Quick Answers / 'Newbie' Questions

When I have entered a square next to an enemy city with my catapult, sometimes I get the option to bombard and sometimes I don't. What determines this ?

First I thought it depended on the geography, but then I had a case where first I couldn't bombard from a certain square and then I could. Then I thought the option wouldn't be there if the defender wasn't fortified, but that also isn't it, because the option can be absent when the defender is fortified.

I really hope someone will know this.
 
You can only bombard when the city's defence is >0%. When you have bombarded the city down to 0% defence, you will not be able to bombard that city any more that turn (or the next). However, two turns after the city's defence has been consecutively at 0%, the defensive value will slowly start rising again, and you will once again be able to start bombarding.

Hope that helps. :)
 
Does anyone know how to play a Civ4 scenario in Warlords? Or does anyone know how to alter a civ4 scenario to work in warlods?
 
schpritz said:
Can 'inflation' be influenced or managed?
No. It is a percentage of the total civ cost depentant on year. You can influence it by reducing civ cost, but not the percentage of civ cost.

Hope this makes sence.
 
pixiejmcc said:
Okay. As I have explained before I play only MP, and a lot of my games can finish in the renaissance era. However lately I have been playing some late era games. Could somebody explain exactly how nukes deal out damage?

They seem to take some population off the city, the one time i checked it was 5 (which HURTS).

They also damage surrounding worked tiles, which cannot be improved again for a certain length of time.

I would test it in world builder but i imagine this would be hard to arrange. And, I expect I could find what I need to know much more easily by asking here.

Note that the following information comes from the file GlobalDefines.xml and the correctness of the information is determined by the level of understanding of the variables contained in that file by me.

Nuclear weapons cause fallout in the city tile and the 8 surrounding tiles. The chance for fallout is 50% for each of these tiles. Fallout dissapears naturally after some time and it can be removed by workers after the environmentalism technology (if I recall correctly). It causes -0.5 health per tile which is hit by fallout and the tiles are inproductive and lose all improvements.

Nuclear weapons deal damage to the population, buildings and units in the city and the 8 surrounding tiles.

Unit damage: 0-30% base damage + 0-50% random damage + 0-50% random damage. This means that after 1 nuke units typically will not have died, but will be severly wounded. After 2 nukes that chance is considerably larger.

Population damage: 0-30% base damage + 0-20% random damage + 0-20% random damage. The maximum damage to population is capped at 60%.

Building damage: Each building has a 40% chance to be destroyed.

Bomb shelters reduce nuke damage by 75%. SDI reduces the chances that nukes actually hit by 75% to 25%.

Edit:
Nuking causes some war weariness for your enemy and lots of war weariness for your own empire.
 
I have a few questions for you guys...

1. What exactly is considered a trade route? I know some things add +1 to a trade route but what is it that gives the bonus? Is it for each resource that is connected to the main city?

2. I'm guessing a foreign trade route is the same type of thing. Does the civic that does not allow foreign trade just cancel any of the deals you already have (like GPT for Iron)?

3. I have just built my first nuke and I can't figure out how to use it. I tried to hit the launch button and click on a tile but it didn't work. This was before the UN put sanctions on nuclear weps.

Thanks in advance!!
 
JaggedRuler said:
I have a few questions for you guys...

1. What exactly is considered a trade route? I know some things add +1 to a trade route but what is it that gives the bonus? Is it for each resource that is connected to the main city?

2. I'm guessing a foreign trade route is the same type of thing. Does the civic that does not allow foreign trade just cancel any of the deals you already have (like GPT for Iron)?

3. I have just built my first nuke and I can't figure out how to use it. I tried to hit the launch button and click on a tile but it didn't work. This was before the UN put sanctions on nuclear weps.

Thanks in advance!!

Trade routes just represent a city's foreign trade dealings with other cities. It is kind of an abstract concept; it doesn't affect individual resource or gpt dealings. On the left side of the city screen, you should see a listing of that city's trade route(s), along with an indication of how much they are worth per turn. Very early on, they will typically be trade routes with your own cities, and usually only worth one gold per turn - once you have connections to other civs (roads, rivers, coastal, etc.), and open borders with a given civ, your cities will become eligible for trade routes with that civ's cities (which are typically more lucrative than local trade routes, since distance and city size both add to the income from a route). Technologies and civics that give +1 trade routes just give each city one extra trade route; they do not directly add to the income for a given route. Coastal cities will often get the most/more lucrative routes (especially after building harbors), as will bigger cities, FYI (also, the AI assigns routes - there isn't anything really direct you can do to alter them AFAIK). Once you have a few routes per city, commerce-multiplying buildings (in your commerce cities), harbors where applicable, and some decently sized trading partners, the income can become fairly substantial.

Oh and Mercantilism will cut off both your foreign trade routes and everyone else's with you (you'll still keep the same number of total routes, but they'll all be local, lesser-value ones). It is effectively an isolationist strategy (obviously), and personally I prefer the added trade of free markets. GPP (great people points) distributed amongst cities are not nearly as powerful as when concentrated in a single GPP city with national epic, and eventually, the extra trade route of free market will (/should) provide more overall income than an extra specialist anyway, IMHO, unless you are running representation as well and/or a specialist economy. Your mileage may vary, but in my opinion, Mercantilism would play a potential niche role at best.

No idea on nukes; sorry - I've never built one. Good luck playing!
 
JaggedRuler said:
3. I have just built my first nuke and I can't figure out how to use it. I tried to hit the launch button and click on a tile but it didn't work. This was before the UN put sanctions on nuclear weps.

Maybe you tried to hit a target with one of your own units or one of your nations tiles in the blast area. This is not allowed.
 
I bought a new computer a couple of months ago, and one of the first things I got for it was Civ IV. It's a fantastic game and a substantial improvement over Civ III.

I love the music that plays in the background as the game progresses, from baroque to classical to romantic to modern. Can anyone direct me to a complete list of all the musical pieces? Some of them I recognize, such as Bach's Brandenburg Concertos, but others I am unfamiliar with. Coincidentally, I bought my first CD by John Adams earlier this year.
 
2 simple questions.

1. Is it possible to start the game with a mod ? What should I include in the shortcut ?
(I'm going to try Civ 4 Launcher for this)

2. How to cut a large map ? Let's say I have a 180x80 map. I only want to use a part of it, e.g. 90x60, not resize the map. What map editor is cabable of doing this (link maybe) ?

Thanks in advance!
 
555 said:
2 simple questions.

1. Is it possible to start the game with a mod ? What should I include in the shortcut ?
(I'm going to try Civ 4 Launcher for this)

You should change a line in the CivilizationIV.ini file. The line that should be changed is the following line:

; Specify a Mod folder (Mods\Mesopotamia), '0' for none
Mod = 0

The CivilizationIV.ini file can be found by following the link _Civ4Config in the main civ4 folder.

555 said:
2. How to cut a large map ? Let's say I have a 180x80 map. I only want to use a part of it, e.g. 90x60, not resize the map. What map editor is cabable of doing this (link maybe) ?

Thanks in advance!

I can't help you with that. I have no experience with creating and modifying maps. You could ask the question in the Creation and Customization subforum. The people who wander there will probably know the answer.
 
Polyomnocles said:
Does anyone know how to play a Civ4 scenario in Warlords? Or does anyone know how to alter a civ4 scenario to work in warlods?

Sorry for the repost. I don't wanna get forgotten.:rolleyes:
 
Polyomnocles said:
Does anyone know how to play a Civ4 scenario in Warlords? Or does anyone know how to alter a civ4 scenario to work in warlods?

That question would be best answered by the modding community.

In the Creation and customisation section.

:)
 
Roland Johansen said:
Unit damage: 0-30% base damage + 0-50% random damage + 0-50% random damage. This means that after 1 nuke units typically will not have died, but will be severly wounded. After 2 nukes that chance is considerably larger.

Population damage: 0-30% base damage + 0-20% random damage + 0-20% random damage. The maximum damage to population is capped at 60%.

SDI reduces the chances that nukes actually hit by 75% to 25%.

Thank you once again Roland. :goodjob:

I don't quite understand the above points. Are you saying it is possible to kill a city with nukes? I'm afraid I don't follow the points about base and random damage at all. :crazyeye:

Also about the SDI, shouldn't this mean that the chance of a nuke hitting is 50%?

Also while on the subject of war weariness, it seems that this doesn't kick in for sometime, may be 50 turns in to a war (on quick). Could you explain how this works as well.

How do I get into the xml (and use it to find what I want to know), so I don't have to bug you with my questions anymore.:lol:
 
Lord Parkin said:
You can only bombard when the city's defence is >0%. When you have bombarded the city down to 0% defence, you will not be able to bombard that city any more that turn (or the next). However, two turns after the city's defence has been consecutively at 0%, the defensive value will slowly start rising again, and you will once again be able to start bombarding.

Hope that helps. :)

It seems to go back up by 3% each turn, could someone confirm this? I haven't tested it very thoroughy so I could well be wrong.
 
My guess is that each turn it'll go up by some +% of its original max defense value. :)
 
i got very simple newbish questio??? how do you uninstall the game no before you rush to conclusions i will just uninstall it when i get the new battlefield becouse it dont let uninstall it
 
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