Questions & Answers

Yes, Yes, I know how to do that - my question is how to change the default selections. As standard, no tech trading is turned off, while the other tech option is turned on - and so on. Brokering or hovewer it's spelled.

You will grossly change the speed at which the game progresses if you change the tech options. If you enable full tech trading, a civ could be launching a space ship before America even spawns. If you disable tech trading at all you are pretty much dooming a large number of civs to be stuck in the dark ages perpetually.
 
Oh, sorry for not being clear. You shouldn't edit the Civ4GameOptionsInfo file, I just mentioned it to make it easier to figure out which tags (like those marked in red below) to use when editing the WBSave file. That's what you're looking for:
Code:
BeginGame         
    Calendar=CALENDAR_DEFAULT         
    Option=[COLOR="Red"]GAMEOPTION_AGGRESSIVE_AI[/COLOR]        
    Option=[COLOR="Red"]GAMEOPTION_NO_TECH_BROKERING[/COLOR]    
    GameTurn=181         
    StartYear=-3000         
    Description=TXT_KEY_RHYES_WB_DESC
    ModPath=Mods\Rhye's and Fall of Civilization
EndGame
 
Oh, sorry for not being clear. You shouldn't edit the Civ4GameOptionsInfo file, I just mentioned it to make it easier to figure out which tags (like those marked in red below) to use when editing the WBSave file. That's what you're looking for:
Code:
BeginGame         
    Calendar=CALENDAR_DEFAULT         
    Option=[COLOR="Red"]GAMEOPTION_AGGRESSIVE_AI[/COLOR]        
    Option=[COLOR="Red"]GAMEOPTION_NO_TECH_BROKERING[/COLOR]    
    GameTurn=181         
    StartYear=-3000         
    Description=TXT_KEY_RHYES_WB_DESC
    ModPath=Mods\Rhye's and Fall of Civilization
EndGame

I figured it out exactly because of your post, even if it wasn't 100% obvious :p But TY anyway, and to JB of course also :)

travathian, 95% of my games are without any tech trading, so I kinda know what to expect :) This was just for convenience. And it really doesn't make that much of a difference - I'd say the opposite, that the tech rate is better now; surviving 3000BC civs are still more ahead than they should be, when the 600AD+ civs spawn, but not so much as otherwise.
 
Question about the Persian UP:

Are the stability points gained from city conquest permanent or temporary?
I'm not sure what "temporary stability" even is, but the UP bonus seems to be "permanent" enough:
Code:
                        if (playerType == con.iPersia and gc.getPlayer(playerType).getCivics(5) != 28):
                                if (bConquest):                                
                                        self.setStability(playerType, self.getStability(playerType) + 2)
Interestingly the UP bonus doesn't seem to be cumulative with the bonus from the Occupation civic.
 
What civics are best for Russia's stability before Russia can research Fascism? The only civics not available at the present are Police State and Environmentalism.

I just switched to Representation, Nationhood, Caste System, State Property, Organized Religion, and Resettlement but my stability contribution from civics dropped to -41.

Until the switch I had Hereditary Rule, Vassalage, Caste System, Decentralization, Organized Religion, and Subjugation from the start of the game until I researched Communism in the early 1700s.

I'm lucky my economy is strong enough to compensate, right now I'm stable/shaky but I was sitting pretty at Solid for the whole game until recently. The only thing I can tell that I was doing wrong was spreading non-state religions with OR, which is bad for stability. I will probably reload back to 1695 and avoid intentionally spreading the ones I picked up from settling Siberia (I was trying to get cathedrals in Budapest, which I didn't need since Germany collapsed.)

Some other things happened that I thought would affect my other stability areas other than civics: Germany collapsed, and I settled 7 cities in Siberia and one in European Russia all in one turn. And I changed all those civics at once a few turns later.

Do Civs in RFC have any favorite or preferred civics? Like, do I take a stability hit if I don't have state property as Russia? I know that certain combinations of civics are complementary and certain combinations are not desirable, and certain civics are better offer better stability for your particular situation obviously, but are there any civ-specific proscribed preferences?
 
Do Civs in RFC have any favorite or preferred civics? Like, do I take a stability hit if I don't have state property as Russia? I know that certain combinations of civics are complementary and certain combinations are not desirable, and certain civics are better offer better stability for your particular situation obviously, but are there any civ-specific proscribed preferences?
Not directly. Some civics affect your stability based on factors like your number of cities, which may result in huge penalties for civs like Russia, who tend to have many of them. But there's no hardcoded "required civics" in the game.

Which brings us to your main civic offender. Representation begins to cost you stability after you have more than three cities, and is only advisable for small countries. Either switch to Universal Suffrage or try to pull yourself through until Police State gets available.
 
Not directly. Some civics affect your stability based on factors like your number of cities, which may result in huge penalties for civs like Russia, who tend to have many of them. But there's no hardcoded "required civics" in the game.

Which brings us to your main civic offender. Representation begins to cost you stability after you have more than three cities, and is only advisable for small countries. Either switch to Universal Suffrage or try to pull yourself through until Police State gets available.

Thanks. I had no idea it started to go south after 3 cities, since it gives you happiness in the 6 largest cities. I'll try to pull through if I can, since combined with the Statue of Liberty it is doing wonders (lol) for my science output. Though I have something like 17 cities, so that may be the whole problem right there.

I'm running a cottage-based economy, since that's what everyone recommends for Russia, so I'm strongly inclined toward Universal Suffrage, Free Speech, Emancipation, State Property, Organized Religion, or maybe Nationhood instead of Free Speech so as not to sacrifice my espionage points, though I'm still experimenting with the espionage side of the game (and not very well, Turkey doesn't usually have any techs and my spies keep getting caught.)

Are either of those particularly bad combinations?
 
No, that's a perfectly good combination from a stability point of view. Personally I would stay with Free Speech and switch over to Free Religion for more research, but that's more of an economical consideration.

Nationhood is useful if you fight many wars (fighting wars actually stabilizes you in that case), but it also lowers the tolerance until foreign culture in your cities starts to negatively affect your stability.
 
Interestingly the UP bonus doesn't seem to be cumulative with the bonus from the Occupation civic.

Thanks for your answer, Baldyr. You and your new Avatar brighten my day.

So, except for the "no instability from cities under occupation"-feature, the Occupation civic is useless for Persia?

And does the UP hereby eliminates the penalty for razing a city as Persia?
 
Yes and no. Razing causes a permanent stability penalty which remains unaffected by the Persian UP.
 
Yes and no. Razing causes a permanent stability penalty which remains unaffected by the Persian UP.

Yes, but is the 'city razing'-penalty the same as the Persian 'city conquest'-bonus or does city razing don't count as conquest?
 
Razing does count as conquest, but the UP only gives a temporary bonus, while the razing penalty is permanent.
 
Razing does count as conquest, but the UP only gives a temporary bonus, while the razing penalty is permanent.
What is "temporary" about the bonus? The Persian entry in scriptDict['lStability'] is raised by 2. That is pretty "permanent", not? :confused:
 
What is "temporary" about the bonus? The Persian entry in scriptDict['lStability'] is raised by 2. That is pretty "permanent", not? :confused:
Well, from my understanding you get +2 stability whenever you conquer a city. But stability is always calculated anew, and that bonus isn't considered in the next calculation anymore.
On the other hand, I remember the number of razed cities being stored in some variable, which is applied (negatively) to each calculation.

That brings me to ask another question about the Greek UP:

Is the Greek UP cumulative with the Pacifism civic?
I think it does. Power of Philosophy indeed.
 
Well, from my understanding you get +2 stability whenever you conquer a city. But stability is always calculated anew, and that bonus isn't considered in the next calculation anymore.
On the other hand, I remember the number of razed cities being stored in some variable, which is applied (negatively) to each calculation.
So then it must work the opposite of what I had gathered... :crazyeye:
 
You're probably better into the code than me, and what I know mostly comes from Rhye's statements / the stability guide and quickly scanning the stability file. It made sense to me, but of course I'm gladly proven wrong.
 
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