Quick Answers / 'Newbie' Questions

Roland Johansen said:
It was fixed in Warlords (and I'm happy that it was because I really hated the micromanagement that was connected with it but it was to powerful not to use it).



The first turn of construction has a 50% penalty connected to it.
(The following assumes normal speed)
If you pop rush an archer with 5/30 hammers, then it will cost 1 pop and give you an archer with 35/30 hammers (so each pop gives you 30 hammers). If you pop rush an archer with 0/30 hammers, then it will cost you 2 pop and give you an archer with 40/30 hammers (so each pop only gives 20 (=30/1.5) hammers).

If you rush buy a granary with 10/60 hammers, then it will cost 3* 50 = 150 gold. If you rush buy a granary with 0/60 hammers, then it will cost 3*1.5*60=270 gold.

The pop rushing and rush buying always complete finishes the project in production. So you'll always have that turns production in overflow and with pop rushing, usually there will be some additional overflow as you cannot sacrifice a partial pop.

There also exist some cost multipliers connected with the various small and great wonders in the game. They are not all the same and vary from 50% (early game small wonders) to 300% (late game wonders connected to the space race). It would go to far to list them all here. If you are interested in a particular penalty, then you can find it in the file CIV4BuildingInfos.xml. The file lists the various buildings one after the other and each has an entry called iHurryCostModifier which determines the additional costs for hurrying that small/great wonder.

Edit: There is a difference between pop rushing and rush buying that I forgot to mention. Pop rushing production is subject to production bonusses in the city. Rush buying production is not subject to these production bonusses.

The penalty is really significant. I guess it's always worth having at least 1 turn of production before rushing, unless it's an emergency.

I had noticed the penalty with rushing wonders. I guess unless you really think you will lose the wonder this is perhaps not the best way to rush them (but I will check the list). It makes forest chops even more important for rushing wonders.

You explained earlier that rush buying is indirectly subject to production bonuses. I.e. each hammer always costs 3 gold, it is just modified in the normal way. So I don't understand your last comment.

Thanks once again,
Winston
 
pixiejmcc said:
You explained earlier that rush buying is indirectly subject to production bonuses. I.e. each hammer always costs 3 gold, it is just modified in the normal way. So I don't understand your last comment.

Thanks once again,
Winston

Yes, I know. It worked that way in vanilla civ4. It was changed in Warlords. I posted about this change some time ago (post 3812), because someone (apparently you) had asked me about gold rushing (before I was aware of the change in Warlords). Here is a copy-paste of that post:

Roland Johansen said:
Someone here asked about gold rushing and how it worked some time ago. I answered that gold rushing allows you to convert 3 gold into one base hammer and that that hammer is subject to the production bonusses present in the city. What has changed in Warlords is that that hammer doesn't get any production bonusses anymore. So gold rushing in a city with forge, factory and power plant isn't more efficient than gold rushing in a minor city without these buildings.

In vanilla civ4, gold rushing was seriously overpowered, now it is just slightly overpowered (personal opinion).

Note that rushing something that hasn't any production invested in it (first turn of construction) or rushing a wonder is more expensive.
 
How can I get that ultimate zoom feature? I mean that what is used to zoom really close.
 
cthom said:
control-alt f ,it's flying camera mode.
But first you need to alter the configuration settings.
  1. Go to [civ4] folder (default is C:/Program Files/Firaxis Games/Sid Meier's Civilization 4)
  2. Open the shortcut labled "_Civ4Config"
  3. Change
    Code:
    ; Allow Camera Flying
    AllowFlying = 0
    to
    Code:
    ; Allow Camera Flying
    AllowFlying = 1
  4. Then use [CTRL+ALT+F] in-game. You can use the arrow keys to move the camera just like you were flying. Mouse wheel works like ▲ and ▼ keys also.

Also:
Here is proof that spreading your state religion to another Civilization's city (as long as that Civ's state religion isn't the same as your's) is good for culture bombing.
Culture_Bomb.gif
 
ggganz said:
The borders apparently also can't go more that 2 movement points over water that is away from the landmass the city is on. It just sees coast and 1square ocean not caused by its landmass as deep ocean....

Thanks for the information. It's a rather strange rule. It even tells you that the landmass to the north is not the same landmass before you have explored far enough to know that. Maybe the programming is done this way to avoid a situation where you culturally controll a tile (on the other side of an ocean) that is not connected to the rest of you culture zone.
 
If 2 civs discover Meditation on the same turn, how does the game determine who gets Buddhism? Does it take into account the "overflow" beakers?
 
ggganz said:
Also:
Here is proof that spreading your state religion to another Civilization's city (as long as that Civ's state religion isn't the same as your's) is good for culture bombing.

What, i didnt know this! So when you're trying to make a civ's city yours by cultural influence, it helps to spread your state religion to that city? Unless they have the same state religon as you?
 
shday said:
If 2 civs discover Meditation on the same turn, how does the game determine who gets Buddhism? Does it take into account the "overflow" beakers?

I've heard strong claims that the order is determined by the largest overflow and I've heard strong claims that it has to do with the order in which the various players take their turns (the human would be first in that order). So, I don't know. With the various claims made as strongly as I've seen in various threads, at this moment I will only accept strong proof (a world builder screnario created specifically to test this that I can download to test it myself or various lines of code from the game that clearly show how it works). I've not seen such prood until now (not saying that it isn't in one of the many threads in this forum).

sweetpete said:
What, i didnt know this! So when you're trying to make a civ's city yours by cultural influence, it helps to spread your state religion to that city? Unless they have the same state religon as you?

When a city is under strong cultural pressure from another nation, you can see the chance that it will culture flip each turn presented in a percentage close to the culture bar inside a city. When I converted a just captured city that was under strong cultural pressure to my state religion, the flip chance halved. So I guess that religion does have an influence on flip chance. I don't know if the presence of an enemy state religion in my city is of influence on its flip chance, but I am certain that the presence of my state religion is of influence.

When spies are in the game, it is very easy to test it. Put an enemy city under severe cultural pressure (more than 50% of the center tile needs to be your culture). Then look at the flip chance with a spy. Convert the city to your state religion and take a look at the flip chance again. It will probably have doubled.
You could also test it earlier in the game with the help of the world builder.
 
Roland Johansen said:
I've heard strong claims that the order is determined by the largest overflow and I've heard strong claims that it has to do with the order in which the various players take their turns (the human would be first in that order). So, I don't know. With the various claims made as strongly as I've seen in various threads, at this moment I will only accept strong proof (a world builder screnario created specifically to test this that I can download to test it myself or various lines of code from the game that clearly show how it works). I've not seen such prood until now (not saying that it isn't in one of the many threads in this forum).
Thanks for the reply. I'm Isabella on the first turn of a big multiplayer human game. I'm the only player doing 11 commerce, so I was wondering if I coud safely drop back to 10 after a few turns and still get Buddhism. If I find any more solid info I'll post it.
 
sweetpete said:
What, i didnt know this! So when you're trying to make a civ's city yours by cultural influence, it helps to spread your state religion to that city? Unless they have the same state religon as you?
Yup! And there wasn't even any "An Incan revolt has taken place in Corinth!" message.
 
Roland Johansen said:
I've heard strong claims that the order is determined by the largest overflow and I've heard strong claims that it has to do with the order in which the various players take their turns (the human would be first in that order). So, I don't know. With the various claims made as strongly as I've seen in various threads, at this moment I will only accept strong proof (a world builder screnario created specifically to test this that I can download to test it myself or various lines of code from the game that clearly show how it works). I've not seen such prood until now (not saying that it isn't in one of the many threads in this forum).

I can state with proof that it is the turn order that matters in the event of the tie, not overflow. If you download the following save you'll see a very simple scenario. There are two civs, with the human player as Saladin, and the AI as Isabella. Both civs will finish meditation if you just hit end turn. Isabella has more beakers invested, and is generating more per turn, and hence will have the greater overflow. However when the tech is discovered, Buddhism is always awarded to Saladin, despite the lower overflow, since as the human player he is first in the turn order.

View attachment 140048

Overflow would be a nice way of doing it, but it isn't how it works in practice. As in Civ 3, turn order is all that counts.
 
MrCynical said:
I can state with proof that it is the turn order that matters in the event of the tie, not overflow. If you download the following save you'll see a very simple scenario. There are two civs, with the human player as Saladin, and the AI as Isabella. Both civs will finish meditation if you just hit end turn. Isabella has more beakers invested, and is generating more per turn, and hence will have the greater overflow. However when the tech is discovered, Buddhism is always awarded to Saladin, despite the lower overflow, since as the human player he is first in the turn order.

View attachment 140048

Overflow would be a nice way of doing it, but it isn't how it works in practice. As in Civ 3, turn order is all that counts.

Thank you for the test, it was a good one. :goodjob: Allthough, if I saw it correctly, only the beakers per turn is higher for Isabella, the investment at the turn the scenario is started is equal. Not that it matters, as you correctly show that the overflow doesn't matter and the turn order does.
 
Hi to all civFanatics, here is a quick question for the quick answers thread. I apologize for every spelling/syntaxe mistake I could wrote in this post. I am good at reading english but my expression skill is kinda low.

So, I am wondering why resources available for all my cities through a trade network don't provide any bonus other than health and happiness ? When I point at a resource in a city screen, a tooltip appears saying +1
hammer.gif
(for iron, copper...) and +1
food.gif
(for fish, wheat, corn...) whereas they seem to be never added to my city growth or in my total production.

Is it a bug or an intended behavior ? In the second case, why firaxis put those informations in the tooltips, and from my point of view, why don't add a bonus to every city connected to those resources ?
 
HackenSlash said:
Hi to all civFanatics, here is a quick question for the quick answers thread. I apologize for every spelling/syntaxe mistake I could wrote in this post. I am good at reading english but my expression skill is kinda low.

So, I am wondering why resources available for all my cities through a trade network don't provide any bonus other than health and happiness ? When I point at a resource in a city screen, a tooltip appears saying +1
hammer.gif
(for iron, copper...) and +1
food.gif
(for fish, wheat, corn...) whereas they seem to be never added to my city growth or in my total production.

Is it a bug or an intended behavior ? In the second case, why firaxis put those informations in the tooltips, and from my point of view, why don't add a bonus to every city connected to those resources ?


Your English is fine, if you hadn't said anything noone would have suspected it wasn't your first language. And hammers/food/commerce bonuses from a resource are added to the tile, so the city working that tile gets +2 hammers, +1 commerce or whatever. All cities on the trade network (attached with roads or rivers) get the health or happiness bonus, or in the case of strategic resources like iron the ability to build units, but no additional hammers, food or commerce.

Add: In the long run, the strategic/health/happiness bonuses are much more important than the bonus to the city that works the tile, and they may even be more immediately profitable because surplus resources can usually be sold for whatever excess gold per turn your neighbors have, so that extra corn could bring you 6 or 10 gpt.
 
taillesskangaru said:
Nobbish question

Hopefully this is the right place: i've often heard of "flying camara" feature what exactly is it?

Refer to post #3848 of this thread!

:)
 
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