Quick Answers / 'Newbie' Questions

With World Builder are you able to make your own custom games (civs, map, units, relations, time period) or just normal in-game editing.

Could I please have this answered
 
The Thracian said:
With World Builder are you able to make your own custom games (civs, map, units, relations, time period) or just normal in-game editing.

Could I please have this answered


As far as I can tell you can set up a custom game in a way, but it seem to be more for cheating than anything else. My Grandson loves it - he never looses. :lol:

Sorry about posting twice in a row (I think that is a No No) - mind is slipping today.
 
I was wondering if it had more of a use of launching it not in-game but creating a game to load up and play, not for cheating purposes.
 
What is a "fat cross"? Is that just tiles which create a cross with a center in town, or that's every tile which surround city ( 8 tiles when city established ).
 
mezzano said:
What is a "fat cross"? Is that just tiles which create a cross with a center in town, or that's every tile which surround city ( 8 tiles when city established ).
Fat cross are all the tiles a city can eventually work once its culture expands. Basically 2 squares away from the city in every direction except diagonally

I'm bored so here's some lover-ly ASCII:
Code:
  x x x
x x x x x
x x C x x
x x x x x
  x x x
 
The Thracian said:
I was wondering if it had more of a use of launching it not in-game but creating a game to load up and play, not for cheating purposes.

You can create any map with the world builder. Place units and cities of various nations on the map. Determine the relations between the varying nations and set the tech level of the varying nations. You can also determine the culture level and size of each of the cities and determine exactly what buildings are present in each city.

So you can create fully fledged custom maps with the world builder.

To change the rules of the game, you'll need to edit the xml and python files in the assets folder of the game. You copy these to a mod directory and change the files there.
 
I don't know how much this is needed but remember that using the worldbuilder you can also regenerate the map in-game.
 
Lord Jimbob said:
would someone point me to where I can find out what are the units an AI civ starts with at the various levels (particularly immortal)?

i.e.
2 settlers
2 workers
2 archers
2 scouts
etc.

thanks!
bump!
anyone know?
 
Lord Jimbob said:
bump!
anyone know?

The easiest way to find out is to start a game at the level you want to know about and directly open the world builder. Then you can see with how many units they start. I don't know it myself.

It could be that they only get the units after settling the capital. In that case, you have to wait until the second turn to take a peek in the world builder.

Of course, you do this with a test game. Not with the game that you're planning to play (unless you want to cheat).

It takes just a minute or so to find out, not to much hassle, I think.
 
Does the AI always play at your own difficulty level?
Or do you need to change it manually in GlobalDefines.xml? :bored:
Asking because when I start up the game and set my difficulty level to Prince, the AI level stays greyed out at Noble.
 
mezzano said:
What is a "fat cross"? Is that just tiles which create a cross with a center in town, or that's every tile which surround city ( 8 tiles when city established ).

The fat cross is all of the area that can be worked by a city. It is the 20 squares in a cross shape with the city at the center:

--XXX--
-XXXXX-
-XXOXX-
-XXXXX-
--XXX--

You only get to work the 8 central squares when the city is first founded. Once you have reached culture level 2, you can work all 20. Each culture level pushes your nations borders out by 1 ring, but you can never work more than the 20 squares of the "fat cross".
 
M@ni@c said:
Does the AI always play at your own difficulty level?
Or do you need to change it manually in GlobalDefines.xml? :bored:
Asking because when I start up the game and set my difficulty level to Prince, the AI level stays greyed out at Noble.

The AI plays always at noble difficulty level. That means for instance that it gets the happiness and health bonus from the noble difficulty independant of the level that you play at (at deity level, the happiness and health starting bonus is much smaller).


joyodongo said:
How can I create a poll-thread?

You create a thread and put a marker before the option 'Yes, post a poll with this thread'. This option is half a screen below the main post screen. Just scroll down a little.
 
M@ni@c said:
Does the AI always play at your own difficulty level?
...
Asking because when I start up the game and set my difficulty level to Prince, the AI level stays greyed out at Noble.

Well, you've answered your own question there.
No, the AI doesn't play at your level. Instead, the AI gets a number of penalties (for difficulties below noble) and bonuses (for difficulties above noble) in comparison to you.

Some AI bonuses are always better than yours. For example, the cost of upgrading units with gold is substantially reduced for the AI. That ancient warrior you've got kicking around? The AI can upgrade it for less gold than you.
 
mezzano said:
What's mean :
1. (granary) stores 50% of food after growth;
For every 2 units of food that are put into city growth you get 1 when the city grows. Basicly if you have a granery you need nearly half as much food to grow.
mezzano said:
2. (colosseum) +1 :) per 20% culture rate?
Once you get drama you can put some percentage of your commerce into culture, and you get 1 happy face per 10%. A colosseum gives you an extra happy face for each 20%, ie. you get 3 happy faces for 30% culture instead of 2.
 
mezzano said:
What's mean :
1. (granary) stores 50% of food after growth;
2. (colosseum) +1 :) per 20% culture rate?


1) The last post was misleading a bit. The way it works is this. When ever you add a population point to a city, the food bar empties out to zero. If you have a granery, then it only empties out to 1/2 full. This is good for TWO reasons. a) You only need 1/2 as much food for the next population point and b) If you ever start to consume more food than you produce, you have more of a buffer before you LOSE a population point.

2) When you can set the % culture (after you get Drama, it is listed below % research in the upper left), you get +1 :) in every city for each 20% culture. Thus: 20% culture gives you +1 :), 40% = +2 :) etc etc.
 
Roland Johansen said:
The easiest way to find out is to start a game at the level you want to know about and directly open the world builder. Then you can see with how many units they start. I don't know it myself.

It could be that they only get the units after settling the capital. In that case, you have to wait until the second turn to take a peek in the world builder.

Of course, you do this with a test game. Not with the game that you're planning to play (unless you want to cheat).

It takes just a minute or so to find out, not to much hassle, I think.
Thanks for your help RJ- I have done that, however, I just see a stack of units, an archer in view- I don't know how to see what are the other units! is there an option in the world builder to see what units are in this starting stack? if I hover the cursor over them, it does not show which units are there, as it does in game...

I was hoping there would be an xml file I could look into or something!
 
Back
Top Bottom