Questions & Answers

I am invincibly ignorant on the subject of how the mercenary screen works. But I also know how frustrating it can be to have your posts ignored. So, I suggest this only to provoke someone more knowledgeable than me into telling me I am wrong, and maybe giving you the correct answer. ;)

If the units you set out for hire have disappeared, is it possible they have been hired? You might look in your Interior Advisor screen (the button between the City list and the Civics screen) and see if you're getting Mercenary income.

As for the civics thing ... Um, that is so baffling that even the question doesn't make sense. Yeah, Depotism is not one of the Expansion civics, so what does the screen say that has you thinking that Despotism is your chosen Expansion civic? Does one of the five Expansion civics have a yellow-highlighted picture next to it? Or are they all blank?
 
At the risk of double-posting, I'll put this in a separate post, since it is OT from my reply to matt94:

A few things I want to add:
-According to the Wiki's strategy guide (which is admittedly rather out of date), you can found Judaism on turn 38 on Monarch. (I think Viceroy has cheaper techs? I can't remember)
-If you're going for Judaism, you're going to stop by Masonry - perhaps building a worker might be worth it. Doubling the speed of Stonehenge can definitely help.
-If you manage to pop Agriculture, you might also want to build a worker. You can then run more scientists after finishing Stonehenge.
-When should you build a worker? You could try doing it after Lahore hits pop 2 (either build warriors or start building Stonehenge first). You could also try doing it after you research Mono. Or you could not do it at all.
-Don't forget to send a warrior off to Europe at some point! You can pick up quite a few essential techs from the Romans and Carthaginians, and perhaps the Greeks too.

These are excellent points, and are well taken. I don't mean to be argumentative, only analytical, if tussle with them.

The Greeks don't show up until around turn 50, and tech trading won't be available for quite a few turns after that. Given that five of the seven religions will almost certainly be founded by turn 80 at the latest, I'm not certain tech trading is going to be helpful during the initial religion rush.

(Of course, that doesn't mean you shouldn't be sending out your warrior ASAP to pop huts and get in position to act as a rather scruffy ambassador to the European courts; quite the contrary. But the Indian game breaks into two parts, and the Europeans are useful only during the second part, after you've not lost the UHV during the religion rush.)

As for a worker being useful during that initial rush ...

Well, your rush is either going to be for Judaism or for the Chinese religions (so-called because China in RFC virtually beelines them). But you're not going to get both; you can't get both Judaism and Confucianism. So you are either going to rush one or rush the other, but not both.

If you rush the Chinese techs, then Masonry will be a fatal distraction. If you rush Judaism, is there any point in getting Stonehenge ASAP?

Well, maybe, if Stonehenge and Caste System can guarantee that a Judaism rush won't cost you Hinduism, and if you can pop a GS who will be useful later on.

So I decided to try modeling a best possible early game for such a strategy. I decided to move my warrior around to pop huts, but instead of popping them I used WB to give myself the preferred results. These were: pop a worker from the Indian hut; pop Animal Husbandry from the Afghan hut; and pop Agriculture from the Siberian hut.

I made these assumptions because popping a worker would "save" me the trouble of building one; if popping a worker doesn't guarantee a payoff, then I doubt building one would be all to the good. Moreover, by giving myself techs that would let me improve the cow and wheat squares in addition to the Marble tile, I would be that much better able to exploit Stonehenge.

Basically, if the Best. Possible. Run of Luck. Ever. for the Indians doesn't materially improve the Stonehenge strategy (on a Judaism rush), then I'm not sure I see the point in going for a worker.

Herewith, a report on what happened.


1: I found Lahore on the sugar square. I start Stonehenge; research path is Masonry - Polytheism - Monotheism. I decide to slightly emphasize production over food; every worked square will have a hammer, but I will work the 2F1H1C Wheat before I work the 1F2H Forest/Hill/Grassland tile.
6: I "pop" a worker in central India.
8: The worker arrives at the Marble tile, and has nothing to do for 4 more turns.
11: Lahore hits pop 2. I am working the Marble square and the Wheat square.
12: Masonry discovered. Quarry work begins.
20: I "pop" Animal Husbandry in Afghanistan. Quarry comes online.
25: Polytheism discovered.
27: Cow is pastured (though not connected; no Wheel); Lahore hits pop 3. Tiles worked: improved Marble; unimproved Wheat; improved Cow. I could work the forest/hill/grassland tile instead of Wheat, and this would get me Stonehenge one turn quicker, but by working the Wheat I will put Lahore 6 turns closer to pop 4 when Stonehenge. Moreover, by working the Wheat I will build Stonehenge one turn before I hit pop 4, which means if I choose I can draw down on a nearly full food bank when I hire specialists.
28: My "luck" continues; the Siberian hut yields Agriculture just as my worker had run out of things to do.
36: Wheat is farmed, and because it's by a river, it is connected to Lahore, yielding a health bonus. The extra food nearly wrecks my plans for a full food bank, and I have to shift a laborer to set my population growth back by a turn.
37: Stonehenge is built, and 3 Scientists are hired. With 33 food in the bank, I can run the max number of scientists for 11 turns before I run out of food. I do pop one scientist onto the Wheat field for two turns, though, to stretch things out so I can secure my GS without losing population in Lahore. While I am doing this, I am dropping one hammer per turn (from the city square) into Barracks.
39: Monotheism discovered. Meanwhile, while I wasn't looking, my Warrior, returning from Siberia, gets hilariously lost in Tibet. (The barbarian city of Afrosiab sent him astray, apparently.)
44: Confucianism founded in a far off land. Well, the GS won't be useful there.
46: Meditation discovered, and Hinduism founded.
51: Great Scientist popped; I set him aside. With 1 food in the bank, I return to working the Marble and Wheat, but keep one scientist working.
53: Priesthood discovered, and Buddhism founded.

At this point I've secured my two necessary religions, and also Judaism. This is more due to luck than the strategy, I deem, because Hinduism can be discovered as early as turn 37, 9 turns before I got it. I don't think I could have pushed the Stonehenge-Judaism strategy any harder. I rushed it almost as fast as I could, holding back only so that maximize the turns I would have to run scientists. I had three scientists running for eleven turns. Moreover, from turn 20 onward, I was drawing three coin from the improved Marble square, which for research purposes made Lahore after turn 27 into the equivalent of a pop 5 city.

Now, if all these advantages still left me with (let us say) a 40% chance of losing Hinduism, then I think we can conclude that the Stonehenge strategy does not materially improve your chances of saving Hinduism after a Judaism rush.

I decided to press on, though, because I wondered if it might yet be useful for snatching Taoism from the Chinese. So I kept maximizing out my lightbulbs as far as I could without losing population, turned to building the Oracle, and set the research path for Writing - Fishing - Sailing. My plan was use the GS to pop Math, and once I had Sailing use the Oracle to sweep up Calendar. With micromanagement, I would be able to time it so that I could (in theory) build the Oracle one turn after discovering Sailing.

Well, I got Writing and popped Math. But the same turn I got Fishing (turn 68), the Chinese founded Taoism. I pressed on, and would have gotten Sailing on turn 76, but something weird happened on turn 75: the cost of Sailing leaped from 192 lbs to 275 lbs. I've never seen this before; is it common?

Anyway, I had to do some rejiggering, but I wound up getting Calendar on turn 80, which is about ten turns too late.
 
The Greeks don't show up until around turn 50, and tech trading won't be available for quite a few turns after that. Given that five of the seven religions will almost certainly be founded by turn 80 at the latest, I'm not certain tech trading is going to be helpful during the initial religion rush.
You can pick up fishing/sailing from Carthage (or maybe Rome?), if you're going for Calendar. Most people usually found Taoism around the time of their spawn.
And I wasn't really talking about for religion techs - you've most likely skipped agriculture and archery, and those farms will definitely help you in your third goal, while those archers will defend you from the hoards of elephants that come from the south and the east.

Well, your rush is either going to be for Judaism or for the Chinese religions (so-called because China in RFC virtually beelines them). But you're not going to get both; you can't get both Judaism and Confucianism. So you are either going to rush one or rush the other, but not both.
You can get both. I've done it. Somehow. (I honestly have no clue how) Perhaps getting that worker to improve the marble is the key to it.
An old strategy used to call for you to found Judaism, Hinduism, Buddhism, Confucianism and Taoism. I believe I still have a save from when I did it once, I can post a screenshot later. (since I doubt any of you will be willing to open up Warlords to see it...)

If you can only get one though, I'd go with Confucianism. It's harder, but if you go with Judaism, you'll also most likely have to go with Christianity and Islam in the long run, which really takes too long, and will probably stunt your growth, causing you to fail the third goal.
 
Oh, I don't doubt you that it was possible to get both Judaism and Confucianism in earlier versions of RFC. No, it's this Viceroy level on 1.186 that has me totally bemused. Judaism seems to come no later than turn 57, and Confucianism no later than turn 54. Even with my free worker, and rigged "lucky" pops of Animal Husbandry, Agriculture, and a worker, I could manage to score both only by turn 60.

Again, on the Europeans: Carthage spawns on turn 86. The Chinese are almost certain to get Taoism 25 turns after they get Confucianism. Even assuming a late Confucian acquisition by them (turn 54), that gives them Taoism before turn 80. So, getting Fishing on turn 86 wouldn't be helpful.

(EDIT: I just launched a game as Carthage to confirm the spawn date, and the first announcement is that Taoism has been founded in a distant land. So, okay, they will sometimes get it later than turn 80. But out of the last 7 games I've test driven, that is by far the latest Taoism discovery date I've seen.)

I hope I don't sound frustrated. It's just turned into a fascinating intellectual puzzle with some odd little mysteries. Like, how are the Chinese able to manage such incredibly fast research rates? (See above for my account of what they had acquired by turn 54
 
Here's something from the 1.180 changelog:
-AI research rate slowed down, and adjusted depending on the handicap level (slower research rate on emperor, faster on viceroy)

Isn't that backwards? Viceroy is supposed to be easier than monarch and emperor, but if that is written properly, that could explain the chinese teching so fast.
 
Here's something from the 1.180 changelog:
-AI research rate slowed down, and adjusted depending on the handicap level (slower research rate on emperor, faster on viceroy)

Isn't that backwards? Viceroy is supposed to be easier than monarch and emperor, but if that is written properly, that could explain the chinese teching so fast.

I had interpreted that to me that the the AI's slow tech rate on Viceroy had been tweaked to go a little faster (but not as fast as Monarch), and the AI's fast tech rate on Emperor had been tweaked to go a little slower (but not as slow as Monarch). But I'm beginning to wonder.

I did two quick 80-turn games on Monarch and Emperor, just to see what the tech times were. I recapitulated the "Best Start Ever" game I described above. I won't give full recapitulations. Suffice it to say that on Monarch I was able to found Hinduism, Buddhism, Judaism, and Christianity by turn 80. (I got Theology via the Oracle.) I lost Confucianism to the Chinese, who got it on turn 74. (I have never seen the Chinese that slow to found Conf. in my Viceroy games.) Chasing Judaism really did put me in a hole in terms of chasing Conf., by the way, but maybe I was being careless in my play.

On Emperor, Judaism was founded on turn 62; Buddhism on turn 67; Confucianism on turn 70. Again, way later than any of the Viceroy games.
 
I had interpreted that to me that the the AI's tech rate on Viceroy had been tweaked to go a little faster (but not as fast as Monarch), and the AI's tech rate on Emperor had been tweaked to go a little slower (but not as slow as Monarch).
Yes, that is correct.
 
Ok here is a save. you will see right away the civic problem, but as for the mercenary problem, that just happens randomly on some turn so you might not see it.

Also this is a great save because somehow Frankfurt started with a cataphract and 3 pike man!:D
 

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Okay, I take back what I said about Masonry and Workers probably being a distraction on a Confucian rush, at least on Monarch. I just tried them out on Monarch without any tricks or cheats, and though I think I got a little sloppy at the end, it worked out beautifully.

I settled Lahore and sent my warrior to pop huts. No techs resulted, btw, just money, maps and a scout.

Initial Research path: Masonry - Meditation - Priesthood - Writing.
Initial Build order: Worker - Stonehenge.

The worker built one turn before Masonry hit (probably a mistake to start with a worker anyway), and he did the only thing he could, which was bring the marble on line. I got Hinduism and Buddhism with no problem. Stonehenge was built a little before I got Priesthood, so I dropped a few hammers into barracks while using Caste System to run four scientists. I popped a GS without losing population, and when I had writing I used him to grab Mathematics.

Subsequent research path: Fishing - Sailing.
Build order: Oracle.

I timed Oracle to appear just after sailing, and used it take Calendar.

Now, I don't know if this is a good research strategy, but it did get me four religions.

So, why can't this work on Viceroy?
 
A couple of questions:

Is there a way to turn down or off stability?

What are the techs that get out off the Middle ages, ie. turn off the Mayas UP?

Is there a list of the great people techs (the ones that they will lightbulb in order) for RFC, or are they identical to the main game?
 
I only know the answer to your first question, other people might be able to help with the rest...

The are many ways to tone down stability. Most require at least a basic understanding of python.
You need to change the code in stability.py to ease things up. You could add a code to give large amounts of stability to the human player, or a code to give extra stability to everyone, or increase the stability bonus from jails to give larger empires more stability etc... It just depends on what you want to achieve
 
I only know the answer to your first question, other people might be able to help with the rest...

The are many ways to tone down stability. Most require at least a basic understanding of python.
You need to change the code in stability.py to ease things up. You could add a code to give large amounts of stability to the human player, or a code to give extra stability to everyone, or increase the stability bonus from jails to give larger empires more stability etc... It just depends on what you want to achieve

I do not know python, but I can guess that I might try:

File = C:\Program Files\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword\Mods\Rhye's and Fall of Civilization\Assets\Python

Lines 61 - 63 are the function getStability( self, iCiv ): (see spoiler [1]). If I was to say annd 5 the the return function (return (scriptDict['lStability'][iCiv] + 5) that would add a fair bit to every civ, right?

How do I then make it use this file? Just start a new game?

[1]
Spoiler :
def getStability( self, iCiv ):
scriptDict = pickle.loads( gc.getGame().getScriptData() )
return scriptDict['lStability'][iCiv]
 
What are the techs that get out off the Middle ages, ie. turn off the Mayas UP?

To advance to the Classical Era:
Horseback Riding, Aesthetics, Mathematics, Alphabet, Monarchy, Metal Casting, Iron Working, Code of Laws

To advance to the Medieval Era:
Music, Philosophy, Civil Service, Feudalism, Theology, Machinery

To advance to the Renaissance Era:
Military Tradition, Printing Press, Astronomy, Education, Military Science

To advance to the Industrial Era:
Steam Power, Communism, Physics, Biology, Steel

To advance to the Modern Era:
Rocketry, Plastics, Radio, Ecology, Refrigeration

To advance to the Future Era:
Stealth, Fusion, Genetics

Is there a list of the great people techs (the ones that they will lightbulb in order) for RFC, or are they identical to the main game?
It is the same as regular CivIV, however the tech tree is different under RFC and so sometimes preferred techs by certain Great People may not be availalbe due to a lack of a prerequisite.
 
File = C:\Program Files\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword\Mods\Rhye's and Fall of Civilization\Assets\Python

Lines 61 - 63 are the function getStability( self, iCiv ): (see spoiler [1]). If I was to say annd 5 the the return function (return (scriptDict['lStability'][iCiv] + 5) that would add a fair bit to every civ, right?

To quote myself, I think this works. I changed the return line to "return (50 + scriptDict['lStability'][iCiv])" and with egypt, just started (turn 4 or someting) I get very solid stability (see screenie).

Spoiler :
attachment.php
 

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I'd like to ask how to set new values for the Embassy buildings. I want to add new buildings (including 2nd UBs) to RFC, but each building/wonder starting from the American Embassy ends up overruling all other conditions. No culture, no sacrifice anger modifier, no worker speed improvement, nothing. They all end up as "Embassies" (requiring at least 10 :espionage: against 'that particular civilization'), although I doubt the Embassy system connects them with any civ.

I want to know how to set off the embassy system to add more buildings than there already is, or at least how I can "push them out of the way" so that they don't overrule my made changes. This can be done either by restricting the number of Embassies on Embassies alone or giving me ~30 free building slots for use.
 
I have the same question.

So much as I have checked the files, I think the espionage texts are added by the DLL.
I haven't tried (because I couldn't even complie the SDK), but I guess we should change NUM_BUILDINGS_PLAGUE (and maybe NUM_BUILDINGTYPES_PLAGUE too) in CvRhyes.h.
 
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