Quick Answers / 'Newbie' Questions

I have observed that my population is always proportionally much bigger than my land. Is this normal or might it indicate some strategy mistake on my side? I always try to get as much population in my cities as the health/happyness limits allow because I can't see any drawbacks in it.

Example: In my current game I'm looking for domination and currently I have 63% population, 49% land.
 
I have observed that my population is always proportionally much bigger than my land. Is this normal or might it indicate some strategy mistake on my side? I always try to get as much population in my cities as the health/happyness limits allow because I can't see any drawbacks in it.

Example: In my current game I'm looking for domination and currently I have 63% population, 49% land.

I think it's normal, or if not I have the same problem. :lol:

It also depends on the map script I think, since the population is counted relative to the other civs while the land percentage is a proportion of all the existing land on the map. Hence water heavy maps should be easier to gain a larger portion of the little land there is than land heave maps.
 
Hello, I have another potential dumb question...
I was nosing around in the Mods Components forum and saw a couple of them I really like, specifically the super Forts and Super Worker mod.
Now, can I add these to say vanilla BTS, or a mod I have already downloaded, or are they to be used only in the creation of a new mod?
If I can add to vanilla BTS or an existing mod, how would I do that?:confused:
I am still really new to this downloading stuff, but absouluty love Buffy, Bat, and Gigantic earth map.:thumbsup:
Thanks for any help.:)

Modcomps are usually used in making new mods as merging multiple modcomps is usually somewhat tedious.. I've never done it myself. However, you should be able to download it and use it as a mod in its own right, it'll just change that one thing. The downside being that you could only use one modcomp at a time in this way...
there's also a method using CustomAssests in your Documents/My games/Civ IV/ BTS folder but I'd steer clear of that since it has a tendency to mess up other mods.
 
Is there a mod that changes the Science/Culture/Espionage rate from 10% per click to 1%?
I don't think are ready made mod is available, but its easy to make yourself.
I would strongly suggest making a mod where you can freely change whatever you want rather than change the core game files, theres a good video tutorial by Kael available, link.

Once you have done that go back to the Beyond The Sword folder copy the assets folder, then paste it into your new mod folder.
Now go into the assets in your mod folder and open the XML folder

The file that needs changing is found in the GlobalDefines.xml, which can be opened and edited in notepad or wordpad.
<Define>
<DefineName>COMMERCE_PERCENT_CHANGE_INCREMENTS</DefineName>
<iDefineIntVal>10</iDefineIntVal>
</Define>
Just changing the 10 to 1 should accomplish what you want.
 
Thanks! I would put that in the My Games\Beyond the Sword\CustomAssets\xml folder, right?
It could be done, but i'm unsure what exactly would need to be done to do it. If you did it this way it would most likely interfere with any other mods you tried to run though.
The easy alternative is to create a shortcut that opens the mod directly, as shown in the video I linked, and move it onto the desktop.
 
Putting it in CustomAssets will work fine. Although I have not made that particular change, I have made other changes in GlobalDefines.xml and placed it in CustomAssets. As Ghpstage says, it may cause problems with mods. You can just launch a mod that you want to play and see if the changes in CustomAssets cause problems. If it does, then you need to be sure that CustomAssets is not loaded when you play the mod. You can do this in one of two ways. 1) If the mod has an .ini file, make sure that it has this line in it:

; Custom XML and Python from user folder are not loaded
NoCustomAssets = 1

2) Before launching the mod (or BTS if you launch the mod from the main menu) rename your CustomAssets with some other name. The game will create a new CustomAssets folder with nothing in it. When you want your CustomAssets back, just delete the empty CustomAssets folder and rename your real one back to CustomAssets.
 
It also depends on the map script I think, since the population is counted relative to the other civs while the land percentage is a proportion of all the existing land on the map. Hence water heavy maps should be easier to gain a larger portion of the little land there is than land heave maps.

I can't see how the map script might influence this. Regardless of the kind of map you're playing, there is a certain amount of total land surface. In order to get a domination victory, you must get a certain proportion of that land area (apart from the population part). If I get it right, that doesn't depend on the amount of water in the map.
 
It does only in that the more water there is the less land there is- also, the population percentage is out of all the civs (so the total of all the civs in the world will always equal 100%) but the land % is the % of all the land in the world, thus the total % of all the civs won't equal 100% until the whole world is owned.
 
Hey I was playing around with Freeciv, which is a freeware version of civ based off of civ II, and I noticed that cities are named based off of the nearby terrain, so a city founded by the americans in the middle of a desert might be Las Vegas, but one in Jungles by the sea might be Miami. Does anyone here know of something similar for Civ IV?
Because if there is, that's awesome and I'd love to play it.

Merry Christmas!
 
Originally I had Vista and Civ IV was not compatible. Took a few years to save up for new computer so now I have 6 gigs of ram and run Windows 7. However, I've still got an unstable Civ IV that keeps crashing to desktop when am at war with the AI. So what can I do to stop this?
 
Hey I was playing around with Freeciv, which is a freeware version of civ based off of civ II, and I noticed that cities are named based off of the nearby terrain, so a city founded by the americans in the middle of a desert might be Las Vegas, but one in Jungles by the sea might be Miami. Does anyone here know of something similar for Civ IV?
Because if there is, that's awesome and I'd love to play it.

Merry Christmas!

RFC : DoC
 
I meant on a random map- RFC has each tile set with a name for each civ. I meant on a random map, something analyzes the place (or when the map is made it puts each tile with a note) ie if city=code 510 and 510 tells it to name it Miami for the Americans, or Mozambique for the Portuguese. I'll probably start a thread for it... it's a bit more complex than I thought at first
 
Hi, just a quick noob question from a still-noob again :D

Playing one of my first few BTS games now, and in a game in which I'm pretty sure to win now (either via Religious Victory or Domination) I now decided to play around a bit with corporations as I've never used that feature before.

Just researched the prerequisite tech for Sid's Sushi (Medicine), also had reserached Corporation a lot earlier. Its a map with loads of islands and an abundance of sea resources so I thought it should be no problem, but my Great Merchant just cannot found Sids Sushi HQ - the icon is greyed out :confused: The city I wanted it to found in has access to both fish and clam, I thought the conditions for founding that were linked by "OR" ie only one would do - or does it have to be ALL four?
 
Hi, just a quick noob question from a still-noob again :D

Playing one of my first few BTS games now, and in a game in which I'm pretty sure to win now (either via Religious Victory or Domination) I now decided to play around a bit with corporations as I've never used that feature before.

Just researched the prerequisite tech for Sid's Sushi (Medicine), also had reserached Corporation a lot earlier. Its a map with loads of islands and an abundance of sea resources so I thought it should be no problem, but my Great Merchant just cannot found Sids Sushi HQ - the icon is greyed out :confused: The city I wanted it to found in has access to both fish and clam, I thought the conditions for founding that were linked by "OR" ie only one would do - or does it have to be ALL four?

You might be running the state property civic. If you are you can't found or benefit from corporations. Corporations will add benefits to your civilization based on the total number of resources your entire covilization has not just the individual city. And no you do not need all types of the resources for the corporation to work.
 
I forgot to include that in my post, I am running Mercantilism so that should not be a problem (tho I will doublecheck that - I researched Communism earlier, so might technically be able to run it).

One more general question about the corporations then: Each city with access to one of the four resources in question gets the bonus (say 0.5 food per resource in that case I think) for each of these resources, i.e. in the ideal case where all four are present +2 food for each city to which Ive spread the corporation (plus the +4gold for each of them at the headquarters city)?
 
I forgot to include that in my post, I am running Mercantilism so that should not be a problem (tho I will doublecheck that - I researched Communism earlier, so might technically be able to run it).

One more general question about the corporations then: Each city with access to one of the four resources in question gets the bonus (say 0.5 food per resource in that case I think) for each of these resources, i.e. in the ideal case where all four are present +2 food for each city to which Ive spread the corporation (plus the +4gold for each of them at the headquarters city)?

As bcool said, you don't need all four resources. You get the corporation bonus for each and every instance of the resources you have that the corp uses. So in the case of Sid's Sushi, if you have 4 fish, 1 rice, 3 clam, and no crab, you get a bonus of 4 :food: (0.5 :food: per resource) and 16 :culture: (2 :culture: per resource) in each city with the corporation. Thus, it can be worthwhile to trade with other civs for additional instances of each resource, even if you already possess them.
 
If you not running state property. Then I don't know what the problem is. Maybe (wild guess) your city isn't connected to your capital via sea or the road network?

To answer your other question: corporation will give each city you spread them to the same benefits regardless of what the individual city resources are. The benefits are based on your entire civilization's access to the corp's resources. So if your civilization has access to 10 fish resources every city with the corp would get +5 food (but must pay higher city maintenance costs)
 
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