Quick Answers / 'Newbie' Questions

I need some help. I just download the mod for Canada. Can anyone tell me what to do?
 
What are the exact requirements of building a farm?

I want to build a farm on a desert tile, but the worker just doesn't want to. I have an irrigated farm next to the tile (and Civil Service tech). The same applies to a tundra tile.

I do have a farm on another desert tile, but it has flood plains on it too and is next (diagonaly) to a river.

You can never build a farm on desert of tundra. Your other farm is on a Flood Plain which is a different tile type than desert.

The rules are: You need Civil Service to spread irrigation from one farm to another (this includes through cities but needs to be source from a tile that has Fresh Water (for instance, if you've irrigated a Rice plot but there is no fresh water around you cannot spread irrigation from that tile). Biology is required to build farms where there is no Fresh Water or Irrigation. In neither case can you build farms on desert, tundra or hills.
 
I need some help. I just download the mod for Canada. Can anyone tell me what to do?

First... Welcome to CFC!!! :banana: :banana: :banana:

You're probably best posting this in the thread in the Modification section where you got the mod. Don't know which Canada mod you downloaded for instance.

CANADA MOD - Deluxe Edition (Warlords)
Note on installation
- find \Program Files\Firaxis Games\Sid Meier's Civilization 4\Warlords\Mods
- unzip contents to 'Mods' folder using 7-Zip

or

New Civilization: Canada

or

Canada Map

or

[WIP] End of Civilization: Canada
 
MrFixxiT said:
What are the exact requirements of building a farm?

I want to build a farm on a desert tile, but the worker just doesn't want to. I have an irrigated farm next to the tile (and Civil Service tech). The same applies to a tundra tile.

I do have a farm on another desert tile, but it has flood plains on it too and is next (diagonaly) to a river.

You can never build a farm on desert of tundra. Your other farm is on a Flood Plain which is a different tile type than desert.

The rules are: You need Civil Service to spread irrigation from one farm to another (this includes through cities but needs to be source from a tile that has Fresh Water (for instance, if you've irrigated a Rice plot but there is no fresh water around you cannot spread irrigation from that tile). Biology is required to build farms where there is no Fresh Water or Irrigation. In neither case can you build farms on desert, tundra or hills.

A small addition is needed for a special exception on the above mentioned rules. You can build farms on tundra when the tundra tile is directly adjacent to a fresh water source, but not when it is only adjacent to an irrigated tile. Fresh water sources include rivers, fresh water lakes and the oasis terrain feature. The invention of Biology or Civil Service doesn't change this.

After Biology, irrigated farms give +2 food to a terrain tile and non-irrigated farms give +1 food to a terrain tile.
 
You can never build a farm on desert of tundra. Your other farm is on a Flood Plain which is a different tile type than desert.

The rules are: You need Civil Service to spread irrigation from one farm to another (this includes through cities but needs to be source from a tile that has Fresh Water (for instance, if you've irrigated a Rice plot but there is no fresh water around you cannot spread irrigation from that tile). Biology is required to build farms where there is no Fresh Water or Irrigation. In neither case can you build farms on desert, tundra or hills.

That makes things a little more clear.
But the floodplains tile still is called 'desert/floodplains'. floodplains is just a terrain feature (as the manual calls it) right? So technically it's still a desert, but with some extra features... ?
What improvements can you build on tundra tiles? I haven't got any options on this tundra tile with a forest, except for chopping.


Has Warlords changed the Ice tile? Because the manual of Vanilla states that Ice is impassable, but here I can just walk on Ice and build roads etc. Or are the only referring to the Ice/Ocean tiles that are in far north and south beyond the coast?
Now that I look closely I think what my game explains as Ice is what the manual calls Snow... :confused:


@Roland: thanks for the extra info.
 
That makes things a little more clear.
But the floodplains tile still is called 'desert/floodplains'. floodplains is just a terrain feature (as the manual calls it) right? So technically it's still a desert, but with some extra features... ?
What improvements can you build on tundra tiles? I haven't got any options on this tundra tile with a forest, except for chopping.


Has Warlords changed the Ice tile? Because the manual of Vanilla states that Ice is impassable, but here I can just walk on Ice and build roads etc. Or are the only referring to the Ice/Ocean tiles that are in far north and south beyond the coast?
Now that I look closely I think what my game explains as Ice is what the manual calls Snow... :confused:


@Roland: thanks for the extra info.

The flatland tundra tiles that are not adjacent to a fresh water source and don't contain a forest are useless. You can't improve them (except for a road) and a single food tile is just plain useless. When a tundra tile is not adjacent to a fresh water source but contains a forest, then you can build a lumbermill there. If a flatland tundra tile is adjacent to fresh water, then you can build a workshop, cottage or farm on that tile. If the tile is adjacent to a river, then you can build a watermill on the spot as long as the other side of the river doesn't contain a watermill.

There are two types of ice tiles, land ice (just called ice) and ocean ice (called ice (ocean)). The first one can contain a road and a watermill as long as it's next to a river, the second one can contain nothing. The ice (ocean) tile is impassable except for submarines who can pass underneath.

Is is wise to run a CE with no farms at all?

Some cities contain enough food resource tiles or some floodplains that they will allow you to just build cottages and mines and improve the food resources and still have enough food to use every tile. Other cities don't have such abundant food supplies and will need some farms to produce extra food to compensate for tiles that don't produce enough food to sustain themselves.

The city center produces 2 food which allows your city to initially grow. Every tile requires a citizen that uses 2 food, so if the tile produces less than 2 food then the growth of your city will go down and if it produces more than 2 food then the growth of the city will go up.
I usually try to get fast growth (at the very least 3 food per turn) until the city reaches its happy/health cap and then try to get slower growth using the low food tiles. Sometimes I will reimprove the terrain tiles, changing a farm into a cottage once the city reaches the happy/health cap so that I don't grow any further and get a better commerce production. But it is more ideal, if the city can switch between low and high food tiles without reimproving tiles. Of course, when you're using slavery, it is interesting to get a bit faster growth even when reaching the happy/health cap so that you can poprush some stuff.
 
The rules are: You need Civil Service to spread irrigation from one farm to another (this includes through cities but needs to be source from a tile that has Fresh Water (for instance, if you've irrigated a Rice plot but there is no fresh water around you cannot spread irrigation from that tile). Biology is required to build farms where there is no Fresh Water or Irrigation. In neither case can you build farms on desert, tundra or hills.

This goes to one of my main curiosities...

Early on, farms must be built next to a river or other fresh water source (Lake, oasis). At that time, if you have a worker on a grassland tile, the pitchfork (build farm) option is "greyed out" and says something like "requires civil service" if you hover over it.

This post mentioned "irrigation", but I've never seen an option to BUILD irrigation. So, what happens?? Does this happen automatically??

Do the farms have to be connected? So, in theory, lets say I had an open area near a city grassland tiles stretching as far as the eye can see and only one river. I can build a farm next to the river. Since I have civil service, does it get irrigated? Then, can I build a second farm touching it - but away from the river? And then a third? Fourth? OR can I just build them and they will be irrigated? Or have I missed something that I have to do to build irrigation??
 
This goes to one of my main curiosities...

Early on, farms must be built next to a river or other fresh water source (Lake, oasis). At that time, if you have a worker on a grassland tile, the pitchfork (build farm) option is "greyed out" and says something like "requires civil service" if you hover over it.

This post mentioned "irrigation", but I've never seen an option to BUILD irrigation. So, what happens?? Does this happen automatically??

Do the farms have to be connected? So, in theory, lets say I had an open area near a city grassland tiles stretching as far as the eye can see and only one river. I can build a farm next to the river. Since I have civil service, does it get irrigated? Then, can I build a second farm touching it - but away from the river? And then a third? Fourth? OR can I just build them and they will be irrigated? Or have I missed something that I have to do to build irrigation??

You don't build irrigation, it happens automatically. Building a farm in a tile next to a river is irrigated. After civil service, building another farm in the 8 adjacent tiles to the original will also be irrigated even if it doesn't touch the river. Cities can spread irrigation as well.
 
That is, if they are on flat land (grass or plains, but I don't think it happens on tundra - this ought to be checked). Nor am I sure whether a grass or plains tile next to a tundra tile which has an irrigated farm on it can itself get irrigation from the tundra.
One other thing about Farms is that you can build one on a food resource without the need for irrigation, though it produces an additional food if you can spread irrigation to it later.
 
I'm wondering if there is a mod out there that will prevent the AI from doing this:

I just parked a stack outside of Thebes and Hatty popped a Great Scientist the very turn I was going to take her city. Now this had happened to me before so I bombarded her defenses to 0 and then... I pressed end turn. The reason was because I knew that Thebes would have a brand spanking new Academy waiting for me if I just held off one more turn. I even saw the GS sitting there in the city the turn before, and when I took it there was an Academy built. Now this is very advantageous to me (it's like I popped the GS after all, only better since I don't have my GPPs reset or bumped up by 100) but is it smart for the AI to do? I have an UNDEFEATABLE stack parked outside its borders. There was nothing Hatty could do, yet she built me an Academy. Hopefully there is a mod out there that makes the AI realize that their city is about to be taken and not build Academies or other useful things with Great People (imagine if the AI had settled the GS there instead).
 
I'm wondering if there is a mod out there that will prevent the AI from doing this:

I just parked a stack outside of Thebes and Hatty popped a Great Scientist the very turn I was going to take her city. Now this had happened to me before so I bombarded her defenses to 0 and then... I pressed end turn. The reason was because I knew that Thebes would have a brand spanking new Academy waiting for me if I just held off one more turn. I even saw the GS sitting there in the city the turn before, and when I took it there was an Academy built. Now this is very advantageous to me (it's like I popped the GS after all, only better since I don't have my GPPs reset or bumped up by 100) but is it smart for the AI to do? I have an UNDEFEATABLE stack parked outside its borders. There was nothing Hatty could do, yet she built me an Academy. Hopefully there is a mod out there that makes the AI realize that their city is about to be taken and not build Academies or other useful things with Great People (imagine if the AI had settled the GS there instead).

Yes, the AI is stupid and will do these kinds of stupid things every time. On the other hand, it is very hard to program a good AI. In this case, you would have to make the AI think ahead into the next turn which it doesn't do when it considers what it should do with the great scientist. The AI would also leave a great engineer waiting on the next wonder to rush build while the city is being conquered (which results in the loss of the great engineer). If there was a great wonder available it would try to rush build it while you're about to conquer the city.

Now, it maybe isn't hard to fix this one thing, but there are actually hundreds or thousands of stupid moves that the AI can make and it is hard for a programmer to fix all of them without creating new stupid moves.

The AI in the upcoming expansion pack is supposed to be better. It is created by Blake, the modder that created the BetterAI mod. The BetterAI mod improves the AI in some ways. I don't know if the specific problem that you describe is 'fixed'.
 
i down laoded the demo for civ 4 and the ground was gone why?
 
i down laoded the demo for civ 4 and the ground was gone why?

'The ground was gone' is a bit vague.

I can remember that a few people had trouble with civ4 and that the problem was that the terrain was all black. Some of these problems are related to a graphic card not capable of TnL (Transform and Lighning).

You can find a thread about TnL in the Technical Support forum. You can find it here.

If you can't find a solution with the above given information, the visit the Technical Support forum or the bug report forum for further help.

Good luck!
 
I have a question (hope this is the right spot to post it):

I was/am under the impression that barbs are only generated/spawned when there is Fog or from huts. Is this not correct?

The reason I ask is:

I was playing roosevelt, noble, normal, terra, barbs turned on for the first time and cleared away the Fog to my neighbors. Next thing I knew the Barbs were spawning from my coast line :eek: constantly. There were no huts, and the Fog extended 2 spaces (I had hills on the coast) into ocean tiles.

Thoughts?

Thanks in advance.
 
I have a question (hope this is the right spot to post it):

I was/am under the impression that barbs are only generated/spawned when there is Fog or from huts. Is this not correct?

The reason I ask is:

I was playing roosevelt, noble, normal, terra, barbs turned on for the first time and cleared away the Fog to my neighbors. Next thing I knew the Barbs were spawning from my coast line :eek: constantly. There were no huts, and the Fog extended 2 spaces (I had hills on the coast) into ocean tiles.

Thoughts?

Thanks in advance.


You seem to confuse land you have never seen before (blacked out terrain with no tiles visible) with fogged terrain (revealed tiles with resources/features, but grayed). Even if you have revealed a tile (pushed back the black) Barbs will spawn if you have no unit that currently sees this tile, i.e. pushes back the fog...
 
Im thinking of upgrading my computer to play CIV IV. Can anyone tell me if the ATI Radeon X600SE will allow me to play CIV IV on my computer?
 
You seem to confuse land you have never seen before (blacked out terrain with no tiles visible) with fogged terrain (revealed tiles with resources/features, but grayed). Even if you have revealed a tile (pushed back the black) Barbs will spawn if you have no unit that currently sees this tile, i.e. pushes back the fog...

OOOOHHHHH!!!!!

Thanks a bunch for that clarification. Yep, I had it completely confused :(
 
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