Quick Answers / 'Newbie' Questions

I see that all the time when another AI has launched first, and the ship wouldn't catch up (the real issue being there that the AI still completes the ship). But I suppose that's not what you're referring to.
Apart from that, no idea except what Acametis has suggested.
One possibility I would have to pay a closer attention to: does the AI usually launch as soon as the last part is completed, or is the check for launch only performed as the Capital's build queue is processed? If the latter, it could make sense: the AI completes the last part in another city but needs to wait for the next turn to launch. Your turn comes, you can see the completed ship. But then, before that AI's turn comes, another AI sabotages a part.
 
Thanks for your insights! I think AcaMetis' point makes sense if there is a discrepancy between the victory screen and the build queues, and Thrasybulos, you fill the gap with the possibility that sabotage happens in between the player's turn and the AI's turn to launch, i.e. on another AI's turn. I had no idea the AI engaged in so much space race sabotage.
 
Unfortunately, I have to retract my suggestion, as I've just had a game which invalidates it.

Peter and Mao were in a very close race: Mao was missing the engines, Peter the casings. Mao was building both engines outside his capital, and both were due to be completed on the same turn. Peter's last casing would finish one turn later.
Mao launched as soon as the first engine was completed.
:hammer2:
So the check for launch is performed after each build queue, and is not restricted to the capital's.
Peter then... revolted to State Property instead of launching, and came out of revolt with 3 turns needed now to complete the last casing, because he had turned all his citizens into specialists.
He launched anyway, without completing the last casing: his ship would arrive on the same turn, and he had the turn order advantage. So that's one thing the AI does evaluate correctly.
Peter won the race.
Out of curiosity, I reloaded the last turn, and this time Mao won: Peter's ship had failed because of the missing casing.

So no idea about what happened in your game. :(

Regarding ship sabotaging: in most games, it doesn't happen (for instance in the game I've just mentionned, you'd have thought it would happen, but nope). But I've had a few games where on the contrary, the AIs went crazy with it, and an AI which was 2-3 techs being would end up winning the race because of it.
The craziest instance had a ship launch delayed by 30+ turns! (and in that case, to no avail, as the AI which finished the tech tree still ended up launching first).
 
Does Civ4 ever go on sale? I wanted to get it on Steam this summer sale but I don't buy games at full price as a rule
Yep...just keep an eye out. GOG has it on sale too sometimes. usually around 7 bucks
 
Does an AI ever switch out of Free religion once they have gone for it? I have a cunning plan, but I'd like to be the only one running a religion (force city handovers with the AP). Unfortunately, the other AIs also run the AP religion, so I need them out of it and I'm not quite sure how the AIs behave. My plan is to use the UN (I will be resident easily enough) to first call the Free religion resolution (hopefully, nobody defies it, but I suppose that's a real risk, considering two of them are Saladin and Zara) and then call it again, but make it not pass, so I can adopt a religion again. Do you think they will switch back to Hinduism or stay in Free religion?

(I have the AP in one of my cities and have made very sure I don't have Mass media, it's one of the others that's built the UN.)



Edit
... apparently, the UN also has a reassign option, so I've been using that to gulp up the others. Saladin is no more :) But I'd still be interested in whether they can re-adopt a religion once in free religion. I don't think I've ever seen it, but that doesn't necessarily mean they never do.
 
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Does an AI ever switch out of Free religion once they have gone for it? I have a cunning plan, but I'd like to be the only one running a religion (force city handovers with the AP). Unfortunately, the other AIs also run the AP religion, so I need them out of it and I'm not quite sure how the AIs behave. My plan is to use the UN (I will be resident easily enough) to first call the Free religion resolution (hopefully, nobody defies it, but I suppose that's a real risk, considering two of them are Saladin and Zara) and then call it again, but make it not pass, so I can adopt a religion again. Do you think they will switch back to Hinduism or stay in Free religion?

(I have the AP in one of my cities and have made very sure I don't have Mass media, it's one of the others that's built the UN.)



Edit
... apparently, the UN also has a reassign option, so I've been using that to gulp up the others. Saladin is no more :) But I'd still be interested in whether they can re-adopt a religion once in free religion. I don't think I've ever seen it, but that doesn't necessarily mean they never do.
You can use a spy to force AI to change it's settings, it will last at least 5 turns since that is how long before the game allows you to change back. It's not very expensive.

You can also use this to get in AI good graces by forcing them to switch religion, making them go from hating you for being infidels to loving you as brothers and sisters in faith. Get the faith in as many of their cities as you can to increase the odds of it sticking, and they need it in at least one city for it to be a option. Added bonus of a turn of chaos for them if not spiritual.

Though if you want the 40% religion spy discount target city needs to have your state religion but AI must have something else.(not sure if free speech would work)

Also remember to try to get spies to sit 5 turns in target city for 50% discount as well.

You can also get AI to change civic settings or state religion in trade window sometimes. Something to keep in mind if you want to do a uneven tech trade in AI favor, there can be enough left over value to get them to switch to your settings. I think it only allows you to switch them to your settings.
 
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I got some questions about forest spread.

Does having a road on a forest decrease it's chance to spread to a empty spot, with or without preserve?

Can a tile with only a road on it get a forest to spread to it?

Can forest spread if there is a camp on a tile? Can forest spread if there was a camp on a tile but you destroyed it?

Moderator Action: Moved post to Q/A. I apologize for not leaving a mod message sooner. Cheers - lymond
 
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From what i remember: forests can spread on roads but chance is decreased.
They can spread on fur camps, but not on deer or eles.
But i dunno 100%..it's just from experience & what i read over the years.
 
Does roads on forest decrease spread from that forest? Does lumberjack improvement prevent or reduce spread from a forest?
Good question. Not sure myself. I only know the preserve improvement does increase the spread chance. I'll ping @f1rpo or @Kaitzilla as they may have the answer.

I'm pretty sure forests can spread on an unimproved deer special, but not once improved which is pretty much the case for all improved tiles. Only jungle can spread on unimproved ivory tiles.
 
Yup looks good.

A road on a tile with no improvement reduces forest growth chance by half onto the roaded tile.

A forest with a lumbermill is not affected from spreading forests nearby.

A forest preserve increases the spreading rate by x8
Well of course forest can't spread on a tile that already has a forest on it.

Does roads on forest reduce their spread influence?

Can camps on fire get forest spread onto them latter?
 
Does roads on forest reduce their spread influence?
No. My reading is lumber mills/forest preserves make a difference on the source forested tile and roads make a difference on the target unforested tile.
Can camps on fire get forest spread onto them latter?
You mean if you lose a forest to a random event fire? Yes, I think so.
 
Well of course forest can't spread on a tile that already has a forest on it.

Does roads on forest reduce their spread influence?

Can camps on fire get forest spread onto them latter?

Here is another reading of the forest spreading rules in word form.


If an empty tile is next to a forest: ("next to" means east, north, south, west. Diagonal does not count.)
1) The empty tile with a road has half the chance to get a forest spread.
2) The empty tile can only receive a forest growth if it has no unit on it.
3) A forest growth can only occur on a grassland, plains, or tundra tile.

The forest itself is constantly trying to grow in all 4 directions, but it can't if a forest or tile improvement is already there.
The forest itself is not affected by being roaded or lumbermilled, but its spread rate is increased by x8 if it has a Forest Preserve improvement.

If a forest burned down from a random event, then any nearby forests will try to grow it back each turn.
I say this because I think I've chopped down forests, put forest preserves on their neighbors, and the tile got a forest again? :hmm:
 
In my experience, as long as valid tile can have forest grow on it, it can happen. I've chopped down a jungle and later a forest grew on the same tile.
 
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