Y e sHi,
Is there some sort of glossary for all the abbreviations you guys tend to use (CE, SE, REX etc) ?
not without modding the game filesAnother thing that I'm curious about: Is there a way to force the AI to build just a single city? The way I read the option in the custom game field is that it just limits me to one city and not them.
Thanks again!
Rob
Not to be stupid here but have you connected the corn to the city with a farm and a road?About corporations
I have pondered this a lot and can't understans what am I lacking...
I have a great merchant and I'd like him to form a corporation.
I choose any corporation that other civ has not yet built and i bring my great merchant into a city with the resource which the corporation needs.
Ex. I have a great merchant in a city with corn in it's fat cross and I try to build cereal mills.
I have the option to build it but the option is grey and clicking it has no effect.
Also I have the entire tech tree completed and I am totally sure that no other civ has built cereal mills earlier.
In fact after having played 15-20 civ IV games I have never once built a corporation
What am I missing here?
Thanks
@Kariga: What civics are you running? You can't found corporations under State Property. There's also a bug in some older versions of BtS where you can't found them under Mercantilism.
How does colony maintenance work? The extra cost that is added to city maintenance I mean,
-Colony maintenance rises quickly per city when you add more and more cities to this secondary land mass. It also rises with the size of the cities on this secondary land mass.
-Colony maintenance is capped at twice the distance maintenance for these cities. Since distance maintenance is related to the location of the capital, Forbidden Palace and Versailles (if you own this world wonder), it can be very beneficial to plan the placement of your capital and Forbidden Palace in such a way as to minimise distance and colony maintenance.
-The State Property civic removes distance maintenance and thus it also removes colony maintenance. This and the bonuses on certain tile improvements makes it a great civic. However, it's also the only civic that disallows Corporations and those can also be great.
What does the "stores 50% of food after growth" do with graneries?
Thanks. At least that means I may be able to deal with it. Founding my last city increased my costs by ~130gpt, which shocked me rather.
yesIs sids sushi and corps only in BtS?
Unhappiness and unhealthiness from overcrowding can't be reduced by any way without reducing the population itself (it is always equal to the population in the city), with 2 radical exceptions: the globe theatre removes all unhappiness in the city it is built in, and (in BTS) the national park removes all unhealthiness from population.I have been increasing happieness points to compensate, but wondering if there was a way to decrease unhappieness due to crowding, much like you can decrease unhealthieness with a recycling center, or doing nuclear/hydro, rather than coal.
I almost never build any ^^ Can't answer to that one, sorry; but as far as I know, yes, they sometimes melt-down.I haven't been playing very long, but do nuclear reactors actually melt down on occassion? what is the effect(population reduction, irradiated tile, irradiated surrounding tiles like a nuke?)
When you have multiple power plants in the same city, only the best has any effect. With a nuclear/hydro and a coal one, the coal one does not produce unhealthiness; and with a hydro and a nuclear, the hydro is used, so no meltdown possible.Are nuke plants "safe" to build, do they replace coal, or do you have 2x the power, and still the unhealthyness of coal?
ExactSo what is the effect of growing into a hamlet now? more commerce?
A cottage does not improve food. Only commerce.how much does a cottage/hamlet increase food production on a 2 breadpeice tile?
+1 food if it's irrigated. +1 food with biology. And respectively +1/+2/+2 food on rice/corn/wheat. Only that: no increase on commerce, no multiplication of anything.how much does a farm?
In 99.99% of the situations, yesI assume its also a waste to build more farms+cottages within the BFC than you have population to work them? as the farm goes unused for a long time, and your workers could be chopping to speed production, or scouting/building roads/forts for more immediate benefit?