Discussion in 'Civ4 - General Discussions' started by Civrules, Oct 29, 2005.
Does CivIV complete have 3.19 BTS?
Otherwise it wouldn't be complete.
You're getting something wrong about what I wrote there, what I wrote was:
Player / AI running Theocracy can not get any other religion by any means than the one that is run as a State-Religion by that Player / AI.
So if running Theocracy yourself, you cannot get any religion but the one you're running, if an AI runs Theocracy, it cannot get any other religion than the one it's running.
Of course, it's possible that a Player / an AI spreads any religion to someone not running Theocracy.
You're wrong there, Seraiel. Nothing prevents you from building a missionary (assuming a monastery) in another religion and spread it into your cities even in Theocracy. And nothing prevents any AIs running Theocracy from spreading a foreign religion provided you gift them missionaries. Obviously, the mission might still fail if they try to spread into a city that already has a religion. And sure, this is the only way they can ever get a foreign religion they don't have yet, unless you switch them out of Theocracy or gift them a city.
There's a loophole in the rules though. If you gift a Theocractic Civ a missionary of another religion it will use it to spread that religion to one of its cities. Probably a bug. I was looking at a way to fix this...
No, this is WAD, actually. However, I do remember that it wasn't like that in vanilla so I guess this has been either changed in one of the extensions or one of the patches.
If I want to culture flip a city, how to decide whether to use the "spread culture" option or the "support city revolt" option with a spy?
Also, I read that supporting a city revolt improves the chances of this city flipping, but how exactly does it work (I read that a city should revolt more than once before it flips, but couldn't understand why)? why making a city revolt helps me to flip it?
lastly, is there any other way to "help" a city flip besides using spies and great artists?
I'm not sure the city revolt mission itself could ever flip a city. However, "natural" revolts due to high foreign culture will always have a chance to do so but never on the first revolt (unless the city is Barbarian in which case it will flip automatically). So spreading Culture would be the way to go with spies.
Not sure I understand your second question. Obviously any building (and religion) that produces Culture is helpful to flip cities, apart from spy missions and GAs. So is building Culture or running the slider. But so is building an army and taking the city.
1)If there's a revolt in a city belonging to another civ favorable to me,what can I do to help it?Increasing the amount spent in culture? Sending in missionaries or great artists? What causes revolts anyway?
The following questions are about the Beyond the Sword expansion.
2)There are random events that happen throughout the game and appear in yellow letters at the top of the screen:fires,earthquakes,snowstorms etc. Some give options for choosing what to do, but others don't.Regarding the latter, does it mean that I can't do anything?For example, if there's a slave revolt in a city belonging to other civ, can't I help to supress it (or encourage it)?
3)Sometimes after I've finally conquered a city, a pop up appears saying that the citizens want rightfully to join another civ.Why? What can I do to prevent it from happening?
4)I can't install patch 3.19. After the download,I press install, the game goes back to the desktop and nothing happens.When I search for updates again,the same patch is still avaliable!I'm using Windows 8.
In general as opposed to math/game mechanics terms, city revolts occur because of cultural pressure. So the best way to help the process along is to crank up the pressure produced by the nearest cities: you can build culture, run artist specialists, settle Great Artists or use them for great works (i.e. culture bombs), and build culture-producing and culture-multiplying buildings.
That's right. Unless the game gives you an option, the event is just something that happens that you simply have to deal with.
That city is (a) far from your capital and (b) close to the other civ, which is probably resulting in cultural pressure. The remedy is the same as for point one above: increase the cultural output of the city so it has more of your culture than foreign culture. Also, increase the size of the city garrison.
Sorry, can't help you here. Maybe try the technical forum.
Captured cities can revolt if they are in the cultural influence of another city and their native culture is much greater than yours.
If you mouse over the culture bar in their city screen, you can see the percent chance of revolt. This can be reduced by troop garrisons. Add units and see the probability decrease.
In default game settings, the city won't be returned to its original owner, but will just go into revolt. You can set options to allow it to go back to original civ.
If another civilization exerts cultural influence on the city, then it could flip over to them (I think this is what your question is about). This is particularly aggravating and best prevented by troop garrisons until you have generated enough of your own culture. Once a city is 50% "yours" it won't revolt.
The best way to prevent this cultural pressure is to capture any nearby cities.
Edit, or if you are just reporting about when you capture a city that is near to or once owned by another civ, you are given option to give it to them. Just say no. (You won't be asked again, but can give it away anytime you want). [You can't prevent the choice from appearing]
1. Fighter Interception only works if they are on air interdiction. I'm not sure about their range.
Interception by SAM, MG, Destroyer and other units, is only (as you say) in their tile (I think).
2. City Bombardment is useful for both fighters, bombers, and air ships. Bombers are better but fighters are available sooner.
3. Air strike of units (whether in cities or not) is useful for fighters, bombers, and air ships. Only bombers provide collateral damage.
@Seraiel, everyone else is right and hard as it is to believe, you are mistaken about Theocracy and religion spread.
In Bts v3.19 (the only relevant version of BtS), this is wrong. I just checked the source code and it is also wrong in both Warlords v2.13 and in plain Civ v1.74. The only functional difference (there is a slight differences in the exact method of doing one of the checks, but it is functionally the same) between the canSpread function in BtS vs. Warlords is that BtS added the cannotSpreadReligion Python callback as the first thing checked. The Warlords and BtS versions are functionally the same (again, slight differences in the exact method of doing one of the checks, but it is functionally the same). Aside from the Python callback, all 3 versions do the same type of checks which includes as the last thing checking to see if the player has the "no spreading non-state religion" condition active, but in all 3 cases it checks that only if the unit and the city do not have owners that are on the same team - the code for this is identical in all 3.
You can spread any religion you want to your own cities via a missionary even when you are in Theology, subject to the usual failure chance if there is already at least one religion present.
Of course the AI will not give you a missionary so you will be limited to those you can build yourself. Being more clever than the AI, you can give it a missionary and it will use it to try to spread the religion. There might be a few situations where the AI won't use the missionary, like maybe if it is in financial difficulty and decides to disband some units in which case it might disband the missionary instead of using it. Other than that it will use the standard missionary unit AI and do what it does.
Also wrong, for the same reason.
Theology does not block the Spread Religion mission if the missionary belongs to the same team as the team the city's owner is on. You can look at the source code yourself, where I indicated, or just try it and see. The mission is still possible and the failure chance is no different than usual.
It sounds like you are trying to use the in-game update. If so, you should know that it frequently fails. Sometimes it locks up and you have to kill it. Sometimes it even fails and then tells you it worked.
You are usually better off downloading the patch from someplace (like the downloads database here at CFC) and applying it outside the game by running the patch (since it is a .exe file). Note that the Firaxis mirror does not work - for a while now nobody has been able to find the patch on the web site of the people who made the game (hard to believe, but there you go), so that link on the download page will not help you.
Could this be modded out with the Python callback you mention? I would think so - you just need to get the current state religion and compare it to the unit? I would want no religion spread from non-state religion missionaries while in Theocracy.
Sure. You can make the mission unavailable if you wish by letting the game check for the player's religion and compare it to the missionary's religion when running Theocracy, as you say. Note, that this will significantly weaken the civic though.
Question about trade networks and open borders: say there's three civs on a pangea, A B & C, such that A and C have no trade connection to each other except through tiles under B's culture. If A and C have an open border agreement, but only A has an open border agreement with B, does that mean A can get foreign trade routes with C's cities but not vice versa?
No. If neither is at war with B, then both get trade routes (with or without open borders with B).
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