Lennier
Emperor
"Play Time 481:42:22".
What an appropriate forum name.There were times when I forgot to close the game and went to bed, or just left it open during a break, etc.
so that's a little exaggerated.
"Play Time 481:42:22".
What an appropriate forum name.There were times when I forgot to close the game and went to bed, or just left it open during a break, etc.
so that's a little exaggerated.
Kait, what are the main differences you see with your new system? I’m still running now Hewlett-Packard notebook from 2010…
Wow. Thx for that link. I might try that on a longer game.Civ 4 seems only modestly faster on a top-tier computer compared to an older one.
Not sure why.
The main difference is Mapfinder.
It slows down hard past 150 maps on Huge, but with the new computer sometimes it can go all night generating maps as I sleep.
Or the game crashes or freezes.
I was hoping for a huge improvement, but it didn't happen.
At least it seems that way to me.
Old computer was an early generation i5, new is Ryzen 7.
**Edit**
Right, Civ 4 has memory issues.
How to play civ 4 on windows 10
Hello I wanted to start playing a little civ 4 again. Last time I played was a couple of years ago. But this time when I try to play the game it just won't launch. I did install it but I had some troubles installing it as well. Is there any way to play civ 4 on Windows 10?forums.civfanatics.com
So, your maps get more raw resources, but because it's Huge, you get less hammers, rt?around 50 per turn for Mining Inc. resources, but WastinTime got 57
So, your maps get more raw resources, but because it's Huge, you get less hammers, rt?
Between that and the increase beakers per tech on Huge, travel distance, etc. it's hard to imagine that lower distance maint. on Huge makes up for all that. I'm sure I'm forgetting other Large vs Huge pros/cons.
Good Luck!
Not coded to take advantage of fancy new features, doesn't know there's more memory available etc etc.Civ 4 seems only modestly faster on a top-tier computer compared to an older one.
Not sure why.
Yeah. To be more precise, modern computers are only slightly faster than those of 20 years ago. The difference is that today's computers are much more compact and cheaper. They also have far more memory, multiple cores and infinitely superior graphics. Today's machines can do four to eight things at once on multiple cores.Not coded to take advantage of fancy new features, doesn't know there's more memory available etc etc.
I guess that explains why I can still use my HP Pavilion notebook from 2010 for CIV. My only real problem is larger Maps. .Yeah. To be more precise, modern computers are only slightly faster than those of 20 years ago. The difference is that today's computers are much more compact and cheaper. They also have far more memory, multiple cores and infinitely superior graphics. Today's machines can do four to eight things at once on multiple cores.
Civ IV only uses one of those cores. That's all there was at the time. That's the main reason. Also, as I recall, it won't use more than 512MB of memory due to some OS restriction of the time. Today the limit is 3GB. More memory would be useful for very large maps.
I love marathon, obviously the pace is much slower (tech rates, buildings etc) but as the movement rules are unchanged you have a bigger window for using troops etc.I can't be bothered learning how marathon works lol, is it that much different from normal
Is there anyway to expedite a cease-fire with Washington?It is so difficult to plan around Mining Inc., Kremlin, STRIKE, Sushi, and Assembly Line even though I know the ideal order thanks to WT.
I was inching my way forward, but Germany peace vassaled to Washington and now I'm at war with the most powerful AI civ left that can actually hurt me.
His chariot could have scuttled my undefended city full of chops for Kremlin, but he captured a worker instead that I dumped by boat to road to Carthage.
SO CLOSE to infinite disaster @_@
Will find out how much he can hurt me in the next 6 or 7 turns.
Neeed lots of drafting.
Might spend 400 to upgrade a unit to Machine Gun.
Washington's main army is 4W1S of Marseilles, while my main armies are to his west near Frederick's captured capital.
I'll try to defend in the east and attack Washington's west while ignoring Germany's last few cities for a while.
Some civs with vassals will capitulate with 40 war success like Gandhi and Ramesses, but Saladin won't for some reason.
I'll just kill his whole civ off I think and free his 3 vassals directly.
Kind of stuck trying to figure out how to pay for executive spread during STRIKE.
Some combination of overflow gold and embezzling gold with AI to steal back a piece at a time.
Need more wonderbread.
Went ahead and got free Railroad on T263. (870BC)
Don't really need Q's for strike bait if I can make a bunch of Scouts and Workboats.
Huge map continues to feel like it's a bit too big.
Islands with coal or iron I think I'll control directly.
Any with copper or silver can be one of my vassals that I trade for later since the price is so high.
Only the first demand is guaranteed?
Don't want a war deep into Strike.
Is there anyway to expedite a cease-fire with Washington?
Kind of stuck trying to figure out how to pay for executive spread during STRIKE.
Some combination of overflow gold and embezzling gold with AI to steal back a piece at a time.
Need more wonderbread.
The information is valid and is supported by testing and XML-inspection, although it depends upon one's definition of the words "Cultural Building." Let's come up with a better term, that of "Buildings which cannot be Captured."
Shorter answer: Unless you have some City Culture in the City in which Moai Statues exist, which you get from ending a turn when owning a City in which you are earning Culture in the City, or from a Spy's Spread Culture Mission, you will have a 0% chance of retaining Moai Statues upon City capture. If you have enough City Culture in the captured City relative to the current owner of the City to be able to capture the City with 0 turns of City Revolt, you will keep Moai Statues (assuming that you don't have Moai Statues in another City). Otherwise, it's a dice roll chance of keeping Moai Statues upon City capture out of the percentage of the amount City Culture that you have in the City relative to the amount of City Culture that the current owner has in the City.
Longer answer:
Buildings which cannot be Captured:
A] Monument (assuming that you do not own Stonehenge, in which case it's not actually the Building surviving but a free fake Building appearing which will disappear upon losing Stonehenge or upon obsoleting Stonehenge)
B] Library
C] University
D] Theatre
E] Temple
F] Monastery
G] Cathedral
Note that this list includes Unique Buildings of the same type. Since a Monument cannot be captured, the Egyptian Obelisk, the Ethiopian Stele, and the Native American Totem Pole also cannot be captured.
All other Buildings have the potential to be captured.
Note that you can verify this info for yourself by looking in the XML:
{Civ 4 Installation}\Beyond the Sword\Assets\XML\BuildingsCIV4BuildingInfos.xml
In that file, a value of:
<bNeverCapture>1</bNeverCapture>
means that a Building cannot be captured. However, these Buildings will still survive a Culture Flip and will survive when a City is gifted. I assume that these Buildings will also survive when a City is assigned via The Apostolic Palace, but I don't have much experience with that case, so I cannot say with 100% certainty.
As for other types of Buildings, the percentage chance of a Building being captured is the combination of the <iConquestProb> value (found in the same XML file) and your City Culture percentage for the City, which, from what I can tell, only matters as the percentage of the amount of City Culture that you have in the City relative to the amount of City Culture that the current owner of the City has in the City, ignoring City Culture from other past owners of the City.
Culture is a bit tricky as there are both City Culture and plot Culture.
From my understanding of the two:
A] City Culture comes from you owning the City at the end of a turn and the City gaining Culture at the end of your turn
B] Plot Culture also accumulates when you earn City Culture, but it generally accumulates at a greater rate, since you get a bonus 20 plot Culture in the City Centre square at the end of each turn for every amount of Cultural Border expansions that your City has undergone. I.e. If you have a Monument and a Palace and are making 3 City Culture per turn, but your Cultural Borders have expanded twice due to you reaching 100 Culture on Normal Game Speed, you'll earn 3 City Culture and 3 + 2 * 20 = 3 + 40 = 43 plot Culture
C] In the Beyond the Sword expansion, a Great Artist Culture Bomb (aka a Great Work) that was bombed from another nearby City will not increase the City Culture of Cities within range of the Culture Bomb (although it will obviously increase the City Culture in the City in which you performed the Culture Bomb, as it's City Culture that is used for the Legendary City level that we attempt to achieve in 3 Cities in a Cultural Victory). Put another way: A Culture Bomb in BtS will not help you to reduce the amount of City Revolt upon City capture of nearby AI Cities that were affected by the Culture Bomb. This fact means that Culture Bombing in BtS does not help to increase the odds of capturing Buildings in nearby AI Cities. Although I haven't tested to be certain, I think that this behaviour was a change from Warlords and Vanilla, since Culture Bombs were much more powerful there, likely because Culture Bombs there affected both plot Culture and City Culture
D] In BtS, a Spy's Spread Culture Mission will affect City Culture (I'm not sure whether or not it also affects plot Culture). This fact means that the Spread Culture Mission is BtS' (likely, but not confirmed with testing) answer to the Vanilla/Warlords Culture Bomb, in that it will reduce the amount of City Revolt upon City capture
E] What we see when hovering our mouse over top of a City in the main game view and when looking at the City Nationality bar at the bottom left of the City screen is plot Culture
F] Below the City Nationality bar is a Culture bar, which indicates your City Culture in the City
G] Only the current owner of the City has their City Culture shown in the City screen, so you'll have to perform the math yourself in order to figure out the percentage of City Culture that you own in a given City, since the game doesn't display this information
Some general rules:
i. World Wonders have <iConquestProb>100</iConquestProb>, so they will survive a City Revolt
ii. Great-People-built Buildings, such as Academies, Holy Shrines, and Military Academies, have <iConquestProb>100</iConquestProb>, so they will survive a City Revolt
iii. Many Buildings have a <iConquestProb>0</iConquestProb> value, including Moai Statues, which means that if the City goes into City Revolt upon capture and you have no City Culture in the City, that Building will get destroyed
iv. Some Buildings have a value greater than 0 but less than 100, such as Granaries and Terraces with <iConquestProb>66</iConquestProb>, so if the City goes into City Revolt, the Building has a chance to survive
v. If the City does not go into City Revolt when the City gets captured, due to your Cultural dominance in terms of City Culture (plot Culture does not matter), all Buildings which are NOT in the "Buildings which cannot be Captured" list are eligible to survive
vi. If the City does go into City Revolt when a City gets captured, the percentage of the Building surviving can be greater than its <iConquestProb> value (up to a maximum of 100) if you have some City Culture in the City. The greater the amount of your City Culture in the City relative to the amount of the City Culture belonging to the current owner of the City (i.e. the current owner just before you captured the City), the greater the chance that Buildings with an <iConquestProb> below 100 will have of surviving. From my understanding, you'll be able to push Granaries/Terraces up to a 100% chance of survive, and other Buildings with a <iConquestProb> value of 0 will have a chance to survive based on a dice roll relative to your City Culture percentage (not plot Culture percentage) in the City
In testing, I have seen some interesting things:
a) Captured World Wonders that you did not build do not produce Culture for your Civ, which most of us know and makes sense, since the conqueror didn't actually erect the World Wonder. That's not the interesting part, but is the basis for why some other items are interesting
b) Most captured National Wonders that you did not build do produce Culture if they survive through the capturing of the City, but Moai Statues built by another player does not produce Culture for you, perhaps due to it being added in the Warlords expansion by a different programmer than were the original National Wonders. If you built Moai Statues and recapture it, you will get its Culture. Other than the Moai Statues exception, think of it as the National Wonder switching its national identity, but a World Wonder retaining its original national identity
c) Captured National Wonders that you did not build which retain their Culture (examples include the Heroic Epic, the National Epic, and the Globe Theatre) will retain their "doubled Culture" value if they have existed for 1000 years
d) Captured Castles that you did not build retain their +1 Culture
e) National Wonders can be captured regardless of whether you meet the pre-requisites for building those National Wonders. For example, I was able to capture the Globe Theatre with 0 Theatres in my empire, and the normal pre-requisite is 4 Theatres for Duel maps, then scaled up for map size, and set to 1 for a One-City Challenge game
But wait! How can you spread corps without money?
Trade tech for gold? yea, but No
The size 1 population AI civs I left alive are likely at 0 trade gold even if they have money in the bank. So this may work for the game you have planned, but not my game.
Wait to start STRIKE until after corp spreads are done? yea, but No
I'll probably wait til Mining is spread (need to do math again), but if I can get 100 seafood, expenses are going to be through the roof once sushi starts going around.
I'll need something like 300gpt (update: exactly 250gpt) to spread 5 corps per turn.
Fortunately, there is not just one, but at least four ways to get money:
1. Wonder Bread. failgold still comes in after your bank acct was debited -20,000 (or whatever) and reset to 0.
2. Whipping extra execs. aka Exec failgold.
Note, you can't just put OF hammers into an exec to get failgold because any attempt to do that means you're not completing the full 5 execs per turn. The only way to do #2 is whipping them from 0h.
2b. Technically missionary failgold is an option, but not in my game. I'm not running OrgRel. (update: circumstances allowed me to run OrgRel after all. I'll use this method some.)
3. Whipping small units. Like a 59/60 workboat. After factory/power, if you whip that, you get +180h. With say, 50 organic hammers, you be putting 59+180+50 = 289h* in.
That results in a workboat + 60h overflow + 169
And do we have a use for that workboat. Yes! I like the sound of this option.
* note: even more with Kremlin added. Whips are 270!
4. Hot Tip
You'll never generate exactly the amt of gold you need that turn (without being/going insane). Give any extra to the 1-city AI you left scattered around the resource-less ice islands. They won't have anything to spend it on. They're like little banks. To make a withdrawl:
Steal gold from the AI using your passive EPs (from Palace and some AI built courthouses--possibly spy specialists but those take away from )
When playing 'normal' (non-strike) and having 100 courthouses, this idea worked well, but I don't have the EPs to steal 300 gpt if I skip courthouses. Depending on when I start strike, it might make sense for the first 50 cities to have a ch. If mining inc alone means that a 360h courthouse gives back 50gpt, then it only takes ~7 turns to pay for itself.
So what will I do this game?
I'm just figuring that out now while I'm typing this. Seems like a mistake to be running slavery instead of caste (scientists and +1 workshops), so that goes against my favorite, #3, whip workboats.
exec failgold means slavery the whole time. All the gold is flushed each turn
Wonder Bread needs slavery, but only for a brief time. Then you have to go several turns storing it in a wonder, then build that wonder. Now you have a huge bomb that needs to be spent this turn or hidden from the IRS in foreign 'banks'.
So Wonder Bread isn't quite obsolete. Doing this and stealing money back looks like the only way to stay in caste most of the time.
But I really like the workboats. Of course!
Just like I save whip overflows to be put into wonder failgold, I can save over-whipped workboats. Then build research and only produce 2 workboats per turn for ~320 per turn. I think that's it. One drawback is that I need the workboats earlier and they need to travel before I get my sushi resources. I'll either have to slowly gather the final seafood or just build workboats and burn them.
I assume you've read my writeup on this specific topic under 'End game Strike Strategy'? Maybe you haven't reviewed it lately . Seems my conclusion was 2 over-whipped workboats produce 320 gpt. Covering 5 spreads per turn.
here's a link to the full post
Here's the relevant section...