Questions & Answers

I downloaded this mod and I can acess it. However, when I try to play a game, an in-game pop-up says "You have been defeated!" even though I haven't had a chance to play! Anyone know what to do? Oh, and I'm using Civilization 4: Gold, if that has anything to do with it.
 
What do you mean by BTS? I know it can stand for Beyond the Sword, but I don't have that.
 
I am sure this was addressed somewhere, but I can't find it... Namely -- any way to make tribal villages appear at random places?
 
if i have the current 3.17 mod does that include the most recent version of rfc?
 
Since I've NEVER used the Mongolian UP with all my previous games (succession games included), can somebody please explain to me how the Mongolia UP works? So I raze a city, and within the ?4x4 square smaller cities are supposed to surrender if I approach them the next turn. So does that mean:

1. I can't approach those cities in the same move that I raze the city (i.e. I can't scout ahead)
2. If the cities I approach aren't smaller than the one I raze RIGHT at the move I razed it, then they won't surrender
3. Capitals never surrender
4. The surrender actually happens at the THIRD move, i.e. 1. raze, 2. approach, 3. surrender/flip
5. What does approach mean, does it mean my units need to be right next to the city, or can I just see the city (i.e. 2 squares away)
6. How does 4x4 work anyway (4N/4S/4E/4W or just 5x5 including the square of the city that was razed)? 4x4 just doesn't make any sense if you include the square of the city that was razed
7. The UP won't work on independents (since they are not in the same "state," at least for those cities that don't have contiguous borders)--kinda unfair to say the least, since rumor should travel fast whether you're indy or not that your neighbor was razed

I really need to understand this before I start my conquering with tanks.

BTW, can the Mongolians get an advantage so that their stability doesn't go down if they raze cities? It's only fair to their image of being conquerors and not having any qualms of destroying other civs.
 
Since RFC is a mod, does that have any effect on the built-in random events of BtS? Does RFC still use those random events, replace them totally with specific RFC ones, or just add on some of its own to the BtS random events?
 
6. How does 4x4 work anyway (4N/4S/4E/4W or just 5x5 including the square of the city that was razed)? 4x4 just doesn't make any sense if you include the square of the city that was razed

I never understood the Mongol UP completely, but would be very interested in your experiments/learnings.

I have no idea how a 4x4 square works either. A 3x3 square I can understand with the middle tile of the 9 tiles being the city square. Or a 5x5 square again with the middle tile of the 25 tiles being the city square. But a 4x4 I just don't understand.
 
Well, things like the money AI pays for maitenance of various stuff, on higher levels the AI get some production bonuses, etc... Basically it's bonuses that AI gets.
 
So there's a bit of code with the Mongolian UP that seems to answer my questions. The code checks after 1190 AD for any city razed if it's done by Mongolia. The flipping targets need to be smaller or equal to the size of the razed city. If so, then the UP kicks in. If there's an approaching unit in the 4x4 box (actually x-1 to x+2 and y-1 to y+2 (i.e. it helps to approach from the east and south)) then the functions for flipping the city and units become active.
Capitals don't surrender.
The only question not answered by UniquePowers.py is when does the flip occur and whether independents are affected by it.
 
Sorry if this been asked before.
I just would like to know how do difficulty levels affect the game. What differences there are between viceroy, monarch and emperor?

There are also penalties to the human player, not just bonuses to the AI. For instance, research costs are significantly higher on Emperor and the AI values your techs much lower when it comes to trading.

Barbarian spawns are more frequent on Emperor difficulty.

In RFC, your stability starts one level lower for each level of difficulty (Solid for Viceroy, Stable for Monarch and Unstable for Emperor).
 
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