Quick Answers / 'Newbie' Questions

What's the deal with Gold and Silver mines? In my games, they seem to yield fewer hammers than regular mines do, despite the Civilopedia saying that they get a +1 hammer/+6 or +4 commerce bonus. Is this intended - and the Civilopedia merely wrong?

The +1 :hammers: +6 :commerce: or +1 :hammers: +4 :commerce: yield is instead of the normal +2 :hammers: yield. The yield mentioned for a special resource is always a replacement of the yield of the normal case except when the special yield is just an addition in different area.

So the copper, iron and coal yields of 3 :hammers: and the gold and silver yields are a replacement of the normal +2 :hammers: yield. However, in case of uranium the special :hammers: yield is exactly the same as the :hammers: yield in the normal case so it is not mentioned and just the extra commerce is mentioned. The uranium case is actual the only exception to the rule. I agree that the civilopedia is vague in that case.
 
The +1 :hammers: +6 :commerce: or +1 :hammers: +4 :commerce: yield is instead of the normal +2 :hammers: yield. The yield mentioned for a special resource is always a replacement of the yield of the normal case except when the special yield is just an addition in different area.

So the copper, iron and coal yields of 3 :hammers: and the gold and silver yields are a replacement of the normal +2 :hammers: yield. However, in case of uranium the special :hammers: yield is exactly the same as the :hammers: yield in the normal case so it is not mentioned and just the extra commerce is mentioned. The uranium case is actual the only exception to the rule. I agree that the civilopedia is vague in that case.

Thanks. I suppose that makes sense.

Annoyingly, in my current game, I was working 2 mines early on - one of them got the Tin event (+2 hammers for that mine) and subsequently Gold appeared there, reducing the hammer yield.

I know better than to :cry: about Gold popping up in my capital's BFC - but it would have been nice if it had popped up in my OTHER mine. ;)
 
Thanks. I suppose that makes sense.

Annoyingly, in my current game, I was working 2 mines early on - one of them got the Tin event (+2 hammers for that mine) and subsequently Gold appeared there, reducing the hammer yield.

I know better than to :cry: about Gold popping up in my capital's BFC - but it would have been nice if it had popped up in my OTHER mine. ;)

So was the tin actually removed or did the gold mine still get more hammers than a normal gold mine would have? I've never encountered such an event and don't know if tin and gold can exists on the same tile.
 
hi, i understand how culture works for individual cities... more or less, but how does it work with the slider on the main screen?

do the coins invested in the culture help expand all of the cities' boarders or does this just add to your 'points' total at the bottom right?

thanks a lot in advance
 
Yet another question. In BtS, where and how does one edit global warming? By edit, I mean either eliminate it entirely or actually tweak it to do my bidding. On Civ III Conquests, I had the idea of editing global warming to where it treats grassland as desert and made deserts, tundra, and plains into grasslands instead of making everything progress down (grasslands>plains>desert). So in short, wherever global warming struck, I got free grasslands. It was wonderful because it was like a helping hand and a bonus if global warming struck.

I don't much care if that can be done in BtS, but I definitely want to stop global warming now. I am playing a super giant map and before I eliminated all uranium (idiot computers were nuking each other 20+ times a turn), the global warming started hitting hard. I am in turn 430 and the world is hurting as far as decent land as about eight to ten squares a turn turn to desert. I am wanting to eliminate it entirely or possibly make it to where it does not effect grasslands and makes everything else grasslands (a cheat, I know, but a fun one).
 
hi, i understand how culture works for individual cities... more or less, but how does it work with the slider on the main screen?

do the coins invested in the culture help expand all of the cities' boarders or does this just add to your 'points' total at the bottom right?

thanks a lot in advance

If a city is generating 30 commerce per turn (from various sources like terrain improvements and trade) and the culture slider is at 10%, then in this city 3 commerce is converted into culture (and not gold, science or (in BTS) espionage points).

This base commerce yield is then added to the other base culture production like the culture from a temple or library and the culture produced by a wonder and specialists. After that, it is influenced by various culture multipliers like the +50% culture from a cathedral or the +100% from the free speech civic.

Yet another question. In BtS, where and how does one edit global warming? By edit, I mean either eliminate it entirely or actually tweak it to do my bidding. On Civ III Conquests, I had the idea of editing global warming to where it treats grassland as desert and made deserts, tundra, and plains into grasslands instead of making everything progress down (grasslands>plains>desert). So in short, wherever global warming struck, I got free grasslands. It was wonderful because it was like a helping hand and a bonus if global warming struck.

I don't much care if that can be done in BtS, but I definitely want to stop global warming now. I am playing a super giant map and before I eliminated all uranium (idiot computers were nuking each other 20+ times a turn), the global warming started hitting hard. I am in turn 430 and the world is hurting as far as decent land as about eight to ten squares a turn turn to desert. I am wanting to eliminate it entirely or possibly make it to where it does not effect grasslands and makes everything else grasslands (a cheat, I know, but a fun one).

In the file GlobalDefines.xml, 2 different values determine the elemental effects of global warming.
The value GLOBAL_WARMING_TERRAIN determines the type of terrain into which terrain is changed by global warming. The value GLOBAL_WARMING_PROB determines the rate at which terrain is changed. The default value is 20. Setting it at 0 would eliminate any form of global warming. Note that each version of the game has its own GlobalDefines.xml.

While it might be fun for one game to set global warming terrain to grassland, I don't think it would be that fun in the long run. But it is possible.

It's probably best to create a mini-mod out of this so that you keep the original game and can always play with your mini-mod whenever you want.
 
LTRFTP....

Firstly - I have the complete edition which does not come with a printed manual. Is anybody certain that a manual is included (as a PDF or whatever?). I've searched my entire hard drive and can't find anything, but I can hardly believe that they would have failed to include something so fundamental.

Secondly, the first of my questions - I don't quite understand improvements. Do all farms, cottages etc have to be connected by road to a city to make a difference? Or is that only resource tiles? Also, how do you 'improve' and improvement? Is that the only way to get hamlet >> town etc.? I thought it happened automatically over time.
 
Only resources need to be connected with roads. To get the benefit of cottages and farms and mines without resources (i.e. the :hammers: :food: :commerce:), you need to double click on the city and have a citizen "work" that tile, by clicking on it. A white circle will appear. Cottages>Hamlets>Villages>Towns grow ONLY if the city is working that tile.
 
In the file GlobalDefines.xml, 2 different values determine the elemental effects of global warming.
The value GLOBAL_WARMING_TERRAIN determines the type of terrain into which terrain is changed by global warming. The value GLOBAL_WARMING_PROB determines the rate at which terrain is changed. The default value is 20. Setting it at 0 would eliminate any form of global warming. Note that each version of the game has its own GlobalDefines.xml.

While it might be fun for one game to set global warming terrain to grassland, I don't think it would be that fun in the long run. But it is possible.

It's probably best to create a mini-mod out of this so that you keep the original game and can always play with your mini-mod whenever you want.
So I can change where it says:
<DefineName>GLOBAL_WARMING_TERRAIN</DefineName>
<DefineTextVal>TERRAIN_DESERT</DefineTextVal>

to
<DefineName>GLOBAL_WARMING_TERRAIN</DefineName>
<DefineTextVal>TERRAIN_GRASSLAND</DefineTextVal>
To get global warming to convert things to grassland instead? If not, what do I need to enter to key that, what "code" or whatnot does it recognize? In addition, if I edit the value in this, will it ignore grasslands and focus on deserts and other places or do I need to edit something else?

And, I know it would not be fun for everything and don't always do it, but in this case, the world is so old and so big that if I don't, it will become a major desert.

Another question: how does one eliminate access to an unit for all nations? I want to remove nukes both tactical and ICBM's but don't want to lose Attack Submarines by just eliminating all uranium like I did in this big map.
 
I figured that, but was not sure how? Do I just completely delete it from the code or would that screw things up? I am not looking to make it pretty and don't care if it is still in the tech trees or Civopedia, I just want it to where the computer does not just nuke themselves and the world into oblivion. I don't like playing games were everyone wipes each other out with nukes, I want to actually conquer using air, sea, and land and then have something worth the effort as result instead of a bunch of desert and glowing lands with cities that have no buildings or population.
 
So I can change where it says:
<DefineName>GLOBAL_WARMING_TERRAIN</DefineName>
<DefineTextVal>TERRAIN_DESERT</DefineTextVal>

to
<DefineName>GLOBAL_WARMING_TERRAIN</DefineName>
<DefineTextVal>TERRAIN_GRASSLAND</DefineTextVal>
To get global warming to convert things to grassland instead? If not, what do I need to enter to key that, what "code" or whatnot does it recognize? In addition, if I edit the value in this, will it ignore grasslands and focus on deserts and other places or do I need to edit something else?

You'd need to use the value TERRAIN_GRASS not TERRAIN_GRASSLAND for that.

I don't know how to change it so that it prioritizes desert over other terrain. It is probably possible, but it would require more difficult modding. I'm not an expert.

Another question: how does one eliminate access to an unit for all nations? I want to remove nukes both tactical and ICBM's but don't want to lose Attack Submarines by just eliminating all uranium like I did in this big map.

I have not done that before, but I'd do the following.

Go into the file CIV4UnitInfos.xml and delete the complete entries of the units UNITCLASS_TACTICAL_NUKE and UNITCLASS_ICBM.

If that leads to errors, I'd also remove the unit info from the file CIV4UnitClassInfos.xml. It also seems to be mentioned in the file CIV4CivilizationInfos.xml but it seems to be less important to remove it there. Probably removing the entry in CIV4UnitInfos.xml is enough to remove it completely from the game.

By the way, other ways of removal of the unit are probably also possible. For instance, changing the value of iMaxGlobalInstances or iMaxTeamInstances or iMaxPlayerInstances in the file CIV4UnitClassInfos.xml to 0 would probably also disable it for all intents and purposes. But I guess it would leave it visible in the tech tree for instance. It's a less 'clean' removal.

As said before, it's better to create a minimod out of it, then to just change the original files.
 
Why my diffuculty level is not changing, even though I change it? (in my CivFanatics profile) And how can I change my picture to one on hard drive?
 
LTRFTP....

Firstly - I have the complete edition which does not come with a printed manual. Is anybody certain that a manual is included (as a PDF or whatever?). I've searched my entire hard drive and can't find anything, but I can hardly believe that they would have failed to include something so fundamental.

Secondly, the first of my questions - I don't quite understand improvements. Do all farms, cottages etc have to be connected by road to a city to make a difference? Or is that only resource tiles? Also, how do you 'improve' and improvement? Is that the only way to get hamlet >> town etc.? I thought it happened automatically over time.

I'm not so sure of the value of the manual that DID come with mine. There is the CIVlopedia. You access that from withing the game. This forum is a good place for knowlege and info. As is the "War Academy": http://www.civfanatics.com/civ4/strategy/.

Sulla's walkthru is especially valuable:
http://forums.civfanatics.com/showthread.php?t=132711

You've asked a good question.

Farms and cottages DO NOT need to be connected by road to your city. However, some/most other improvements DO. For example, if you have a cornfield nearby - say 2 squares - you need to build a road to it. If it is NEXT TO your city, you do not.

One quick concept before I go on - the "fat cross". This area is the 20 squares that surround your city (this is the size of the FIRST expansion). You can only "work" the squares in your fat cross. When the city expands beyond the fat cross, you have access to the resourse, but not the hammers. (For example, if there are horses just outside your fat cross, you CAN build a pasture and have access to horses and build units based on horses, but there are benefits from working the pasture that you do not get - commerce, hammers, etc.

You have to WORK a cottage for it to grow to a town (and beyond). CIV automatically decides which to work without you doing anything. This may be what you want or maybe not. To change it, double click on the city name. The city detail screen will show circles around the squares worked. To change, click on the one you want to stop working and again on the one you want to work.

Hope all that helps.
 
Why my diffuculty level is not changing, even though I change it? (in my CivFanatics profile) And how can I change my picture to one on hard drive?
You're changing your regular civ4 difficulty level, not what you THINK you're changing. What you want changed is called your Title, and it goes up in difficulty levels as you make more posts. After 30 posts, and you have been registered for 30 days, you can upload your own Avatar (which is what that picture is called) under "Edit Avatar". At that point you can also make your title ANYTHING YOU WANT under "Edit Profile".
 
maybe someone can answer this for me; I was playing a game the other day and noticed that all my state religion buildings were giving me 2 :hammers: :hammers:. How can I replicate that?
 
maybe someone can answer this for me; I was playing a game the other day and noticed that all my state religion buildings were giving me 2 :hammers: :hammers:. How can I replicate that?

This occurs when the Apostolic Palace has been constructed and you are a full member. The Apostolic Palace religion is the state religion of the civilization which constructed the wonder at the time of construction of the wonder. You become a full member by using this religion as your state religion or by building the Apostolic Palace. If you defy resolutions, then you'll be demoted to a voting member until you accept a resolution. Note that the Apostolic Palace becomes obsolete in the late game when the civilization which built the wonder invents Mass Media.

There is a section about the Apostolic Palace (and UN) in the BTS concepts of the civilopedia.
 
i have an imac, and it comes THOUSANDS of maps and such things if i search for Civ, i want that civic state property picture, anyone know what it is named or where it is? please help:)
 
Hi mackan95. It sounds like you're talking about an avatar, the little picture below the username here on the CFC forums.

You need to have made 30 posts and been a member for 30 days to have an avatar. After you have reached those milestones, if you go to "My Account" here on the forums , you can set your avatar there.
 
WRONG! :splat:

[CORRECTION=scienide09]You can have an avatar at any time, if it is one of the provided avatars. Go to My Account (link at the top of every page) and clock Edit Avatar. There are tons of civ-related avatars. State Property is one of them. After 30 posts and 30 days, you can upload any image (with a reasonable size) as an avatar, under Edit Avatar in My Account.[/CORRECTION]


(And since you're new here, the [CORRECTION] thing was just a little forum humor. :lol:)
 
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