Civ4 pet peeves

I have always hated how your limited to 2 National Wonders per city but can have unlimited Great Wonders. So today I found the code in the XML and modified it to allow unlimited National Wonders in a city. (I set the number to the same as the amount of National Wonders in the game)
 
I remember wayyy back in Civ II, you could send a convoy of food to promote the growth of a super city and establish a +1/-1 food relationship between two cities permanently. Wish there was still something like this.
Agreed, though using caravans to rush a wonder was just a tad cheesy. Not entirely unrealistic though, I suppose.
The really big deserts like the Sahara and Gobi still are mostly wastelands, even to this day. It's not unrealistic IMO. Plus it realistically models the fact that a large country will have huge, sparsely populated expanses.
They can still be sparsely populated, but they should at least be able to eke out a mere bale of food or a single hammer of production. Even Libya irrigates its desert land. It has to get food from somewhere and unlike Egypt, it doesn't have the Nile with productive flood plains.
3) I'm not sure that this is really so unrealistic. Each tile in the game is something like 10,000 square KM. That's a huge area, and once an area that large has been cleared, assuming there is still human activity there, it's not going to grow back.
It is possible to reforest large tracts - Germany has done so with its bogs and unproductive farmland for example. Maybe it should take specialised workers (engineers) and several years. It's not a quick task in Civ3 either, but it is possible.

You can irrigate accross a desert tile adjacent to a city that in next to a fresh water source, such as an oasis.
Maybe you're thinking of flood plains? I haven't been able to irrigate any deserts, not even oases. Those produce 3 food anyway but still, you'd think you'd be able to irrigate an oasis at least. It's sitting on water after all.

The fact that 1 empire will go the religion tech route and discover more than 3 religions shouldn't be allowed, IMHO.
Probably not. I've exploited this myself and everyone loves me after I spread my religion all over them. You'd think they'd hate me. Also, how realistic is it that you should be able to see a foreign city's military strength just because it has a church of your religion? Guess the Civ4 folks didn't believe in separation of church and state :D. That would've allowed just about every country of medieval Europe to know the exact military strength of every other country.

As usual the balance is provided by the realism. Planting forests "might" be too good if an average worker could to it. But if some super-expensive modern worker were needed that you had to devote lots of food/hammers to make, then it becomes a strategic choice. That modern "Civil Engineer" if you will (Civ2 called them "Engineers") should also be able to irrigate deserts (greening deserts is a specialized skill) or mine or create roads in mountains (needed the "Explosives" tech in Civ2).
Agreed - the Civ2 land management was more realistic.
Even on huge maps I have never had much problem and load times are generally 5-10 second affairs
You must have a supermachine or something. That's about what it is in Civ3, but in Civ4, I'm waiting at least half a minute for a game on a standard map in the 1700s or so. It's not a top-of-the-line model but it's not ancient either. Judging from the graphics etc. between the two games, I don't see why there should be such a discrepancy.
The other objection is that no other enviromental factor is implemented. There's no little ice age during the 17th century, no extra mild age during the bronce age, no extra dry age around 900 - 1100 AD and so on. Landrising in the north have in reality changed the appearance of Viking land considerably since the Viking era, some of what is today prime land for agriculture was underwater just a thousand years ago. Big rivers like the nile have over the years created land where there once was ocean. Vulcanic activity have made huge impact on land from time to time. I could go on citing examples but the point is that if the climate changes and the land changes of the past 6000 years isn't reflected in the game why should we implement it for global warming?
Right, there's isostatic rebound, so landmasses covered by glaciers that melt aren't always going to be inundated by water. (The ice formerly weighing the crust down lets the land rise when the ice melts.) Ice ages and ice melting can also (and obviously did) happen without any global warming caused by human activity. Maybe the game should've implemented Milankovitch cycles etc. but most climate cycles like that are so long they might not even impact an average game.

But that reminds me of another thing - what happened to volcanoes? On one hand they could be a pain in Civ3 but could be fun too when they wasted someone else's city :D. And obviously there's some realism there (Pompeii etc.). They were one of the only tiles you couldn't work in Civ3, but at least you got a few hammers out of them (not sure if that makes a lot of sense unless there's a geothermal plant there or something, but I wasn't complaining about it :)).
I think it's funny that the OP is whinging about global warming being "broken" in Civ4 when it was just as broken in Civ3. Global warming caused tundra forest -> tundra, and there it would stop.
Where exactly was I "whinging" about it being "broken"? I said I never noticed it in Civ4 (maybe I have it off by default) - I never said I wanted it. I probably shouldn't even have mentioned it, since it has very little to do with my point. In this case, my point was it makes no sense to disallow forest planting.
I'm also unsure what their issue is with load times. I run a computer with only just the right specs for Civ4 and still get 5-10 sec load times in the late game. The only times I spend ages waiting for the AI to have their turns is when they get all trigger happy with the nukes. Either the OP has too many things running in the background, or he's running something rather ancient in digital terms (my comp is over 6 years old!)
Mine is at least to specs according to this. (I find it funny that a "minimum" spec machine listed there with 256kb of RAM would even run the game :D.) Dual-core 1.7Ghz 3GB RAM Windows XP SP2 32-bit. I'm not sure how you get 5-10 second load times late in the game. I doubt switching to a 64-bit machine would cut the times to a fraction of what they are now. I'm playing Warlords because I thought the spy system in BtS was stupid (got sick of getting sabotaged by puny civs every other turn) but there isn't a noticeable difference between vanilla Civ4, BtS or Warlords load times.
 
Yea, seriously with the specs; I doubt that's the problem. My comp isn't the best around, but I can still play Starcraft 2 multiplayer with medium high settings and the minimum system requirement for that is far greater that Civ IV's recommended. That rarely lags, except at the beginning. Civ IV manages to take 5-10 seconds per turn late game on medium low settings. WTH? Why does a 2005 single player tbs lag more than a 2010 RTS?
 
#1 was the reason I stopped playing Civ 4. I've just assumed that the people who play Civ 4 normally have some kind of super computers or something like that.

#2,3 these are not a problem with me. The fact that forests can't be planted is kinda cool, forest kinda gives you early growth, it's totally unrealistic of course, but a fun game mechanic.

My biggest problem with Civ 4, besides the technical ones, is tech trading. It's possible to get a tech from an AI civ that not all other civs have, and then just trade it around for profit. In fact it's possible to keep trading techs and keep up with the other AI in techs, even if you've fallen behind in research. This is bad, in Civ 1 there was a danger that you could fall behind in research if you didn't research enough. Why have research when you can just trade stuff around? The other thing I hate is that the AI is so stupid, it lets you walk around in it's territory with your stack of doom and it only attacks with a few units at a time, when it should be saving up units and attacking at the same time. Imagine you have 30 riflemen and 20 cannons and you enter the AI's land, he has 60 riflemen and 40 cannons, but they're distributed throughout his empire in 20 different cities, so all you have to do is take the cities one by one. What the AI should be doing is taking all of it's cannons and about 50 of it's riflemen and then applying collateral damage to your stack and then finishing it of with it's riflemen. I don't even think it should be that hard to make AI like that, although I have to admit that AI isn't my strong suit and I'm stuck on terrain generation... but that's a different topic, anyway my top 3 would be:

#1 It's too slow, I have to wait a minute every time I open a city screen late in the game!

#2 Tech trading, what good are my cottages when I could be just trading techs? This also makes the game somewhat unbalanced if there's one civ that's isolated on a continent of it's own. Tech trading can be turned of btw.

#3 Bad AI. http://www.youtube.com/watch?v=IJcuQQ1eWWI <-- I would be happy if the AI did whatever it needs to win, at least if I've already declared war! Why does the AI need to be limited? Why not use stack of doom against stack of doom? If you played against a human player and you were slowly walking in his culture with one movement per turn he would amass his units into an opposing SOD and attack you on his turn, that way you would suffer the collateral damage and he would win. That's not a too hard tactic, so I'm wondering if the Civ 4 AI purposely avoids countering a SOD with a SOD of it's own in order to "let the human win". "Let's kill the human player, hehehe... NOOOOOO, don't do it! He might ragequit and turn of the power of the computer if we did that, then what would happen to us? And what if we don't get a sequel because people are not having fun? We better let him take cities without attacking his SOD."
 
Re: planting forests ... IIRC, back in Civ3 there was a game balance / exploit issue. The human player could chop / replant / chop / replant ad infinitum, and it was considered an exploit. The workaround was that the game tracked the tile, and only let you chop for hammers/shields once. If you replanted, you were doing it for different reasons.

Re: impassable mountains ... Really? We can build a nuclear weapon, and a spaceship to Alpha Centauri, but we can't cross a mountain range, except fly over it? That's just a dumb game mechanic. How about allowing a railroad, but not a road? The rationale would be that mastery of coal and steam power also includes the explosives needed to make tunnels or blast artificial canyons. Of course, Civ2 actually had a tech advance called "Explosives"

What was that line from the movie "Armageddon"?
"Why do you do this job?" "The pay is good, the scenery changes, and I get to blow things up"
 
I used to think that the loading times in Civ IV were awefully long... until I played Civ V.
 
I agree that Civ V is terrible

I detest Civ V to the core, and this is just reason number one
 
#1 was the reason I stopped playing Civ 4. I've just assumed that the people who play Civ 4 normally have some kind of super computers or something like that.

#2,3 these are not a problem with me. The fact that forests can't be planted is kinda cool, forest kinda gives you early growth, it's totally unrealistic of course, but a fun game mechanic.

My biggest problem with Civ 4, besides the technical ones, is tech trading. It's possible to get a tech from an AI civ that not all other civs have, and then just trade it around for profit. In fact it's possible to keep trading techs and keep up with the other AI in techs, even if you've fallen behind in research. This is bad, in Civ 1 there was a danger that you could fall behind in research if you didn't research enough. Why have research when you can just trade stuff around? The other thing I hate is that the AI is so stupid, it lets you walk around in it's territory with your stack of doom and it only attacks with a few units at a time, when it should be saving up units and attacking at the same time. Imagine you have 30 riflemen and 20 cannons and you enter the AI's land, he has 60 riflemen and 40 cannons, but they're distributed throughout his empire in 20 different cities, so all you have to do is take the cities one by one. What the AI should be doing is taking all of it's cannons and about 50 of it's riflemen and then applying collateral damage to your stack and then finishing it of with it's riflemen. I don't even think it should be that hard to make AI like that, although I have to admit that AI isn't my strong suit and I'm stuck on terrain generation... but that's a different topic, anyway my top 3 would be:

#1 It's too slow, I have to wait a minute every time I open a city screen late in the game!

#2 Tech trading, what good are my cottages when I could be just trading techs? This also makes the game somewhat unbalanced if there's one civ that's isolated on a continent of it's own. Tech trading can be turned of btw.

#3 Bad AI. http://www.youtube.com/watch?v=IJcuQQ1eWWI <-- I would be happy if the AI did whatever it needs to win, at least if I've already declared war! Why does the AI need to be limited? Why not use stack of doom against stack of doom? If you played against a human player and you were slowly walking in his culture with one movement per turn he would amass his units into an opposing SOD and attack you on his turn, that way you would suffer the collateral damage and he would win. That's not a too hard tactic, so I'm wondering if the Civ 4 AI purposely avoids countering a SOD with a SOD of it's own in order to "let the human win". "Let's kill the human player, hehehe... NOOOOOO, don't do it! He might ragequit and turn of the power of the computer if we did that, then what would happen to us? And what if we don't get a sequel because people are not having fun? We better let him take cities without attacking his SOD."

#1 - I have an older computer and don't have this problem until late game. If it is a problem, you probably want to play a smaller map size.

A possible solution for tech trading is to turn on "No tech brokering". Also, quite often some AI's won't trade with you. I usually try to use my cottages to get ahead of the AI in tech - the game is so much easier if you are more advanced.

#3 I regularly see AI stacks that have to be dealt with, either by siege initiative or waiting on my own land. The complaint is valid, however, because often the stack composition often leaves something to be desired. A partial solution to the problem of the AI not being military enough would be to start a standard map game with Shaka, Monty, Nappy, Alex, Ragnar and Genghis Khan. You should start seeing stacks and an AI devoted to killing you. Or possibly turn up the difficulty level.
 
But late game is where it hurts the most with lag. It takes 2-3 minutes to finish the last 10 turns of a space win. Sometimes I just don't bother with modern warfare and play peacefully because it's too damned tedious to get the conquest win or w/e.

And this is just normal maps; I stopped playing Earth18 because that would be worse.

This stuff should not happen on normal maps...

Anyhow, it's pretty much confirmed that the game has a memory leak. So curse the programmers for not testing anything, and restart the program. :S
 
Anyone know how to Mod Civ 4 to make the peaks passable, have a tile value (a hammer), be worked, and able to have cities built on them?

ROM has mountaineering which makes them have tile values, I can't remember if you can improve them, and I think a more advanced tech allows city building.
 
ROM has mountaineering which makes them have tile values, I can't remember if you can improve them, and I think a more advanced tech allows city building.

I know but I am unable to download that particular Mod. I was wondering if anyone knew how I could Mod the XML in my game to make the peaks usable.
 
I know but I am unable to download that particular Mod. I was wondering if anyone knew how I could Mod the XML in my game to make the peaks usable.

TerrainInfo.xml file in Assets folder.

For goodness' sake, SAVE A COPY FIRST BEFORE YOU FIDDLE WITH IT!

You will see all the values there for peaks and sure. You can set it to anything you want, including Impassable or not and terrain value (mine is still impassible, but gives +2 shields).
 
Knights come unusually late in the Middle Ages, I've noticed. Also, I don't like how there is a separate technology for steam power and railroads, and how the railroad somehow allows you to build machine guns.
 
TerrainInfo.xml file in Assets folder.

For goodness' sake, SAVE A COPY FIRST BEFORE YOU FIDDLE WITH IT!

You will see all the values there for peaks and sure. You can set it to anything you want, including Impassable or not and terrain value (mine is still impassible, but gives +2 shields).

Saving a copy can still screw you.

The correct approach is to copy then paste the file into customassets, and make changes only to the pasted file in customassets. That way, you can undo changes by deleting customassets and still be able to play MP/etc.
 
Saving a copy can still screw you.

The correct approach is to copy then paste the file into customassets, and make changes only to the pasted file in customassets. That way, you can undo changes by deleting customassets and still be able to play MP/etc.

Why would that still screw you?
 
Why would that still screw you?

For some reason, the game will say you have different assets when attempting MP even if you precisely backed up and brought back the original file. Dunno, it's touchy. I recall having to reload over this.
 
For some reason, the game will say you have different assets when attempting MP even if you precisely backed up and brought back the original file. Dunno, it's touchy. I recall having to reload over this.

Oh that. That happens when you changed something in the file after the game has started. Do NOT change the files after the game has started or you are screwed. You will have to start a new game. This happens even in SP.
 
#1 - I have an older computer and don't have this problem until late game. If it is a problem, you probably want to play a smaller map size.

A partial solution to the problem of the AI not being military enough would be to start a standard map game with Shaka, Monty, Nappy, Alex, Ragnar and Genghis Khan. You should start seeing stacks and an AI devoted to killing you. Or possibly turn up the difficulty level.

I play on dual size maps, and I already play on deity (I never play civ on any other difficulty than the hardest, because a victory on a lower difficulty level wouldn't feel real). The AI can beat me, but only on some games. Like if I play an ancient start I often lose, but on an industrial start or later the AI is a pushover even at deity. This is because they don't handle the more advanced combat right. And I've seen let's plays on youtube where the AI has more advanced units and more units, but still fails at defending itself. Once when the AI attacked me, it was a deity game of course, he (Mao) attacked with several SOD, he sent them with a few turns between, but by the time the next stack came I had already healed up, much better would have been to send ALL of the units he had in one huge stack. Anyway, Mao teched real fast, I was soon dealing with infantry and tanks and I was left in the medieval times. I had to restart several times. Doing an early swordman rush worked pretty well, when I got redcoats they still had city raider promotions, a redcoat with city raider, that's cool stuff.
 
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