strategyonly
C2C Supreme Commander
HORSES, Sheep, Pigs, Cows, Deer etc
I have included a way to include these animals in "YOUR" game (as bonuses), check out my signature in NWA, beta1.
HORSES, Sheep, Pigs, Cows, Deer etc
http://forums.civfanatics.com/showthread.php?t=360868
^ This problem is happening again in 1.73, and around the exact same time as well. This time, 1763 AD
Is the field hospital still in AND? I take it you're in early industrialism/late renaissance when this happens, right? Check to see if anyone has built the field hospital.
I've played well into the modern age when I install without the health buildings. I'm avoiding any possibility of getting the field hospital, as it was reported as a possible culprit in that particular crash.
Hmm. Got a CTD/freeze problem. Seems a bit like the invalid one mentioned in the bug tracker. End of turn, hit enter and everything but the mouse and music freezes (no scrolling). Task manager says Civ IV not responding, and then the Civ iv has stopped working thing comes up. Does repeat on load and retry.
Running 1.70, custom install (but most likely close to standard). Large map, 15 civs. After some revolutions and wiping outs the number is still something like that. I'm in the Nationalism, Economy etc era, other civs lagging far behind.
Several questions before I go through the hole shebang and start logs (which I seem not to fully understand how to do), uploading saves etc.
1. Is this a known bug?
2. If so, is there a known solution?
3. Will upgrading to 1.72 break my savegame?
4. If not, could that solve it?
Thank you for making civ iv the most exiting thing in the world, by the way.
With regards to electricity: game balance, more than anything else. It's all very unintuitive.
Well, It also is intuitive, in my mind. Windmill before they now were used to grind wheat and stuff, though now it is used to produce electricity, hence no food bonus. It comes a little earl though. Electric windmill aren't exactly old.
<shakes head> Counter-intuitive to me - in that electricity made windmills obsolete, so the things should either disappear, or stay the same but be replaceable by modern farms or something. Yes, we do use windmills today to generate electricity, but the installations tend to be on already-purposed land (such as farmland). In the past, windmills (and watermills) were used to run milling systems of various types, including gristmills (which is where the food bonus obviously comes from). In truth, a windmill/watermill should have more hammers/commerce, as they were the primary form of mechanical power for hundreds of years. The industrial revolution started on water power, after all.
And if you've payed attention to wind-generating technology, you'll know that there are any number of problems relying on wind for power, which means utilities cannot replace generating capacity with windmills, but only supplement when the wind is blowing. As an aside, guess what happens to wind during winter when things get cold? Has to do with physics, and how much energy a gas will (or will not) have depending on temperature.
Now my tired self needs to sleep, because I can see my English has truly broken down.
Interesting stuff here. Not exactly against what I wrote though. I did agree on the fact that the change is a little early, like I wrote. Though you can't seriously say that those windmills are the standard in post industrial countries today. It's all about the most normal, not that it isn't used at all. Still, this is probably the wrong forum for such a discussion, so I won't answer any more posts relating to it (unless it's moved).
On the same note but more about the game. You say its about balance. But I can't seriously see removing a yield from the windmill can be a balance. In my opinion, the suck to much to be bothered with, and I only build one or two to please that bloody blue-blinking thing. Isn't it better to leace food and commerce to farms and towns and leave the hills for production. Especially with all the extra production gained from shaft mines and roads.
SO basic question: In what conditions is the windmill a wise choice to build?
Interesting stuff here. Not exactly against what I wrote though. I did agree on the fact that the change is a little early, like I wrote. Though you can't seriously say that those windmills are the standard in post industrial countries today. It's all about the most normal, not that it isn't used at all. Still, this is probably the wrong forum for such a discussion, so I won't answer any more posts relating to it (unless it's moved).
Just a silly question for those who know how, how would I disable the Field Hospital without disabling anything else, this would solve my game hang's I think?
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