Frequently Asked Questions

Thanks a lot for the responses. :)

Wow, so the religious victory is quite hard then... especially on a map as large as I'm playing on. In fact, it may well only be feasible on the smaller map sizes. On huge maps, I'd imagine it would have to be coupled with a lot of conquest to bring down the numbers of "heathen" religions - but then you may as well just get a conquest (or domination) victory. ;)

Feel free to correct me if I'm wrong.

I've had it happen by accident a couple of times whilst going for conquest - the remaining civs in the world all followed AV as well. :P

The alternative to conquering is to open borders with everybody and spam disciples/priests.
 
Don't forget the inquisitor function. You can win a religious victory by:

1.Spamming your religion to everyone. Now, it won't have that large a percentage, because there are other religions.

2. Get your friends to adopt your religion.

3. Sending inquisitors to the other Civ's with open borders that are the same religion. The trick is to cast the inquisitor function simultaneously in all of the cities so by the time they are mad that you got rid of the other religions, you have already won!

3a. Have the inquisitors finish 'Purge the Unfaithful' to get rid of other religions in your empire.

I agree it will be pretty rare that you will win a religious victory when you couln't win some other way like conquest; however, I have found that I can end the game faster with it.

Best wishes,

breunor
 
Cool, I didn't realise that there are Inquisitor units. I'll have to check them out. :)
 
Cool, I didn't realise that there are Inquisitor units. I'll have to check them out. :)

Priest units have it as a promotion they can take - takes 3 turns to cast however.
 
And, I just noticed when you install a new patch you lose all the changes you made in the xml for game options and have to go back and do it again. :(

Set up your replacement Options file as a module and you won't ever have it overwritten by the main game patching. Just be careful to update it properly if there are any new options added to the game at any point.
 
please advise - this is the message i get when i start the game:
GFC Error: failed to initialize the primary control theme

i have installed the 3.17 - what has gone wrong?
craigruff
 
From the bug thread:
bug thread said:
System Issues:
1. "GFC error: failed to initialaize the primary control theme" error loading the mod. You will recieve this error if FfH isn't installed in the correct location (under Program Files\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword\Mods). If you don't have Civ4 installed to that location just make sure the FfH is installed in the same directory as Final Frontier, Age of Ice and the other mods that came with BtS. Also make sure you have installed the full mod and not just the patch.
 
Is this correct?

My Calabim have eight cities, all linked by roads, and all with the trade route icon showing. One city has an iron mine outside of it, with a road.

Only Bloodpets in that city give the option of upgrading to Moroi. Shouldn't this be available throughout their, erm, empire?

EDIT: In that same city, I can build Moroi, but not Frigates. Clearly, I'm overlooking something here, but what?
 
I was playing around and cast smoke on a tile. A bunch of turns later, and now three tiles are on fire, smoke is spreading, and some forests are now burnt stacks of timber. Whoops. Luckily, this was in the Clan of Embers' land, and I think Orcs are immune to the fires. Can anyone illuminate what smoke does, how it can be counteracted, and what impacts it may have on the terrain?
 
I was playing around and cast smoke on a tile. A bunch of turns later, and now three tiles are on fire, smoke is spreading, and some forests are now burnt stacks of timber. Whoops. Luckily, this was in the Clan of Embers' land, and I think Orcs are immune to the fires. Can anyone illuminate what smoke does, how it can be counteracted, and what impacts it may have on the terrain?

Smoke gives a -10% defence mod for units in the square. It gives a chance for the square to burst in flames. You can go with an arcane unit having Water I, and cast spring. This will remove any fires and smoke from surrounding tiles.

I hope this helps.

Edit: I do not recall a spell called smoke. I have assumed you are refering to blaze. The Fire I spell.
 
Is this correct?

My Calabim have eight cities, all linked by roads, and all with the trade route icon showing. One city has an iron mine outside of it, with a road.

Only Bloodpets in that city give the option of upgrading to Moroi. Shouldn't this be available throughout their, erm, empire?

EDIT: In that same city, I can build Moroi, but not Frigates. Clearly, I'm overlooking something here, but what?

Moroi require Training Yard not any metals. Like most units in the game there is no metal requirement they just gain weapon promotions if you have the metals and the tech that enable it as weapon (Bronze Working for Bronze, Iron Working for Iron). So you need to be close a city with Training Yard to be able to upgrade your Bloodpet to a Moroi.

Frigates require Iron, so you need Iron Working tech too hook the iron up.
 
Hi,

do someone know where I can get scenarios for FfH2?

regards
Gwydion
 
Hi,

do someone know where I can get scenarios for FfH2?

regards
Gwydion

They came in 0.40, so download that if you haven't already. :P

You can access them via the scenario button on the main menu, or using the in-game scenario button.
 
Two questions:

o A follow up to the Blaze issue above. A few turns later, the Illians cast The Deepening. The flames continue to spread: if tundra doesn't stop fires, what does? Other than ocean, is there any terrain smoke/fire won't spread to?

o I have a Nightwatch in a city from which I am launching a naval invastion. I cannot load the Nightwatch into a transport vessal. Why not?
 
Nothing but water will (if there is vegetation. But that is mandatory for fires to spread. So cutting fire blocking clearings into the woods will work, failproof ;). As will Adepts promoted to Water 1 using the Spring spell next to a burning / smoking tile)

You can't load the Nightwatch because its HN. To transport HN units you either need to declare Nationality or to build a HN Transport (read Privateer) which should be able to transport them (and only them).
 
Another fun one. Every unit I have has been damaged x% by Death damage. Additionally, every city is being impacted by Blight. There is nothing in the event log that indicates a worldspell was cast, and I can't find one that would do that kind of damage. The AC just hit 30: is that the cause?

If not, any ideas as to what is going on?
 
Another fun one. Every unit I have has been damaged x% by Death damage. Additionally, every city is being impacted by Blight. There is nothing in the event log that indicates a worldspell was cast, and I can't find one that would do that kind of damage. The AC just hit 30: is that the cause?

If not, any ideas as to what is going on?

You were struck by plague. A message should have popped up, informing you, in a most elegant and desciptive way, that you should have heed the previous warning...
 
You were struck by plague. A message should have popped up, informing you, in a most elegant and desciptive way, that you should have heed the previous warning...
I am playing hot seat multiplayer, so that may have impacted it, but I am 100% positive that no messages appeared for any of the three civs that I control. Just the endless list of damaged units, and the appearance of massive unhealthiness.

Searching around showed discussions of this elsewhere, it was just a shock not to have some sort of message pop up mocking my weakness and tragedy.
 
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