Quick Answers / 'Newbie' Questions

Laboratories (which are the ones that boost spaceship production, not observatories) definitely don't, and I don't think the space elevator does either.
 
MrCynical said:
Laboratories (which are the ones that boost spaceship production, not observatories) definitely don't, and I don't think the space elevator does either.

Thanks. I think you're right, because of the two, laboratories would be the more likely.
 
the space elevator grants you +50% spaceship production in all cities.

City more likely to generate Great Scientist

edit : You also need to be at a certain distance from the equator to build it.

Dont know the exact distance from the equator you need to be though !
 
Raisin Bran said:
yes in the custom game option you will have the vicotry conditions and the other options listed as well you just need to pick and choose whatever you want.

No, I meant, if I do that, will I or the AI able to win? If we go to war at all time, how will they like me?

Thanks.
 
bad-aries said:
No, I meant, if I do that, will I or the AI able to win? If we go to war at all time, how will they like me?

Thanks.

One of the AI will win a diplo victory since only war is only applicable to the human player. The AI dosen't have to be at war with other AI.

As for the winning part I doubt that its doable.

Maybe we need more expert help on this one.
:)
 
bad-aries said:
Can I have my game set with the winning condition set only to The Diplomatic Victory but I have also turn on the always war at the same time?
Raisin Bran said:
One of the AI will win a diplo victory since only war is only applicable to the human player. The AI dosen't have to be at war with other AI.

As for the winning part I doubt that its doable.
It certainly possible to set up a game this way, and it is possible for the player to win. :D

As pointed out above, the AI are not automatically at war with one another in an AW game - it's just the player who is always at war with everyone. So whichever AI is in the running for the Diplo victory will almost certainly get ALL of the votes from the other AIs. The only way to win is to kill off enough other civs (before the vote is called) that YOUR population alone is sufficient to vote you in for the diplomatic victory. In the extreme, you could wipe out everyone else, then have to wait until you can build the UN and vote yourself in before you could claim the win.

Seems a silly setup, but to each his own...
 
Zophos said:
It certainly possible to set up a game this way, and it is possible for the player to win. :D

As pointed out above, the AI are not automatically at war with one another in an AW game - it's just the player who is always at war with everyone. So whichever AI is in the running for the Diplo victory will almost certainly get ALL of the votes from the other AIs. The only way to win is to kill off enough other civs (before the vote is called) that YOUR population alone is sufficient to vote you in for the diplomatic victory. In the extreme, you could wipe out everyone else, then have to wait until you can build the UN and vote yourself in before you could claim the win.

Seems a silly setup, but to each his own...

Thanks. Now I know always war applies only to human player. Then, I will forget about this setup.
 
Roland Johansen said:
A tile accumulates cultural influence from all of the cities which have the tile in their area of cultural influence.
A city will each turn give the normal city culture production as cultural influence points to every tile within its cultural influence area. But dependant on the level of cultural development, additional culture points will be accumulated in some of the tiles. These bonus cultural influence points are dependant and the distance to the city.

I always like to learn new things for better in gameplay. This is how I interpret this very interesting information. Please correct me if I misunderstood. Moving from one cultural level to the next means your borders may expand, as long as you have more culture on that tile on your competitor(s). Also moving to the next cultural level means you get the bonus points that you listed. However going from e.g. influential to legendary takes a looong time and may not be feasible but in this time it is still worthwhile to increase your culture to flip tiles. During this period all the new culture you obtain in a city will be distributed to all the tiles you cover evenly. If 2 cities cover a certain tile, both cities will add culture to it.

So very very simply, it is worthwhile to increase culture in a city in order wo win over (even far away) tiles.
 
Roland Johansen said:
For me, it normally takes far more time to write my own post then quoting someone. I always need a lot of words to say something. :p

Well this is because you give very much appreciated, in depth and accurate answers. These generally take up a lot of words. ;)
 
neily_mcl said:
Can someone please help me, is there anyway to turn off the autosave on civ 4?
Not as far as I know, but someone more knowledgeable may have a solution. However, I'm just curious about your reasoning for turning off the autosave? Unless it's causing severe gameplay issues or something, I'd leave it on if I were you. It doesn't really get in the way at all, and it's very handy for reloading back a turn if you want to try replaying something differently, or if your main save gets corrupted or something. Just nice to have there as a "safety backup"... since you invest so much time into games of Civ4, it's rather a shame to lose all that to a bad save. ;)

But anyway, that's just IMHO. Sorry I can't help more with your actual question though.
 
pixiejmcc said:
I always like to learn new things for better in gameplay. This is how I interpret this very interesting information. Please correct me if I misunderstood. Moving from one cultural level to the next means your borders may expand, as long as you have more culture on that tile on your competitor(s). Also moving to the next cultural level means you get the bonus points that you listed. However going from e.g. influential to legendary takes a looong time and may not be feasible but in this time it is still worthwhile to increase your culture to flip tiles. During this period all the new culture you obtain in a city will be distributed to all the tiles you cover evenly. If 2 cities cover a certain tile, both cities will add culture to it.

So very very simply, it is worthwhile to increase culture in a city in order wo win over (even far away) tiles.

I think that you've grasped the concept, but I'll just give an example (as I should have done in the first place) to clarify things. For others reading this, it refers back to post 3668 in this thread.

The example is assuming normal game speed.

Two smaller cities of civ A of flegling cultural level are controlling a tile at distance two of both cities. City 1 of civ A has contributed 40 cultural influence points and is contributing 1 cultural influence points per turn, City 2 of civ A has contributed 60 cultural influence points and is contributing 2 cultural influence points per turn.

The tile is also at distance 2 of a city of civ B. This city is trying to take control of the tile. It is producing 3 culture per turn and has contributed 90 cultural influence points to the tile. 90 cultural influence points is less than the 100 cultural influence points of the two cities of civ A, so civ A controls the tile (tile is 53% of civ A). However, this city has just reached the developing cultural level and will now contribute 20 bonus cultural influence points per turn to this tile at distance 2. So civ B will contribute 20+3=23 cultural influence points per turn to the tile and civ A will contribute 1 + 2 = 3 cultural influence points to the tile. It is clear that the gap of 10 influence points will be overcome the next turn. Civ A will have to get one of its cities (and preferably both) to the developing cultural level in order to compete with Civ B.

You can see that the bonus cultural influence points are extremely important and thus the distance to a city and cultural development level of the city are very important.


neily_mcl said:
Can someone please help me, is there anyway to turn off the autosave on civ 4?

First of all: Welcome to CFC! :band:

In your main civilization directory and in the Warlords subdirectory (if you own the expansion pack), there exists a link called _Civ4Config. It links to the file CivilizationIV.ini which controls some extra parameters of civilization IV that normally don't need to be changed. Both normal civilization IV as the Warlords expansion, have their own configuration file (it is created when you start your first game of civilization IV or Warlords).

The following lines control the autosaves:

; The maximum number of autosaves kept in the directory before being deleted.
MaxAutoSaves = 5

; Specify the number of turns between autoSaves. 0 means no autosave.
AutoSaveInterval = 4

It is clear that you need to set the value of AutoSaveInterval to 0 to stop the autosave feature.

I have to agree with Lord Parkin that the autosaves can have their value (power supply problems or you just forget to save when you exit the game), but to each his own.
 
Just bought C IV, quick question:

The game automatically moves back and forth between units and cities -- is there some way to stop this feature and to require manual navigation only? I know about the <c> command, but that's not it.

Thanks!
 
Roland Johansen said:
However, this city has just reached the developing cultural level and will now contribute 20 bonus cultural influence points per turn to this tile at distance 2.

Ah. I hadn't understood that these bonus points are added every turn. This makes reaching the next cultural level very significant. I guess it could often be worth making a quick cultural push (e.g. building culture) to get to the next level a little quicker than you would normally.
 
cjlawn said:
Just bought C IV, quick question:

The game automatically moves back and forth between units and cities -- is there some way to stop this feature and to require manual navigation only? I know about the <c> command, but that's not it.

Thanks!

There is an option called no unit cycling in the options menu that does this.

pixiejmcc said:
Ah. I hadn't understood that these bonus points are added every turn. This makes reaching the next cultural level very significant. I guess it could often be worth making a quick cultural push (e.g. building culture) to get to the next level a little quicker than you would normally.

That could be worthwhile in a cultural war. I know about these cultural bonus points only a few days, so I haven't used that knowlegde in earlier games. And I'm seldomly involved in cultural wars. I create and sustain my cultural borders, but I never try to capture cities culturally and it's quite doable to sustain your own borders without too much trouble.
 
I had surrounded the squares around my city with units. I thought this would keep the AI from landing anywhere dangerous. But then a grenadier made an amphibious assault.

The civilopedia does not mention this possibility. Is this a bug ?
 
All land units can make amphibious assaults, it's just they get a 50% penalty when doing so. Marines just don't have this penalty, they're not the only ones than can perform an amphibious assault.
 
Thanks for all the answers everyone.

I have another one: when you are in anarchy, do the turns that a captured city is in resistance still decrease, or does that counter also stop ?

Do GPP-points stop ?
 
Hello Civ Community:
I am new to Civ 3. I have seen a lot of forums discussing Storm Over Europe and Storm Over Pacific, but where can I download them? I have clicked on links to the cdcgroup website/ evo-games but I am never able to proceed to an actual download. Any ideas or suggestions? Thanks in advance...
 
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