Funny Screenshots: Part Deux

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Has anyone seen invisible corn on desert before?
 

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Obviously it's a pre-requirement for crews manning your stealth destroyers.
 
Stealth destroyers!? How do I get those?
 
Poor guys are going to be bored out of there skulls for a few hundred years. (They spawned in the Caspian sea)

Spoiler :
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They were still a nuisance even though they were harmless. Every turn I would hear the "soldiers marching" sound bite over and over again.
 

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LOL, I didn't mean to offend. Do you have a trouble shooting thread? or perhaps a Q/A thread? Because I can't seem to find the answer ( and there were a couple of other confused peeps like me) in any related topic.
Should be relatively easy for the guilds. have the right tech, be in Guild civic, have the appropriate GP for the guild. Problem is, I can't even build the Master Servants guild to even start any other guild.
Don't get me wrong, the mod is one of my favorites, but it's just a wee bit frustrating when you can't find the answer to your questions.

TBH its been so long since i modmodded ROM, so I cant remember it all, but I do recall it had to be changed, coz there was only 1 resource spot left and my guilds used 3 different types of Guild Papers.

But in short :
Each Civilization can found 3 Guilds but only 1 from each Masterclass (Servants, Victualliers, Craftsmans)
(this is to avoid hogging where 1 civ gets em all, and to avoid a bug in worker AI, where Guild Masters will replace already spreaded Guilds)

To found a Guild you need the Master Guild HQ (Serv, Vict, Craft) built in a non government center city (i.e. No palace, Forbidden City, Versailles) coz each Master Guild HQ works as a gov center itself.

The Master Guild HQs provide each their own Guild Charter (resource) which is being used by the different guilds same way sids sushi uses rice f.ex.
(this is to prevent to Guilds of same Masterclass can be in the same city)

Then you need the right Great Person, and the building requirements for each specific Guild. F.ex. you will need a couple of Fishing Villages if you want to found Fishmongers Guild, or theatres if its Artist Guild or Butcheries if its Butchers Guild.


So... if you f.ex. wants to build Masons Guild, then you need to build MasterCraftsmans Guild in a non gov center city. Then you build at least 3 walls (on Large size map) and use an Great Engineer to found the Masons Guild HQ.


But... tbh I think it wasnt very finished in ROM, so if you want to give it a try I recommend my own mod (which is far more stable, less memory consuming and... slightly unfinished ;)) It plays well up until industrial.
 
OKkie dokie, will give it a try.
 
for me (strangely enough since I made em) I cant play without them anymore.
They represent a civ more than the civ itself (which is usually just a UU and UB) and give tons of flavour to civs. Its no longer "just" the egyptians, its the blacksmithing, artistic, mercer egyptians.

It also adds a new element of trading thats only "activated" after corporations in vanilla, where its not a 1:1 trade, but more supply/demand with multiple resources traded. And lastly it creates a new element for "peacetime" and for empire builders (non-warmongers).
 
for me (strangely enough since I made em) I cant play without them anymore.
They represent a civ more than the civ itself (which is usually just a UU and UB) and give tons of flavour to civs. Its no longer "just" the egyptians, its the blacksmithing, artistic, mercer egyptians.

It also adds a new element of trading thats only "activated" after corporations in vanilla, where its not a 1:1 trade, but more supply/demand with multiple resources traded. And lastly it creates a new element for "peacetime" and for empire builders (non-warmongers).

Actually ( tbh :sheepish: ), My youngest got the guilds to work in one of his games. He of course had to rub it in my face...Little snot. he knew I was getting frustrated by not being able to get any guilds up and running, so he had to have some fun at my expense. At least until I asked him how he managed to do it, and he of course didn't know. Talk about your lucky Civ fluke.

Appreciate your explaining it better for me. I really wanted to have fun with the Guilds, and now I have a chance to do so.
 
well, not to ... :deadhorse:

but these (not funny) screenies explain pretty much what I meant : It adds flavour and extra gameplay, but also defines civs.

On one side is Saladin, Hindu BUT his walls are made of the mightiest rocks (Mason), his people are boosted by his wise Apothecaries and his markets are booming of fruit and vegetables purchased by his Grocers.

On the other side is Sury. He too has a lot of Hindu citizen, but his people are Artistic, his Carpentry is world fameous and meat of all kinds hang side by side in his Butcheries.

Spoiler :
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And the same with the wealthy and wise Gilgamesh who makes the finest jewelries (Goldsmiths), scribe the finest scrolls and books (Scribes) and collect the finest luxuries (Mercers).

While the stout Germans with the eternal fire in their blacksmiths, their specially trained horses (Equestrians) and the smell of fish roams their cities (Fishmongers).

Spoiler :
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ps. (my screenies doesnt look very well on my computer, I hope they look better on yours. I had the problem when I first installed Vista, and fixed it somehow (Codec?) and now I have it again with Win7 (especially video looks bad :()
 

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I don't see the connection between the defining of civilizations and those screenshots, other then that the two civs each have different guilds.

same here - please explain
 
Yeah, lol, that just made things worse.

Here's the situation ( had the day off, lol): Huge map, epic spd, playing as USA Roosie). Going for the Carpenters Guild. Req's say I need the following; Guilds < w/active civic>, Machinery < got it>, 8 seige unit shops < built>, a GE < got 2 of those bad boys>, and a Crafts Guild Hall.
I've built a guild and a civil servants bdlg in my NON- govermental city, by y the info you've given me, I should be able to build the CGH in that city, yet I can't. Did some reading, and saw something about having the tech Jurisprudence, so I beelined that ( which made for some rather interesting border skirmishes with Rags and Boudica), and I am still unable to build the right guild.
So i'm a bit confused, lol. I have no problem admitting when I have an idiot moment ( or several), but when you follow all the available info, and still can't accomplish your goal, it gets a bit upsetting.
So if you have a dedicated thread, or a link to one ( or even PM me with the Idiots Guide to Guilds), I would very much appreciate it.
 
I don't see the connection between the defining of civilizations and those screenshots, other then that the two civs each have different guilds.

same here - please explain

Maybe its my english that is wrong, but what I meant is that the civs become unique. While religion spreads across borders and civ units and buildings are pretty much identical on both sides of the borders (I made ethnic diversified units, but in basic a Longbowman is a longbowman and a knight is a knight no matter who builds it, same with a library, harbor etc) and if you capture a city it becomes your civ. Sure there will be some foreign culture but that will magically disappear if you take the last city of that civ.
With Guilds, the civ is no longer just some culture and identical units/buildings, but it adds layers and depth.
F.ex. normally the Germans is defined(?) by having Panzers, Manufactoring Plants and grey color.
But with the Guilds he founded, he is also defined(?) as having horses that can travel faster on difficult terrain (Equestians Guild Hall gives free Mobility promo), Faster land unit production (+20% from Blacksmiths Guild Hall) and a fast growing population because of Fishmongers Guild.

If I was to capture all of the Germans, the cities would change to my Ethnic city layout, the buildings would be identical to mine, my culture would replace the german, and in reality only the name of the city would indicate it was once german.
With the guilds its easier to see what was once defined(?) as germans. You (I) would go "ah this used to be the fishy horsy blacksmithing germans land" ;)

Hope it explains it a bit better :D

Yeah, lol, that just made things worse.

Here's the situation ( had the day off, lol): Huge map, epic spd, playing as USA Roosie). Going for the Carpenters Guild. Req's say I need the following; Guilds < w/active civic>, Machinery < got it>, 8 seige unit shops < built>, a GE < got 2 of those bad boys>, and a Crafts Guild Hall.
I've built a guild and a civil servants bdlg in my NON- govermental city, by y the info you've given me, I should be able to build the CGH in that city, yet I can't. Did some reading, and saw something about having the tech Jurisprudence, so I beelined that ( which made for some rather interesting border skirmishes with Rags and Boudica), and I am still unable to build the right guild.
So i'm a bit confused, lol. I have no problem admitting when I have an idiot moment ( or several), but when you follow all the available info, and still can't accomplish your goal, it gets a bit upsetting.
So if you have a dedicated thread, or a link to one ( or even PM me with the Idiots Guide to Guilds), I would very much appreciate it.

I'll be back with links later. have a sick 1½ year old boy pulling my sleeve.
 
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