Frequently Asked Questions (FAQ)

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Brian: try saving several versions of the map alocating a starting pos to Player1 on each. This should really tell if there's a bug in it or not.
 
(1) This FAQ is awesome - I'd love to see Firaxis put a lot of it in their manuals

(2) In the Culture Flip Formula :

the full formula (this is from Sorenson, who is responsible for this programming):

P=[(F+T)*Cc*H*(Cte/Cty) - G]/D

where:
P = probability that it will flip this turn
F = # foreigners, with resistors counting double
T = # working tiles under foreign control

I recall the folks at Firaxis stating that the #foreigners, and the tiles under foreign control, refer SPECIFICALLY to the civ where the flip would be to, not just any civ. For example, if Japan has 6 of my 21 tiles in their control, or if I have 4 Japanese citizens in my city, these won't help the odds of a flip to Rome.

Does anyone know this for certain? If this is true, maybe we can adjust the formula in the FAQ to be more specific.
 
Well, on the flips theme, I think it works like this:
There's a chance for each city to flip to each culture:

So, f.example if a city has 5 russian pop and 8 of their city radius tile's in English territory, it has a chance to flip to Russia due to the pop AND another chance to flip to England due to tiles. They are calculated "on their own" so citizens do not count towards English flip and tiles do not count towards Russian flip.

I don't know if I'm making myself clear, so ask me if you don't understand it.
 
One FAQ entry in General Gameplay Questions section should probably be corrected:

I irrigated my grassland, and it's still producing only 2 food. Is this a bug?

In a despotism, production that is 3 or more gets cut down by one point. So if you have 2 food on a square you get both of it. If you then irrigate you have 3, which gets cut down by one so in the end you have 2 food.

squares withe extra food or floodplains (that never have production and cannot be mined) do not loose the bonus even in despotism


Are you sure that second part is true? I was under impression that despotism ALWAYS reduces tile production by 1 when it exceeds 2. Howewer, there ARE rare exceptions when irrigation is worthwhile, e.g. floodplains gives 3 food. Under despotism i'ts 2. But if the tile is irrigated, it's 3 + 1 = 4, despotism reduces this to 3. We still have bonus, only it's smaller than under more advanced government.
 
Gen: yes it always reduces it. But you still get the bonus, no matter in what gov you are. So if you have a tile that gives three food + 1 from bonus, it will NOT be 3 -1 and no bonus, but 3 +1 -1.......
 
My question is about "We love the King (President...)"- Day. What are the exact effects of this in the different forms of government?

-edit- Are the conditions for WLTKD the same as in Civ2: A city needs at least as many happy as content people and no unhappy ones. Are there any others? -end edit-

Also, what is the exact effect of a Golden Age? "Increased production" I have read, but how far is it increased or by what factor?

An acronym question: What does "MMOW" stand for? I read it often in Succession Games.

Thanks for your input, all of you.
 
Yes, declaring war hurts your reputation unless you do it in response to a multi turn (at least 2 turns of asking to leave IIRC) trespassing.
 
Question:

When you have "won" your game through domination, culture, histographic etc, you are presented with the option to carry on playing ("Lemme play a couple more turns!")

In this event, does your score stop increasing (a la Civ 2)?? Does the AI score stop increasing as well?
 
ainwood: it stops scoring, and you cannot build the spacveship anymore.

stalin006: declaring war doesn't lower the rep as such when done honorably, but it makes other civs wary.

heliogabalus:

GA: increased production means every tile that already produces 1 or more shield produces 1 more.

WLTKD: no unhappy, as many or more happy as content, size 6 required. Lowers corruption.
 
Shabbaman: in principle - yes. But the AI builds more culture buildings on higher levels because it builds them cheaper.
 
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