General discussions

AI now actually considers the utility of open borders. They will want to sign open borders with stronger, more advanced and more remote civs. Instead of a static decision tied to relations, it is now an actual calculation.
Thank you, I agree that the game is becoming more challenging against AI
 
I have some problems with fonts in this mod, Turkic and Scandinavian umlauts are not recognized correctly, where can I replace them with Latin letters?
Installing fonts into the system does not help, im using full Enlish version
CWRR1.png
 
That's a common problem with Civ 4 when OS has a Cyrillic (or any other non-default) code page - I ran into it myself. You cannot easily replace the characters, as from code standpoint those are an absolutely unrelated character. TBH, I usually just ignore this, but I had good results with locale emulators (like this one: https://github.com/xupefei/Locale-Emulator) set to Western codepage.
 
That's a common problem with Civ 4 when OS has a Cyrillic (or any other non-default) code page - I ran into it myself. You cannot easily replace the characters, as from code standpoint those are an absolutely unrelated character. TBH, I usually just ignore this, but I had good results with locale emulators (like this one: https://github.com/xupefei/Locale-Emulator) set to Western codepage.
I mean, in the text files of the mod to make a manual replacement, is it impossible?
 
Let me just say that I really love this mod ! It's my long time favorite mod of all times for Civ 4 ^^ ! I uh... got a small question , hope this is the right place for asking ;)

I am trying to make pandemic/health wonders (those that look like a statue with a syringe) invisible. I wish them invisible like the ministries ;) What's the best way to do that ?

I've also noticed that building many ministries , great people science projects (like "the elements" for example) and great artists art (I usually build them all in one place) visually shrink cities and they look smaller - is there any way to avoid that visual shrinking due to many "invisible" projects and ministries ?
 
I am trying to make pandemic/health wonders (those that look like a statue with a syringe) invisible. I wish them invisible like the ministries ;) What's the best way to do that ?

What you need is CIV4ArtDefines_Building.xml. Search and replace all LSYSTEM_CANCER entries with NONE.

I've also noticed that building many ministries , great people science projects (like "the elements" for example) and great artists art (I usually build them all in one place) visually shrink cities and they look smaller - is there any way to avoid that visual shrinking due to many "invisible" projects and ministries ?

Not really; from the engine's perspective, "no building shown" is still a building, so the amount of generic buildings is reduced accordingly. If a building is present in a city, it has to be displayed, even if through its absence.
 
What you need is CIV4ArtDefines_Building.xml. Search and replace all LSYSTEM_CANCER entries with NONE.



Not really; from the engine's perspective, "no building shown" is still a building, so the amount of generic buildings is reduced accordingly. If a building is present in a city, it has to be displayed, even if through its absence.

Great answer ! Thanks ! I did exactly that ;) Instead of "L_SYSTEM" equals CANCER I've put NONE and it worked ! ;) Here's a suggestion : You go on ahead and do it as default in Your next release ;) I am sure there's a lot of people like me building this health wonders in one place and I am sure they do not like to look upon a city like it's made of syringes xD ;)

Though as You have already said it must be an engine issue because my Capitol due to many "invisible" buildings despise it's population being 20 looks like population being 6 - I imagine there is no way to make "building" being not a building but maybe there can be a way to simulate that : I know how it can be done : making ministry, sciences, and such look like generic buildings - I imagine this is a herculean work ...... This is just a minor though, I am still using my imagination that my Capitol is grand ! xD
 
Can someone please confirm that keeping a spy and/or military units on a tile helps thwarting enemy spies destroying improvements in RI as well?
 
Are spies actually able to destroy terrain improvements? That's new to me.
It is the first mission listed in the spy (RI) Civilopedia entry ;) Not that I read all of Civilopedia, but it has been done both to me and by me, more effective when used against me as I try to minimize the number of workers I have.
 
I just got an idea on how the mod can be made more realistic. I'm not sure it can be modded however.
One of the issues that breaks realism considerably is the compensation in gold one gets for failing to build a world wonder first. I actually abuse it very often for getting gold from hammers when I have the resources that boost the wonder construction rate. Where does this gold come from after a nation invests itself in expensive construction and expands resources on it? A way better compensation would be the ability to complete the construction, but get a second-rate wonder as a national wonder with much reduced/eliminated culture and GPP bonus and limited other benefits. In the case of the Great Wall, for example, this would mean no culture and GP points and only 50% bonus to GG points gain within cultural borders. I'm not sure, however, if there would be any way to prevent players from building wonders for 1 turn and relegating them to the bottom of the queue just to guarantee the ability to construct the second-rate wonder this way. One can go further and make all great wonders available as second-rate national wonders for everyone after they are completed, but this would result in a truly big number of national wonders.
 
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What are some of the main strats/concepts to keep in mind when trying to break into Titan/Diety gameplay? Struggling to survive on Huge maps since the AI takes so much less penalty from REXing than the player while also feeling like i'm almost completely at the mercy of geography and resource spawning to stay alive much less somewhat competitive. I even had to start adding the lots player bonus resources to my totestra gens just to save myself from an extra half dozen starting rolls lmao -- though honestly, I haven't noticed that much of an improvement between none and lots anyways. My takeaway so far is just play Nguni/America and keep rerolling until you get a BFC with a bunch of livestock and go from there. Honorable mentions to Christian IV Scandinavia/Parmeswara of Austronesia in being good off a nice sea tile start. Anyone that needs specific tile types (and to a lesser degree specific resources not cattle) are far less viable because of scaling and/or rerolling issues

and sidenote, what is gold trading even used for besides tribute/begging now? It's probably good that you can't farm the AI nearly as hard for gold but still vaguely frustrating to be blocked from selling resources/cities for lump sums
 
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I just got an idea on how the mod can be made more realistic. I'm not sure it can be modded however.
One of the issues that breaks realism considerably is the compensation in gold one gets for failing to build a world wonder first. I actually abuse it very often for getting gold from hammers when I have the resources that boost the wonder construction rate. Where does this gold come from after a nation invests itself in expensive construction and expands resources on it? A way better compensation would be the ability to complete the construction, but get a second-rate wonder as a national wonder with much reduced/eliminated culture and GPP bonus and limited other benefits. In the case of the Great Wall, for example, this would mean no culture and GP points and only 50% bonus to GG points gain within cultural borders. I'm not sure, however, if there would be any way to prevent players from building wonders for 1 turn and relegating them to the bottom of the queue just to guarantee the ability to construct the second-rate wonder this way. One can go further and make all great wonders available as second-rate national wonders for everyone after they are completed, but this would result in a truly big number of national wonders.

It's an ok idea seems a bit convoluted though, getting gold from a building being destroyed makes more sense.
 
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