Quick Answers / 'Newbie' Questions

Move a catapult/cannon/artillery next to a city, and it can bombard
to reduce the city's defense rating. After that, it can attack like other units.
The key difference is collateral damage -- when a catapult attacks a city,
or stack of units in the field, it will do some damage to most/all of them.
It will most probably die in the attempt, but several units will be damaged;
if some were damaged before, they might even be killed.
Actually, I believe this last part is incorrect. Only the unit being directly attacked by the siege unit can be killed in the attack. All the other units underneath cannot be killed via collateral damage. This is because collateral damage is capped at certain amounts for different units - I believe it is 50% of the total hit points for Catapults (and Trebuchets??), 60% for Cannons, 70% for Artillery, and 60% for all aircraft. This means that, for instance, when attacking a stack of many Longbowmen with many Catapults, once the Longbowmen are all at 3.0/6 health, the Catapults will be unable to do any more collateral damage on the stack (although they can still attack single units and kill them, though this may be inefficient). :)
 
I wanna lower the inflation rate, can someone explain to me how

<iInflationPercent>10</iInflationPercent>

<iInflationOffset>-200</iInflationOffset>

works, and what the ratio means, its located in the

Xml/game info/CIV4GameSpeedInfo folder.

Thanks
 
Could someone tell me where to find the files for these expenses, and tell me how to adjust the expenses to make them lower?

1. Unit Cost
2. Unit Supply Cost
3. City Maintenance
4. Civic Upkeep (can you go lower than low)
 
Is there any way to get the AI to build more cities during game play? Id like to play a huge map with about 5-7 civs....the problem is, each civ only builds a few cities, leaving me with a huge amount of land, to build about as many cities on, as all of the other civs put together...
 
I wanna lower the inflation rate, can someone explain to me how

<iInflationPercent>10</iInflationPercent>

<iInflationOffset>-200</iInflationOffset>

works, and what the ratio means, its located in the

Xml/game info/CIV4GameSpeedInfo folder.

Thanks

These questions actually are more related to modding the game and should be asked in the Creation & Customization forum. They are not really newbie questions.

The value -200 means that after 200 turns, inflation starts to increase. The rate at which it increases is 10&#37; which means that once every 10 turns, the inflation increases by 1%. Note that these are the values from the marathon speed. Other speed settings have different values.

Could someone tell me where to find the files for these expenses, and tell me how to adjust the expenses to make them lower?

1. Unit Cost
2. Unit Supply Cost
3. City Maintenance
4. Civic Upkeep (can you go lower than low)

I wrote an article on unit upkeep cost and unit supply cost and an article on civic upkeep cost. They can all be found in the War Academy in the Game Mechanics section. These articles explain how these costs are calculated and at the end of the articles there is some information for modding these costs.

The war academy also has an article on city upkeep, but it is more valuable to get some insight into city upkeep than to start modding it. However, the thread about city upkeep does have some interesting posts which might help modding it. Especially post 89 in this thread might help.

By the way, all these costs have many difficulty level related modifiers in them, so if you significantly reduce these costs, you will make the game easier for you. So you can probably move up several difficulty levels after modding these costs.

Good luck modding! :thumbsup:
 
After playing six games each at Settler and Chieftain level, I am now playing my first game at Warlord level. I had used raging barbarians in my last two Chieftain games and found it added interest and challenge in the early game, so I left it on for this game. The number and rate of appearance of barbarians nearly overwhelmed my civilization. My development was severely set back, as I had to have both my cities producing nothing but archers for many turns to defend against the barbarians. I only had time to found one more city besides my capital before this happened. I am playing on a huge map with only six AI civs. I have two questions related to this:

1) Do the AI civs also experience this problem or does raging barbarians only affect the human player?

2) At Warlord and higher levels is the barbarian onslaught brisk enough normally that I would be well advised not to have raging barbarians?

On another topic, this is my first game where the AIs had researched technologies in large numbers that I had not already gotten. When a trade is not available, is it advisable to demand tribute? If so, does this result in a diplomatic penalty? Also, who is most likely to accede to the demand, a friendly, pleased, or cautious AI?
 
After playing six games each at Settler and Chieftain level, I am now playing my first game at Warlord level. I had used raging barbarians in my last two Chieftain games and found it added interest and challenge in the early game, so I left it on for this game. The number and rate of appearance of barbarians nearly overwhelmed my civilization. My development was severely set back, as I had to have both my cities producing nothing but archers for many turns to defend against the barbarians. I only had time to found one more city besides my capital before this happened. I am playing on a huge map with only six AI civs. I have two questions related to this:

1) Do the AI civs also experience this problem or does raging barbarians only affect the human player?

Raging barbarians will effect everyone.

2) At Warlord and higher levels is the barbarian onslaught brisk enough normally that I would be well advised not to have raging barbarians?

If you are having trouble at a new difficulty level, try turning off the raging barbarians until you can get a handle on the game. Then turn them back on. The barbarian onslaughts will last until all the fog of war is uncovered by culture. On Terra maps, barbarian civs can learn techs, and can build wonders, and have threatening armies. The onslaught may not be as brisk.

On another topic, this is my first game where the AIs had researched technologies in large numbers that I had not already gotten. When a trade is not available, is it advisable to demand tribute?

It depends on the game setting. If your neighbor is Montezuma and he is furious with you, and you demand a tech, he may reject your attempt and be more likely to want war with you. In another example you could demand tribute and that civ may be scared of your military might and give in to the threat. So it all depends if you want to take the chance of a (-) diplomatic penalty

If so, does this result in a diplomatic penalty?

If you demand tribute from a civ that is cautious, angry, or furious, and they deny your demand, then you will have a (-) diplomatic penalty. If they give into your demand there will be no penalty. You don't demand a tribute from a civ that is friendly or pleased, it is considered asking them for help. If they refuse your request there is no diplomatic penalty. If they give you the request there is also no diplo penalty. So asking a friendly or pleased civ for help doesn't hurt.

Also, who is most likely to accede to the demand, a friendly, pleased, or cautious AI?

This also depends. If you demand a tribute from a cautious, angry, or furious civ..they are more likely to give in if you have more military power. If they feel that you are weak militarily they will not give in. I don't know how a friendly or pleased civ decides to answer your ask for help.

I'm most likely forgetting some information, so anyone feel free to point out any other ideas I missed.
 
Is there any way to get the AI to build more cities during game play? Id like to play a huge map with about 5-7 civs....the problem is, each civ only builds a few cities, leaving me with a huge amount of land, to build about as many cities on, as all of the other civs put together...
Are you on a low difficulty level? On the higher difficulty levels, you'll find that the AI will expand to cover every scrap of land they can, so you might find that you'll have a much more enjoyable game. :)
 
@50Caliber:- I also only play huge maps, but even the default for huge maps, is you and 10 ai civs. You may want to try more civs than your 5-7, as like you, the ai suffers from cost per city and distance from palace, and so will have trouble sustaining more than around 6 or 7 cities pre code of laws or currency.

This is why so much land remains "open" in the early game. Even with 12 ai civs, 50&#37; or more of the land will remain unnocupied until the medieval period.
 
Is there any way to get the AI to build more cities during game play? Id like to play a huge map with about 5-7 civs....the problem is, each civ only builds a few cities, leaving me with a huge amount of land, to build about as many cities on, as all of the other civs put together...

I agree with Lord Parkin. At the lower difficulty levels, the AI pays more than you for all kinds of upkeep and its units and buildings cost more hammers too. So, it can't expand as quickly as you can while havind a somewhat decent economy.

At the higher difficulty levels, the situation is reversed. The AI pays less upkeep and its units and buildings cost a lower amount of hammers. You'll have to be a good player or have an excellent starting position to keep up with the expansion rate of the AI on emperor and higher difficulty levels.
 
I agree with Lord Parkin. At the lower difficulty levels, the AI pays more than you for all kinds of upkeep and its units and buildings cost more hammers too. So, it can't expand as quickly as you can while havind a somewhat decent economy.

At the higher difficulty levels, the situation is reversed. The AI pays less upkeep and its units and buildings cost a lower amount of hammers. You'll have to be a good player or have an excellent starting position to keep up with the expansion rate of the AI on emperor and higher difficulty levels.

This is of course true, but I kinda take it for granted that people asking questions in this thread are relative newbies and thus probably playing noble at most ;)

He did state that he wanted the ais to build more cities, and of course they will build more the higher up you go, but 6 civs on a huge maps isn't going to fill it very quickly whatever the level, its just too much land, even with a dozen cities each pre col, and currency (which would and does crucify the player on any medium high level, I know cos I love doing it :mischief: ) thats why I think he needs to try more civs for a huge map.
 
Wierd thing, Catherine, whose favorite civic is Hereditary Rule, employed the resolutions to change everyone to Universal Suffrage, and it won. Therefore, she got mad at me for not having her favorite civic. Crazy chick.


Yes, Catherine is pretty accurately modeled from real-life women.
 
This is of course true, but I kinda take it for granted that people asking questions in this thread are relative newbies and thus probably playing noble at most ;)

He did state that he wanted the ais to build more cities, and of course they will build more the higher up you go, but 6 civs on a huge maps isn't going to fill it very quickly whatever the level, its just too much land, even with a dozen cities each pre col, and currency (which would and does crucify the player on any medium high level, I know cos I love doing it :mischief: ) thats why I think he needs to try more civs for a huge map.

Oh, I didn't disagree with you. You are right that with so few civilizations on such a large map, you're bound to get a lot of open land. And of course, the AI's are programmed to deal with the average situation and a lot of open land with a lot of barbarians isn't the standard situation, so the AI will probably play a bit poorly. At low difficulty levels, you'll have the oppertunity to fill that land with your cities.

But I do think that if you play on a huge map with 6 deity level AI's, then you'll have to be a great player with a good starting position to get more cities in the expansion period of the game. (We all know, that a good player can beat the AI in wars, so I'm specifically talking about expansion here.)

Wierd thing, Catherine, whose favorite civic is Hereditary Rule, employed the resolutions to change everyone to Universal Suffrage, and it won. Therefore, she got mad at me for not having her favorite civic. Crazy chick.

Yes, Catherine is pretty accurately modeled from real-life women.

:lol: :lol: :lol: :lol: :lol:
 
But I do think that if you play on a huge map with 6 deity level AI's, then you'll have to be a great player with a good starting position to get more cities in the expansion period of the game. (We all know, that a good player can beat the AI in wars, so I'm specifically talking about expansion here.)

To say the least, I'd almost say that its impossible with the official handicaps...

Sorry btw, I must be too tired today and getting cranky and paranoid, finding people disagreeing with me when they aren't ;)

Just out of interest RJ, do you actually enjoy playing Immortal or so ?, cos I can manage them if I really, really try, but don't find them any fun, they just make me shout at the computer :)
 
Just out of interest RJ, do you actually enjoy playing Immortal or so ?, cos I can manage them if I really, really try, but don't find them any fun, they just make me shout at the computer :)

I actually only enjoy the game when I'm fighting to get ahead. Often in these games, when the starting position isn't fantastic, there will be a large part of the game dedicated to surviving and catching up.
Building up an empire is fun too, but there is a point where you know that you've won and I want to postpone that moment as long as possible.

By the way, I usually play without space ship victory, which makes games easier because the AI is far better at that victory condition. I just don't feel really beaten when the AI finishes that ship sooner than I do while my empire is thriving. And it just doesn't feel like a victory when I finish the space ship first while I only have a small but economically flourishing civilization.
However, I do play with the BetterAI mod and aggressive AI. The AI can get really dangerous with that combination. I also play on huge maps at the epic speed setting, so no small map military rushes.
I had a game on such a map a few weeks ago where the AI moved a stack of 125 units (cavalry, infantry, marines, etc.) over the border and attacked with it the next turn. The only reason there were no panzers in that army was because I was pillaging his oil with a spy. So, I really mean it when I say that the AI can get dangarous under such settings with that mod.
 
Monado,

Thanks for answering my questions!
 
Thanks to RJ, Bledsoe, and Parkin for their responses. Basically, what Im trying to do is make it so that the game is more about large scale wars, with lots of units, with less focus on the micro management of cities. However, I want the advantages I modify to benefit the AI, as well as myself, so that it's an even playing field for large scale wars. So, I have done the following: ...responses and suggestions would be appreciated, as to how I can have a game that is geared more toward large scale wars with lots of units, and less on micromanagement:

1. 3 sq. radius custom assets, and 24 civ game core dll.
2. 6 spaces between cities from 2: xml/global defines.
-This works well with the 3 sq. radius, and makes genghis kai's giant map much more playable.
3. 3 times longer science on quick: xml/game info/ game speed.
-This makes the buildings, tile improvements, and units, produce quickly, while the advances take a long time; enabling large scale wars in ALL eras.
4. All civs start with only mysticism: xml/ civilizations, which enables:
A. tech trading
B. open borders
C. defensive pacts
D. vassals
-This puts all players on a level playing field, while keeping intact their personality differences. Also, lets face it, people were doing things like making defensive pacts when civilizations first started; and tech trading can go back farther than showing each other how to build fires, etc... However, I left the obvious with their default advance; such as map trading needs map making, etc...
5. Inflation on quick game speed: xml/ civilizations
<iInflationPercent>1</iInflationPercent>
<iInflationOffset>-500</iInflationOffset>
-Correct me if Im wrong on this:
The value -500 means that after 500 turns, inflation starts to increase. The rate at which it increases is 1&#37; which means that once every 100 turns, the inflation increases by 1%.
-This will increase gold for the player AND the AI, allowing for larger scale wars.

Things I still need help on:
1. Can you lower the civics from LOW to NONE, or is there a numerical value that I can assign?
2. Could I alter the minimum distance between cities, where it would still be 6 for each player, but only 2, BETWEEN different players?
3. I didnt really understand the formulas very much for the number of cities cost and the distance from capital costs that were on the forum. Is there a simple way to lower these values, to free up more gold for both the AI and the player to build more cities and units?

Finally, is there anything in this post that would give me an advantage over the AI, because like I said, Im trying to make it an even playing field for large scale wars, I want all modifications to benefit the AI, as well as the player...

Thanks guys,

50caliber
 
Thanks to RJ, Bledsoe, and Parkin for their responses. Basically, what Im trying to do is make it so that the game is more about large scale wars, with lots of units, with less focus on the micro management of cities. However, I want the advantages I modify to benefit the AI, as well as myself, so that it's an even playing field for large scale wars.

The military strategy is by many considered to be the weak part of the AI. So if you remove other elements from the game, the AI is bound to perform less optimal. It is just easier to write an AI that is capable of developing nice cities than it is to develop one with a decent war strategy. Tactics are very hard to program. I would at least install the betterAI mod which improves the AI on various fronts among which the war tactics. A good player will still easily whipe the floor with an equal strength AI player, but the AI has become better.

So, I have done the following: ...responses and suggestions would be appreciated, as to how I can have a game that is geared more toward large scale wars with lots of units, and less on micromanagement:

I don't understand how the changes below reduce micromanagement. You want to reduce the upkeep part of the game and want bigger cities. Ok, the bigger cities means less cities so that's probably less management, but reducing the upkeep part of the game doesn't reduce micromanagement.

1. 3 sq. radius custom assets, and 24 civ game core dll.
2. 6 spaces between cities from 2: xml/global defines.
-This works well with the 3 sq. radius, and makes genghis kai's giant map much more playable.

The game is not wel balanced to support cities with a city radius of 3. There aren't enough luxury resources and health resources to keep the population happy and healthy when you're using significantly above 20 tiles. A radius of 3, increases the number of tiles within the city area from 21 to 37.

Also note that with a minimum distance of 6 between cities, there will be significant unused areas because the city that could be placed in the area to use the tiles is too close to another city.

3. 3 times longer science on quick: xml/game info/ game speed.
-This makes the buildings, tile improvements, and units, produce quickly, while the advances take a long time; enabling large scale wars in ALL eras.

Note that you don't mention the number of turns in the game. It might be very hard to finish the tech tree during a game.

4. All civs start with only mysticism: xml/ civilizations, which enables:
A. tech trading
B. open borders
C. defensive pacts
D. vassals
-This puts all players on a level playing field, while keeping intact their personality differences. Also, lets face it, people were doing things like making defensive pacts when civilizations first started; and tech trading can go back farther than showing each other how to build fires, etc... However, I left the obvious with their default advance; such as map trading needs map making, etc...

5. Inflation on quick game speed: xml/ civilizations
<iInflationPercent>1</iInflationPercent>
<iInflationOffset>-500</iInflationOffset>
-Correct me if Im wrong on this:
The value -500 means that after 500 turns, inflation starts to increase. The rate at which it increases is 1% which means that once every 100 turns, the inflation increases by 1%.
-This will increase gold for the player AND the AI, allowing for larger scale wars.

The effect is indeed as you've written. Since a quick game takes less than 500 turns, you can easily just set the inflation at 0%. It won't make a difference. Inflation doesn't have a big influence in this game anyway. Most games are won before inflation starts to be an issue and it typically is at 0% during the expansion phase of the game.

Things I still need help on:
1. Can you lower the civics from LOW to NONE, or is there a numerical value that I can assign?

Yes, just look at the upkeep entry of the pacifism civic.

2. Could I alter the minimum distance between cities, where it would still be 6 for each player, but only 2, BETWEEN different players?

It is probably possible, but not with a simple xml-edit. You'd probably need to do some C++ programming with the SDK or maybe it's doable with python editing.

3. I didnt really understand the formulas very much for the number of cities cost and the distance from capital costs that were on the forum. Is there a simple way to lower these values, to free up more gold for both the AI and the player to build more cities and units?

You could lower the values iDistanceMaintenancePercent and iNumCitiesMaintenancePercent in the CIV4HandicapInfo.xml file. That will lower the city upkeep costs. They are the Handicap_m mentioned in the post that I linked. Since the AI always uses the noble difficulty level modifiers for city upkeep, you should at least change them at the noble level and the level at which you will play.

Finally, is there anything in this post that would give me an advantage over the AI, because like I said, Im trying to make it an even playing field for large scale wars, I want all modifications to benefit the AI, as well as the player...

You're probably a lot more capable at military tactics than the AI.

Thanks guys,

50caliber

You're welcome. Note that we're not specialists on this field. The people in Creation and Customization know a lot more about modding. Don't ask me about python modding or modding using the SDK. I won't have the answers.

Good luck modding! :thumbsup:
 
Thanks again RJ. Is the "better AI" you are referring to the one by Iustus? If so, do you know if the game core dll is for 24civs, therefore making it compatible with genghis kai's giant earth map?
 
oh yea, another question, you mention about a game being a certain number of turns, 500 for example. After that time has expired, and the game lets you continue playing, does that change anything as far as game play is concerned? I only use diplomacy and conquest victory conditions.
 
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