both first and second ring get the base CPT and the first ring also gets and additional 20 points a turn, even if the city isn't generating any culture at that time. When the city reaches it's third cultural expansion, The inner 9 squares get an extra 40 points, the next ring gets 20 points and so on. At the highest level of culture, the inner ring gets a whopping 100 extra points of plot culture per turn.
When you found a city, you also get some plot culture to allow you to control the surrounding area, specifically 2 points on the city square and 1 point in the surrounding 8 squares. This is why newly founded cities are so easy to culturally overwhelm. All you need is a few turns of an obelisk and you've got a majority of culture in your neighbor's city...
Plot Culture, yes that's a good name for it. :thumbsup:
That unseen value that decides if the human gets the tile or the AI does.

So according to this guide, a new city gets 2 Plot Culture on the city and 1 Plot Culture in the surrounding 8 tiles.
The only data we are given about Plot Culture is % values where borders overlap, but it should be enough information to test with.


Looks good so far.
Cities are founded with 2 Plot Culture on the city tile and 1 Plot Culture in the surrounding 8 tiles.

If the City gets razed, and a new one gets founded, can we get a new +2 plot culture on the city tile and +1 Plot Culture on the surrounding 8 tiles?
Nope!

Spoiler :



If a city is founded on a tile that has 1 plot culture from a previous city founding, then the new city will have 2 plot culture on the city tile, not 3.
The surrounding tiles will have 1 plot culture and the city ruin tile will have 2.

Next question.
Will a city that produces +0:culture: per turn generate more Plot Culture?
No, it will not.

Spoiler :








We now how enough baseline data to do more complex tests.
From the guide:
The city's CPT is also added to the plot culture of every plot within the city's cultural radius, regardless of ownership or presence or absence of other cities. However, there's an added factor based on the city's cultural radius. If the distance between the plot and the city is less than the cultural radius, then 20 times the difference is added to the plot culture as well. Note that the square that the city is on counts as being 1 space away and that this 20 value is not scaled with regards to game mode. It is always 20 per turn, period.

Let's test what happens to Plot Culture once the city start generating +1:culture: per turn.
Spoiler :




Next Turn


How weird!
The city producing +1:culture: per turn produces +2 Plot Culture per turn on all 9 tiles!
A possible explanation provided by Cusanus:
QUOTE="Cusanus, post: 10406826, member: 172533"]This was a great thread that taught me alot, so I thought I'd just raise it from the dead to disassemble some more. :)

Let me first quote the two most messages (or parts of messages) that I'm referring to - I'm adding spoilers so that this post doesn't look so horrible.





I just had a little world builder session to test these explanations.
And here comes my huge refinement of Remy's diagrams:


# = city site (probably receiving CPT + 1, not tested yet)
c = tile receiving base CPT + 1
2 = tile receiving base CPT + 21
4 = tile receiving base CPT + 41
6 = tile receiving base CPT + 61
8 = tile receiving base CPT + 81
0 = tile receiving base CPT + 101



A basic city starts like this.

Level 1 Culture: 1-9 points

Code:
ccc
c#c
ccc

Level 2 Culture: 10-99 points

Code:
 ccc
c222c
c2#2c
c222c
 ccc

Spoiler for the higher culture levels.
Spoiler :

Level 3 Culture: 100-499 points

Code:
  ccc
 c222c
c24442c
c24#42c
c24442c
 c222c
  ccc


Level 4 Culture: 500-4999 points
(Note the diagonal looks especially odd & 'jagged' at this level and higher)

Code:
   ccc
 cc222cc
 c24442c
c2466642c
c246#642c
c2466642c
 c24442c
 cc222cc
   ccc


Level 5 Culture: 5000-49,999 points

Code:
    ccc
  cc222cc
 c2244422c
 c2466642c
c246888642c
c2468#8642c
c246888642c
 c2466642c
 c2244422c
  cc222cc
    ccc

Level 6 'Legendary' Culture: 50,000+ points

Code:
     ccc
   cc222cc
  c2244422c
 c244666442c
 c246888642c
c24680008642c
c24680#08642c
c24680008642c
 c246888642c
 c244666442c
  c2244422c
   cc222cc
     ccc

Yep, the hole difference is 1 CPT. :D
But it's a secret CPT :eek: - all tiles within your cities' cultural radii receive it at the beginning of each turn, for free!

Spoiler with a few pictures from my world builder session that gave this result.
Spoiler :
Orleans and York were both founded on turn 0 and received a monument, York also got a library, a jewish temple and the jewish religion. The contested tile (which's culture is shown in the bottom left corner of each screenshot) is the plain 1E of Orleans.
On turn 0, it receives 1 french culture because the city is founded. The monument doesn't give any culture yet, because it didn't exist when the turn started.

Turn 1, the french tile culture is 3 - 1 from the founding of the city, one from the monument, and the 1 secret CPT. (You can't see this yet because the tiles is not yet contested - there is no English culture yet -, but you will believe me in a few turns.)

Turn 2
View attachment 287745
The French tile culture is 5, the English tile culture is 6, resulting in English control of the tile at 45-54% culture (the game always brings these percentages down to a round number).

View attachment 287746
7-11 -> 36-63%
View attachment 287747
9-18 -> 33-66%
View attachment 287752

Well, if you're interested, do the rest of the math for yourself... :p
(If you really do, remember: from turn 25 on, all buildings are 1000 years old, so they give twice their usual CPT.)

Small BUG mod side note:
Spoiler :
"Your population:2 plus growth: 1 (75%), will exceed the domination limit: 3 (75%)" - That is, of course, a misscalculation. My population + growth would be 75% of the world's population only if the overall global population didn't change despite my population growth. But it does, so my 2+1 citizens only make up 3/5 = 60% of the world's population. No domination for me... ;)

View attachment 287748
View attachment 287749
View attachment 287750
View attachment 287751


Open questions:
(Find the answer to any of these and you might become as famous and popular as me, the discoverer of the secret tile CPT! :old: ;))

Does the city tile receive only the culture that the city actually produces, or does it get the same amount as the adjacent tiles (CPT+1 for non-expanded borders)?
(I suspect the latter.)

Does the city tile of a newly founded city really get +2 culture, as claimed by DerangedDuck, or only +1?
(I suspect the latter.)

Do tiles within the cultural radius of more than one city receive more than one secret CPT?
(I suspect they do.)
If I'm reading that right, then any city that produces +1:culture: per turn will produce +2 Plot Culture per turn on all tiles.
A city producing +2:culture: per turn will produce +3 Plot Culture per turn on all tiles.
Etc. etc.

Time to test a city that produces +2:culture: per turn then.
Spoiler :





Yes, cities that produce +2:culture: per turn do indeed produce +3 Plot Culture per turn on all tiles.
So any time a city produces culture, there is a free +1 Plot Culture per turn more than expected.

Next question.
If a city produces +0.1:culture: per turn, does it get the bonus +1 Plot Culture per turn?
Yup!
Spoiler :


Next question.
If 2 cities with +1:culture: per turn share the same tile, does it get +4 Plot Culture per turn, or +3 Plot Culture per turn?
The answer is surprisingly +4.
Both cities generating +1:culture: per turn add +2 Plot Culture to the same tile each.

Spoiler :

Next question.
When a city pops its borders, does it really get +20 Plot Culture per turn in the inner ring?
Yup!

Spoiler :
Player capital just popped borders by running +10:culture: per turn for 1 turn


AI's New Sarai has not popped borders and gets no excellent +20 Plot Culture per turn bonus on its 9 squares

 
Last edited:
Plot Culture and Determining Who Owns a Tile Part 2
Thanks for the discussion Kaitzilla.



I be learning today. Knew about the hidden +20 for popping borders, but never about a free +1 on all plots if the city produces culture at all. This explains a few things about early Stonehenge and CRE AIs (who are putting out +2 and +3 culture per plot in their outermost rings respectively, instead of +1 and +2). I always thought CRE was stronger in border wars than what +2 would appear to be.

I know you aren't done, and these may be answered coming up, but some questions for clarity:

1.) The inner ring bonus (not the city center) is (city culture + 1) x 20, not a flat +20?

2.) Is the inner ring bonus cumulative? I had heard somewhere that if you pop borders twice, you get another +20 in your first ring for instance (+40 total then), your second ring starts getting +20 as it's just inside the outer border, while outer border only gets city culture per turn (and I guess all plots get the hidden +1)

3.) Regardless of the culture in the rings, if I understand this correctly, the city square only ever gets 1 (hidden) + 20 (hidden) + city culture output, ever, if it pops its borders. Is this to say that the city center is relatively easier to flip than like, the innermost ring, assuming the enemy culture can reach the center?

Rephrased: If the per ring boni do stack, none of them increment the city center which only ever stays at +20 for popping its border at all?

Sorry for the long delay Archghost.

1) The inner ring bonus and the city center square (all 9 of them) get a flat City culture + 1 + 20 when the city culture is between 10:culture: and 100:culture:
With +2:culture: per turn, going from 8:culture: to 10:culture: and popping borders activates the +20 plot culture bonus.
Between 100:culture: and 500:culture:, the center 9 squares get a bonus +40 plot culture per turn :D
500:culture: to 5000:culture: it is +60 plot culture bonus.
5000:culture: to 50000:culture: it is +80 plot culture bonus.
greater than 50000:culture: it is +100 plot culture bonus.

2) Yes, the bonus is cumulative.
You have described it perfectly. :goodjob:
Each border pop stage adds +20 plot culture per turn to all the squares that the city used to have in the previous border situation.

With no border pops (0:culture: up to 9:culture: in the city), and the city generating city culture, the plot culture increase each turn is:
[City Culture +1][City Culture +1][City Culture +1]
[City Culture +1][City Culture +1][City Culture +1]
[City Culture +1][City Culture +1][City Culture +1]

With 1 border pop (10:culture: up to 99:culture: in the city), and the city generating city culture, the plot culture increase each turn is:
[////////////////////////][City Culture +1////////][City Culture +1///////][City Culture +1///////][////////////////////////]
[City Culture +1][City Culture +1 +20][City Culture +1 +20][City Culture +1 +20][City Culture +1]
[City Culture +1][City Culture +1 +20][City Culture +1 +20][City Culture +1 +20][City Culture +1]
[City Culture +1][City Culture +1 +20][City Culture +1 +20][City Culture +1 +20][City Culture +1]
[////////////////////////][City Culture +1////////][City Culture +1///////][City Culture +1///////][////////////////////////]

With 2 border pops, (100:culture: up to 499:culture: in the city), and the city generating city culture, the plot culture increase each turn is:
[////////////////////////][////////////////////////////////][City Culture +1////////][City Culture +1///////][City Culture +1///////][///////////////////////////////][////////////////////////]
[////////////////////////][City Culture +1////////][City Culture +1 +20][City Culture +1 +20][City Culture +1 +20][City Culture +1///////][////////////////////////]
[City Culture +1][City Culture +1 +20][City Culture +1 +40][City Culture +1 +40][City Culture +1 +40][City Culture +1 +20][City Culture +1]
[City Culture +1][City Culture +1 +20][City Culture +1 +40][City Culture +1 +40][City Culture +1 +40][City Culture +1 +20][City Culture +1]
[City Culture +1][City Culture +1 +20][City Culture +1 +40][City Culture +1 +40][City Culture +1 +40][City Culture +1 +20][City Culture +1]
[////////////////////////][City Culture +1////////][City Culture +1 +20][City Culture +1 +20][City Culture +1 +20][City Culture +1///////][////////////////////////]
[////////////////////////][////////////////////////////////][City Culture +1////////][City Culture +1///////][City Culture +1///////][////////////////////////////////][////////////////////////]

3) The enemy city square won't flip to the player's control when it reaches 50% like a regular tile.
It will start to experience revolts and will flip on the 2nd revolt if the AI does not have a strong enough garrison.

The city square will only ever have +1 Plot Culture more than the surrounding 8 tiles.
The occurs from founding the city.
 
Last edited:
Plot Culture and Determining Who Owns a Tile Part 3

After playing around for months, it turns out there IS a way to directly view Plot Culture. :eek:
Thanks again @DanF5771!

Just turn on DeBugging Mode as outlined by Jdog5000 10 years ago.
https://forums.civfanatics.com/threads/bts-in-game-debug-mode.279903/
Debug mode is kind of fun and extremely useful for figuring out why the AI has made the choices it has. Many of these comments work without BTS and this mod, but this mod has several customizations to make seeing certain things easier.

WARNING: Debug mode exposes the entire map, all cities and units (including spies). You may not want to do this on a game you intend to keep playing ...

1. With civ closed, open \My Games\BTS\CivilizationIV.ini and on the line CheatCode enter chipotle.

2. Start up civ and load/start a game. You can enter/exit debug mode at any time once the cheat code is entered, doesn't effect saves or anything like that.

Method 1:

3. Press Ctrl-Z to flip between debug mode and normal civ. (thanks Nor Me for the tip)

Method 2: (Python console instructions left for use running automation)

3. Press SHIFT+~ to open the in game Python console. This is a very useful tool for forcing things to happen in game to test them.

4. Type CyGame().toggleDebugMode() into the Python console. This turns debug mode on or off. The game will take a little while to expose the whole map.

5. Press SHIFT+~ to close the Python console.

In debug mode you can get all kinds of internal information on the state of the AI from the map. All civs in the game will show up in the scoreboard and you can see what they're researching. You can enter any city to see what it's doing as well as see every unit and what AI they're running.

In addition, as you move your mouse over the screen you can get extra info by holding down various combinations of CTRL, SHIFT, and ALT. Some particular highlights (some of which are specific to this mod):

  • ALT over owned territory - Strategies the owner is using, their area AI plus info on all wars they are in and what war plan they are using.
  • ALT over land - Values for city founding in that plot for all relevant players plus info on the number of sites an AI has selected in the area. If the plot is one of the selected ones for an AI then a yellow X appears next to the player.
  • CTRL over city - Closeness calculations for city and sum for player/team. Info on num of defenders the AI has/needs.
  • CTRL or SHIFT over unit - Mission and AI the unit is using or stats on the unit.
  • SHIFT and ALT near city - Whether the plot is being worked by the city, values the city assigns to working the plot, plus info on how important various resources are to different AIs.
  • SHIFT over empty owned territory - Values the AI assigns to various civics.
  • ALT over names in scoreboard to show war plans, power values
  • CTRL over names in scoreboard to show break down of score (like what you get mousing over your own name)

There are other bits of info as well, play around with various combinations. If you are curious what a particular value means for the AI you can search in CvGameTextMgr.cpp ... most label strings like "Closeness" or whatever are not loaded from XML so you can search for what you see to located the relevant selection in the code.

In addition, BBAI has added some colored circles to the map in Debug mode to help understand what the AI is up to. Right after starting Debug mode you have to click on a different unit or city to get the circles to show up the first time. The locations the AI has picked out for future city sites are shown in circles of the AI's color, although when these circles coincide only one color is shown. Tiles where the AI wants to place a new or different improvement are circled in red.

Finally, this mod includes AIAutoPlay and using it you can have the AI play for you to fully simulate the game. This can be run independently of debug mode, when not in debug mode you'll see only what one player sees. Open the Python console and enter CyGame().setAIAutoPlay(10) to simulate 10 turns.

EDIT: There's also a pretty good writeup about the in game debugging setup from Iustus as well with pictures, though some of the specific information shown doesn't apply to the current BTS AI setup.

EDIT2: An AI logging system has also been added to the mod, read more about how to get logs and how to interpret them below.

First, enable cheating in Civ 4 by typing in Chipotle in the .ini file.
Save the changes before exiting.
Make sure to change the .ini file in the Beyond the Sword folder, or you will just enable cheating for vanilla civ. :lol:
Spoiler :




Next, fire up a regular game of civ that can use World Builder.

Once in the game, press Control + W to open up World Builder.
Click on the Player Mode Buildings Tab in the top left and select "City" in the top left corner.
Put a city on the map with left click.
Right click the city to instantly destroy it if needed.

Once a city is down, enter debugging mode by pressing Control+Z.
This can only be done with CheatCode = Chipotle activated. :)
Check out all the info the AI city has in debugging mode.
Spoiler :
Hover the mouse pointer


Holding down Shift


Holding down Control


Holding down Alt


Holding down Alt + Shift at the same time

Now for the main event.
Hold down Shift on a non-city tile to view the plot culture on that tile :)



Time for testing!
How much plot culture does a Great Artist's Great Work (culture bomb) produce in BTS Patch 3.19?

A city with 0:culture: bombs a Great Artist, goes straight to 4000:culture: city culture, and pops borders 3 times.
The plot culture added is:
[//////////][//////////][//////////][+0018][+0018][+0018][///////////][///////////][//////////]
[//////////][+0018][+0018][+0380][+0380][+0380][+0018][+0018][//////////]
[//////////][+0018][+0380][+0780][+0780][+0780][+0380][+0018][//////////]
[+0018][+0380][+0780][+1180][+1180][+1180][+0780][+0380][+0018]
[+0018][+0380][+0780][+1180][+1180][+1180][+0780][+0380][+0018]
[+0018][+0380][+0780][+1180][+1180][+1180][+0780][+0380][+0018]
[//////////][+0018][+0380][+0780][+0780][+0780][+0380][+0018][//////////]
[//////////][+0018][+0018][+0380][+0380][+0380][+0018][+0018][//////////]
[//////////][//////////][//////////][+0018][+0018][+0018][///////////][///////////][//////////]

The Plot Culture added is the same if the city starts with 10:culture:.

Oddly, if the city starts with 100:culture:, then there is an extra +20 Plot culture on all tiles in the first 3 rings. :hmm:
[//////////][//////////][//////////][+0018][+0018][+0018][///////////][///////////][//////////]
[//////////][+0018][+0018][+0400][+0400][+0400][+0018][+0018][//////////]
[//////////][+0018][+0400][+0800][+0800][+0800][+0400][+0018][//////////]
[+0018][+0400][+0800][+1200][+1200][+1200][+0800][+0400][+0018]
[+0018][+0400][+0800][+1200][+1200][+1200][+0800][+0400][+0018]
[+0018][+0400][+0800][+1200][+1200][+1200][+0800][+0400][+0018]
[//////////][+0018][+0400][+0800][+0800][+0800][+0400][+0018][//////////]
[//////////][+0018][+0018][+0400][+0400][+0400][+0018][+0018][//////////]
[//////////][///////////][//////////][+0018][+0018][+0018][///////////][//////////][//////////]

What about running the culture slider at 100% and building culture in a city?
Does it add lots of extra plot culture like in Civ Vanilla?

It makes no difference in BTS 3.19. :sad:

Do culture bombs help flip AI cities?
Not directly.
At best, 380 plot culture can be added onto the tile of an AI city 3 tiles away.

If that AI city popped borders even 1 time while producing +1:culture: per turn, it starts producing +22 Plot Culture per turn in the inner 9 squares and 18 turns later a culture bomb would make the AI city tile about 50% player / 50% AI controlled.

It is the 3 border pops and good +:culture: per turn that really puts pressure on an AI city 3 tiles away.
The player city would be adding at least +21 Plot Culture per turn onto the AI city tile, so it might be possible to overwhelm an AI city that has less than 100 city culture:culture:

What happens to Plot Culture when a city is gifted away?
The city tile and 8 tiles around the city all go to 0 plot culture. :eek:
Any plot culture beyond the center 9 tiles remains.
If the Player gets the city back, the plot culture in the center 9 tiles does not return.


Don't forget to set CheatCode = 0 after finishing playing around with debugging mode. :)
 
Plot Culture and Determining Who Owns a Tile Part 4

There has been some question regarding how much plot culture a spy can add to a city tile using the spread culture :culture: espionage mission.
Let's find out!

**Fires up a test game, turns on debugger with chipotle and control+z, makes two test cities, spread culture 10 times, and.....

The spread :culture: espionage mission adds 0 player plot culture to an AI city! :eek:
It only adds player city culture to the AI city.

In this test, the AI had 100:culture: in his city and the player had 0:culture: (Plot culture was 43 for AI and 1 for player, so 97% Byzantium and 2% English)
After 5 spread culture missions, the AI had 100:culture: in his city and the player had 25:culture:
Plot culture remained unchanged at 43/1 : 97%/2%





Also, in case it was lost in the 'too long didn't read', a city only gets the hidden bonus +1 plot culture each turn if it generates positive city culture. (Even +0.1:culture: for a turn activates the +1 plot culture bonus)

So a city producing +0:culture: per turn will generate +0 plot culture per turn on the squares in its borders
This is true even if a city previously popped borders using the culture slider for 1 turn.
 
"Land Target" Mechanics

Basically, a "Land Target" is when one civ shares an 8 tile land border with another civ.
This affects things like begging amounts, ease of capitulation, ease of peace vassaling, how likely an AI will go to war with you, etc. etc.

Here are the threads I've found mentioning it so far:

The absolute closest I've seen to someone pinning down "Land Target" is the thread where WastinTime blew away the competition in GMajor 134 using Peace Vassals to take over the world.
http://forums.civfanatics.com/showthread.php?t=539468&highlight=land+target&page=5
Specifically, Pollina's post with the test games.
Spoiler :
I thought you (or one of your vassals) needed an 8(?) tiles long border with an AI to be its land target.

Here are a couple test saves. Power ratio with Hatty is >3.0 in the first one and she will peace vassal. If you delete one of the tanks it drops below 3.0, and she won't peace vassal anymore. If she was a land target, the threshold would be 1.5.

In the second save I added a few cities near her border. The threshold is 1.5, as expected.

Thx for the test game. It appears that 7 tiles is enough. Edit:It takes 8 tiles.
Important notes: It has to be 8 tiles of the AI that touch yours. Water tiles do not count! Diagonals do count

I also learned that the Vassal's pop must be <= 50% of those of the Master.

So I tried it out on your test game:
If you raise Hatty's population to 6, she won't vassal.

That's my problem. I don't have the population yet. Looks like I need to capture and keep some more cities and maybe lay off the whip. Maybe I'll run Serfdom instead?
Step 1) Verify you need an 8 tile border to trigger "Land Target" status with an AI.

We'll start with Polina's save (2nd one) since it is the easiest way to check. (Using a begging technique, the save would have to be reloaded after every beg :cringe:)
This will help us duplicate WastinTime's findings that 8 tiles is the trigger, water tiles don't count, and diagnal tiles do count.

With Power Ratio at 1.7 in the scoreboard thanks to the BUG mod, if "Land Target" status is active, Hatshepsut will Peace Vassal.
If "Land Target" is not active, Hatshepsut won't Peace Vassal. :)
Spoiler :





First, a smattering of different border configurations.
All of these result in Hatshepsut being willing to Peace Vassal (valid Land Target)
Spoiler :







Then we take away one city from that 3rd picture and suddenly Hatshepsut won't Peace Vassal (not a Land Target)
That means diagonals must count and that 8 tiles is the threshold.
Spoiler :



So far, so good.
WastinTime's conclusion of 8 border tiles with diagonals counting looks valid. :goodjob:

Now we will test the water tiles not counting.
In this test, we seemingly have 8 tiles of border touching on both sides, but Hatty won't Peace Vassal.
That means that water tiles don't count, again just like WastinTime said.
Spoiler :





Now we dig deeper. :whipped:
Does "Land Target" status require 8 land tiles of shared border on the human side?
The AI side?
Can a tile being touched on two sides count twice?
MORE TESTING!

In this test, the Human has 8 land tiles on the border and the AI has 7.
Hatshepsut refuses to Vassal, and that means all kinds of things.
1) The number of human land tiles the AI touches with their land tiles does not matter.
Hatshepsut is clearly touching 8 human land tiles and that isn't triggering Land Target status.
2) Hatshepsut's corner tile (#3) isn't counted twice. If it was, she would Peace Vassal.
Spoiler :




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Next, we switch things around with the Human having 7 land tiles on the border and the AI has 8.
Hatshepsut will Peace Vassal.
Spoiler :





Finally, we have 3 Human Land tiles touching 8 AI tiles along the border.
Hatshepsut will Peace Vassal.
Spoiler :





And to show that water tiles really don't count for this calculation, a slightly different configuation.
Hatshepsut won't Peace Vassal.
Spoiler :





That should clear up all the confusion. :D
Land Target - When a Civ is touching 8 neighbor's land tiles along their border with their own land tiles, the Neighbor Civ will consider them a valid LandTarget. (Diagonal is a valid direction for the purposes of touching. Water tiles don't count at all)

DanF also mentions in D6 that a Land Target must also have a city on the same continent as an AI's capital.
http://forums.civfanatics.com/showpost.php?p=7190899&postcount=84
So don't expect the Land Target techniques to work on an AI with a capital on an island somewhere unless you can plant your own city on that same island.

There are 5 places in Civ 4 where land target status comes into play as mentioned by Pollina. :thumbsup:
  • Being able to beg/demand for x3 amounts of :gold: or :science:
  • AI DOW calculations
  • Border Tensions negative diplo modifier
  • Peace Vassals and maybe Captitulation calculations?
  • Monopoly tech values for "We don't want to start trading that right now"
I'll try to work on this more later.
 
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Plot Culture is not too popular.
I'll add to it later.

On towards diplomacy!
Great. Can you include vassal mechanics in that section? Or is it so simple: 3 city captures, 40 more units killed and power ratio 1.5? If so, what do the resist capitulation (x/10) mean in the other guide know your enemies.
 
Great. Can you include vassal mechanics in that section? Or is it so simple: 3 city captures, 40 more units killed and power ratio 1.5? If so, what do the resist capitulation (x/10) mean in the other guide know your enemies.

I broke my teeth the last time I tried to write out exactly what it takes for an AI to capitulate. :lol:
I'll put it on the list sure.


A capitulation requires 40 war success, having more land/population than the target AI, and getting the AI power rating down far enough I think.


"Resist Capitulation" was a composite score combining two things.

1)How many turns before an AI would talk to the player after a DOW.
2)And how far the AI has to get below the average power rating of all the remaining civs in the world before they will give up.

Sitting Bull was a real hard case because he takes forever before he will speak and his Soldiers count has to be crushed down to very low levels compared to the world average before he will capitulate.

Good luck getting a vassal if they have a huge navy (hard-to-kill power rating boosters) or there are a lot of wimpy 1AI-civs left alive on the map making the "Average Power of the World" very low. :(

I need to test war success mechanic.
 
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