Quick Answers / 'Newbie' Questions

Yeah I'm pretty sure "race" is not part of the code to determine what the AI does.

However, some AI will hate you if you are a different religion than them, especially Isabella.
 
Another significant diplomatic factor (and one which is completely hidden unless you use BUG) is based on how likely the different leaders are to declare war. Roughly speaking, warmongers dislike peaceniks and vice-versa. I'm pretty sure Sitting Bull falls into the latter category and is one of the leaders who is more often disliked by others. In many games I've played, Gandhi is the least popular.

I'm pretty sure this malus will apply even if there's a human being behind the leaderhead.

However, as far as I know there's no racial bias, unless it's an unconscious one on the part of Firaxis.
 
Can someone explain me connection between library and commerce? Civ4 says that if city don't have much commerce I may skip library. What on Earth has library to do with selling fishes in the market? ;)
 
The library has nothing directly related to commerce. However, the commerce ( :commerce: ) that a city generated becomes gold ( :gold: ), science :)science: ), culture ( :culture: ) or espionage ( :espionage: ) depending on the sliders. If a city produces no commerce, it will produce no :science: . A library multiplies the amount of :science: a city produces by 1.25. 1.25 * 0 = 0, so in general the library's multiplier will be wasted on a city with no/little commerce.

Two exceptions to this:

1) The library also provides two scientist specialist slots. Each scientist specialist produces 3 :science: and 3 :gp: (great person points). (The science from the specialists gets multiplied by the library bonus.) So if the city has enough food to run two specialists, it may be worthwhile to build a library there so you can run the specialists and get a few :science: and possibly a Great Scientist.

2) The library also generates 2 :culture: per turn. If you need culture in the city, a library can help. (Especially if your leader is creative, as they get a 100% :hammers: bonus for building libraries.)
 
So, is my assumption right that libraries should be in nearly every city (except some "hole fillers"?). I think most cities generate commerce, don't they?
At least this what I saw on Sulla's videos ;)
 
All cities generate commerce. However, if you are only getting a small amount then building a library would not be worthwhile. Better to devote the production capability to other things. :hammer:
 
No, not really. Libraries should only be built in cities that:

1) Have a lot of commerce. Cottages, gems, and gold produce a lot of commerce. Costal cities on a financial leader can sometimes produces a lot of commerce as well.
2) If a city has a lot of food and you want to work scientist specialists.
3) You need culture on a border city with another civilization. If your Civilization has the Drama technology, theatres are a better choice.

A big city with a of lot mines and farms doesn't need a library.
A small hole filler that works five cottages probably would benefit from a library.
 
Thank you guys a lot :)

Been playing Civ4 for years and Im embarassed how little do I know :/ But this lack of knowledge explains why I could never win on higher than noble difficulty.....
 
Every so often, Mec_AntiKythera's flowchart needs to be dropped into this thread...

Breaks down what happens to commerce and how the multipliers affect everything.

Oh, and welcome to CFC, Khawlah! :band: No need to be embarrassed, we were all n00bs once. Poke around this forum, and maybe S&T and the War Academy, and you'll be amazed how much stuff you learn. :thumbsup:
 
If AI settler because of some reason sit on map and don't build city, AI won't build next one before this unit do anything? Just got situation when deity AI stopped expansion with just 3 cities.. couldn't understand that.... and only many years later I found this settler.. just sitting there...
I replay same start few times again.. and no problem anymore... (oh, and there was no barbs on).
 
Well.. imagine AI send settler to settle new city.. and than... it just sits on some tile "forever"... I just trying to understand what make this situation to happen? Is that another AI that settles over that place (and "teleport") settler to tile where he can't get back... or its just a game problem that happens sometimes... No big problem just.. that situation helped me to grab all good land that Ai could have (if no this problem).
 
I don't get the mod database. :(
How can I filter the search results (or give conditions beforehand)?


The first thing I am looking for, is a small mod that removes the random factor in fights. I would like to have totally deterministic outcomes (e.g. a "60% win chance" always results in a win with heavy loses).
Does such a mod exist?


And secondly, are there any mods that change/improve the culture concept?


Thanks a lot.
 
The first thing I am looking for, is a small mod that removes the random factor in fights. I would like to have totally deterministic outcomes (e.g. a "60% win chance" always results in a win with heavy loses).
Does such a mod exist?
That's not such a small mod. It requires rewriting much of the dlls and rethinking many of the promotions. TMIT had been working on such a mod a while ago, but I don't think he ever completed it. So, no, there is not such mod.

PS: Welcome to the forums. :clap::dance::band::banana:
 
-If other civs build the UN and Apostolic Palace, what happens when you locate and then conquer and raze them before they can be used for victory? What happens in this case if you are playing Diplomatic Victory ONLY?

-How well does nuclear deterrence work in this game? If you have a large nuclear stockpile (that you never use), what effect does that have on the AI's reactions to you and your aggressive actions?
 
-If other civs build the UN and Apostolic Palace, what happens when you locate and then conquer and raze them before they can be used for victory? What happens in this case if you are playing Diplomatic Victory ONLY?
Once razed AP and UN resolutions cease to exist, this even occurs if you take the city on the turn of voting as its not till the next turn the votes are tallied. If diplo was the only victory available then the game would become unwinnable.
-How well does nuclear deterrence work in this game? If you have a large nuclear stockpile (that you never use), what effect does that have on the AI's reactions to you and your aggressive actions?
Not as much as you might hope. In terms of preventing the deciding to attack on their own they only contribute power, where an ICBM is worth the same as a Modern Armour, and a Tactical Nuke 3/4 of that.... and power isn't very effective at maintaining peace at the best of times.

The bigger impact is on preventing war bribes, it dramatically drives up the cost of an AI bringing an ally into a war against you. If a civ has nukes you also cannot bribe an AI to attack them unless they are already at war with someone.
 
- What will happen if AP owner (that would be me) change religion? Will AP get the new religion itself? Or I will simply loose bonuses and that's it? But what will happen with 'AP owner' status?

---

- After I used a farm (eg. plain farm) to spread irrigation for inland farms, can i destroy that farm and still have inland ones?
 
- What will happen if AP owner (that would be me) change religion? Will AP get the new religion itself? Or I will simply loose bonuses and that's it? But what will happen with 'AP owner' status?
The AP's religion won't change, and you'll go from "Full Member" to "Voting Member". derp-->Yes, you'll lose the hammer bonus.<--derp I believe as AP owner you'll still be one of the two candidates for Resident, but not sure about that one.

After I used a farm (eg. plain farm) to spread irrigation for inland farms, can i destroy that farm and still have inland ones?
The farms that were chained to the first one will still be there, but pre-Bio they'll be worthless, and you won't be able to use them to chain more farms until they get irrigated again.

(Hard lesson learned when I let well-known culture guru GK get to 50% on an obscure third-ring riverside grassland farm... that was irrigating about fifteen more farms in three different BFCs. I had to gift him Civil Service so his stupid tile would re-irrigate everything. :rolleyes:)
 
The AP's religion won't change, and you'll go from "Full Member" to "Voting Member".
true
Yes, you'll lose the hammer bonus.
False. Hammer bonus for AP-religion buildings does not depend on your state religion. You loose the bonus if you defy a resolution that would otherwise pass.
I believe as AP owner you'll still be one of the two candidates for Resident, but not sure about that one.
true.
 
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