Discussion in 'Civ4 - General Discussions' started by Civrules, Oct 29, 2005.
Is there a sandbox mode?
If I burn down the UN, can I get rid of that ridiculous no-nukes policy and every other resolutions that have been passed?
Are there cheat codes? How do I do them? And if so is there a code to remove the fog of war?
ctrl-W, the best cheat code ever
I'm afraid to ask. what does it do.
opens the worldbuilder - which allows you to change quite a lot of things including units/cities/buildings/techs/money/state of diplomacy between civs/the map and more - though it is a bit fidgety to use in some respects
Two Quicky Questions in Vanilla:
All my cities say:
+2 free commerce
when I hover my mouse over the culture income at the top left. Where does that come from?
Is there an easy way to max out the money generated by a city? When I click on the little Commerce button it creates Priest as Specialists but my Merchants would make more money. I can switch the Priests to Merchants but that seems like a pain. It seems like they should have added a Money icon to go along with Research, Commerce, Resource, Food, etc...
I> Your leader is creative
II> If it's OK to force at least one specialist, then you can automate the city (in any way you like) and THEN click on the + button near the merchant. All specialists assigned by the governor will be merchants from that moment.
Okay, time for my dose of dumb newbie questions:
1. International commerce requires a road between my capital and another capital. Does it matter how straight that route is? In other words, is there any time/cost penalty if the road goes through a bunch of cities and halfway around the world instead of straight between the two capitals?
2. A city's "city radius" is not the same as a civilization's "cultural radius," right?
3. Is my civilizatiion's "cultural radius" simply the superset (union) of the "city radius" of each city? Or is it somehow bigger or different?
4. There appear to be just two "city radius" sizes, 3x3 and 5x5. As far as I can tell, each new city starts out with a 3x3 area that I can work. As the city gets bigger, that seems to grow to 5x5 (minus the corners). Does it ever grow bigger than that? Or a different shape?
5. Does a city get ANY benefit from unimproved tiles inside its radius? Or does production, gold, and food come ONLY from tiles that have a farm, mine, or something else built on them?
6. If a farm (or mine, etc) is equidistant between two cities, which city gets the benefit from it? Or what happens if I build a new city that overlaps the boundaries of an existing city? Who claims that farmland?
7. The manual talks about using roads to get access to farms, mines, etc. that are outside the "city radius" but inside the "cultural radius." Huh? I though the city radius and cultural radius were the same thing.
8. How exactly to granaries help growth? The brief pop-up description mentions "storing" half the grain, which doesn't sound like a good thing.
9. Can multiple workers cooperate to buiild something on the same tile? Manual page 135 mentions this in passing like it's an obvious thing.
That's it for now. Thanks in advance for the help!
1/ not at all, as long as there is connection life is good
2/ The proper terms are BFC (Big Fat Cross) (20 squares) and city's cultural borders (depending on cultural value of the city). Is that what you're talking about?
3/ It is
4/ This is the city's cultural borders. They grow as your city gets culture, at 10 (becomes the BFC), 100, 500, 5000 and 50000 culture at normal speed if I'm correct. The shaps remains approximately the same
5/ as long as a tile is inside the BFC of a city, you can work it in that city and thus gain food/commerce/hammers, regarding of the presence of improvements (you can take a look at the "finally ready for noble" game into the succesion games subforum for that ). But it will yeld better output with improvements obv. Exceptions are peaks, and water tiles if you don't have fishing.
6/ If a tile is inside the BFC of two cities at the same time, only one can work it. But you can choose. Just go into the city screen of one city and click on it.
7/ See before
8/ Basically, when a city is at size 1, it needs 22 food to grow to size 2. When it does, there is no food abymore into the food bar, except left-over.
If you have a granary, the food bar is filled with half of this. So in the present situation, you would have 11 food + left-over into the food bar when you grow to size 2.
9/ No problem
Since JujuLautre's post was a bit confusing, I'll answer the question RoadHazard asked more than once:
A city has a BFC (Big Fat Cross, cuz it looks like a fat cross) that is 5X5 minus the corners. This is the only area it can work for //. It can only be worked when the tiles are inside the civ's cultural borders. This means that a new city, which would normally start out only with a 3X3 square of tiles in the cultural borders (and therefore the only ones it can work) would be able to work past its initial 3X3 cultural borders and into it's BFC if the tiles in its BFC were in another city's cultural influence. The BFC never gets any bigger, therefore you will only have 21 tiles to work for //. Two cities cannot share a tile if they are inside both cities' BFC. To give a tile from one city to another, open the city it is currently in, and right-click on it. Resources outside the BFC but inside your cultural borders can be harvested, but not worked for //. You just need to improve the tile (farm, mine, quarry, plantation...) and build a road to a nearby city.
I see around CivFan that you need Espionage Points to see other Civ's power graph. Does that refer to the number on the main screen, in the lower right, where each civ you've contacted has a name, number, religion, and trade status listed in Vanilla? So, for example, if I make first contact with China and I haven't spied on them yet, I won't know if they're a leading or failing civ?
the number of EP you need to see the demographics of an annemy civ is given in the espionnage screen (ctrl-E).
But yeah; when you first make contact with a civ, because you haven't any EP against it, you won't get any knowledge of their demographics.
Wow, that's going to be interesting, not knowing which are the sharks and which are the minnows right away! Do you not know their civics or religion either?
The EP thing is only about the demographics of the civ, the graphs in the f9 tab.
All the other informations (civics for instance) are visible. You can see the civics either by visiting the AI (on the top of the screen with the AI portrait), or in the f4 screen (info tab, if I'm corect)
1) No. As long as the connection exists it doesn't matter how direct it is.
2) Correct. A city radius is the 20 tiles surrounding a city, comprising its "fat cross". The cultural radius may be much larger, but the tiles still cannot be used by the city.
3)Essentially yes, though with a few restrictions about how far it extends over ocean.
4) No. The 5x5, minus the corner tiles (i.e. the fat cross) is as large a radius as the city can ever work.
5) No. you will usually get some benefit from unimproved tiles, but it will invariably be (a lot) less than if you improve them.
6) You can assign which city uses any given tile if the city radii overlap. Just click a greyed out tile in the city window to assign it to that city.
7) As discussed earlier, the cultural radii can be much larger than the maximum size of the city radius. It is still worth building improvements to connect resources within your cultural borders, but outside any city radius.
8) When a city with no granary grows, it starts with no food reserves. With a granary it retains half its reserves, speeding the time to grow another population by close to 50%.
9) Yes. Multiple workers will speed improvement construction, and are usually advisable.
is there a way to get rid of earth being like an egg shell and if you continue to launch nukes earth will crack?
That's a part from the next war mod and you'd need to modify that mod to change this feature.
You're not the only one who dislikes this feature and JKP1187 has created a mod which adds several things to the Next War mod and changes other things. From what I've heard, it should be a pretty good mod, so you might want to try it.
You can find it here:
JKP1187's NOT JUST ANOTHER NEXTWAR MOD
Am I the only one who never uses the Archer unit? I think Axeman is a more versatile defender, and although it's more expensive it's worth it not to have to research Archery early in the game (and I can usually extort it later on before I could build Crossbows anyway).
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