Thanks to all who helped me with my questions on the previous page. I started a new game as Ragnar (Agg/Fin) and turned on Raging Barbarians so I had an excuse to build up my army very early. Even though I only had Warriors/Longbowmen/Catapaults (barbs took all my resource cities) I won my first war against Montezuma, who according to the F9 chart had a stronger military than me. Suicide cats worked very well! I am working on settling the land (I razed all of Monte's cities because they weren't located in very good spots) and pumping my economy back up. I also eradicated all the local barbs, though more come in on ships. My next war will probably involve a substantial Navy, so I have to work on those techs too (I haven't been off my continent yet).
Thanks especially for the help with the food. It makes much more sense now.![]()
Here's an example of what the shortcut's "target" should look like to load up the "40Civs" mod straight away.
"C:\Program Files\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword\Civ4BeyondSword.exe" -mod="mods/40Civs"
Include all spaces and quotation marks. Just change "40Civs" to the relevant mod name, and you'll be sorted.![]()
Well done.Thanks to all who helped me with my questions on the previous page. I started a new game as Ragnar (Agg/Fin) and turned on Raging Barbarians so I had an excuse to build up my army very early. Even though I only had Warriors/Longbowmen/Catapaults (barbs took all my resource cities) I won my first war against Montezuma, who according to the F9 chart had a stronger military than me. Suicide cats worked very well! I am working on settling the land (I razed all of Monte's cities because they weren't located in very good spots) and pumping my economy back up. I also eradicated all the local barbs, though more come in on ships. My next war will probably involve a substantial Navy, so I have to work on those techs too (I haven't been off my continent yet).
Thanks especially for the help with the food. It makes much more sense now.![]()
No worries.Worked great! Thanks so much!
The underlined part is not exactly true. If you had the avoid grow button ticked and filled the food bar and you start a worker/settler, if you untick the button during the build the city will grow next turn if there is not a food deficit at that moment.In Civ4, whenever you are producing a Worker or a Settler, all of your excess food goes into producing the Worker or Settler. This has an upside and a downside - it means that you get extra production towards your Worker or Settler, but it also means that you cannot grow while producing a Worker/Settler. Thus, you need to think carefully about whether your city is large enough to afford not growing before building a Worker/Settler. It adds an interesting tactical element to the game, particularly in the ancient times.![]()
The underlined part is not exactly true. If you had the avoid grow button ticked and filled the food bar and you start a worker/settler, if you untick the button during the build the city will grow next turn if there is not a food deficit at that moment.
Of course this is a completely useless info![]()
Well done.Although along with 6K Man, I'd question whether it was sensible to raze all of Monty's cities. The capital especially should not be a city worth razing. It's also often worth considering keeping other cities that you capture, even if they're not placed how you'd like. Having an extra decent-sized city in the early game, even if it's suboptimally placed, often outweighs razing, rebuilding and then growing a new city. That Settler could have been used somewhere else to expand your empire even further, rather than rebuilding near a city that you razed.
It's especially questionable to be razing cities on raging barbarians... cities are great fogbusters.![]()
Oh, I suppose I should have kept the capital...though I don't think I knew which one it was. Would it just be the city with the lowest # for that civ or.. ?
At the moment I'm attempting to exterminate all the barbs, though they keep coming back from somewhere. I have to finish exploring the map.
true but wrongFirst of all, vista does not use directx 9 , but 10......
Ok, so I can win games on noble now....
Healing questions:
A unit normally does not heal when it moved during the turn, right?
What about when it still has movement points left? will it heal proportional to how much movement it has left?
Units with march heal every turn the same aount regardless of how much they move, right?
What about medics? does the medic have to be stationary to heal units in the stack? If I have an infantry with 2 medic promotions following my infantry with other promotions, can I move them all and expect the medic promotion to take effect, or do they all have to sit still one turn with the medic?
If they don't heal if they/the medic moved, will the "march" promotion change this? if Instead I use Mech infantry (have march by default) as the medic, and modern armor (no march), will the modern armor get healed when moving 2 spaces with the mech infantry?
What if its an infantry medic (no march) following Seals/Marines (march promotion), do the march units get the medic heal bonus?
When is the healing bonus applied. If I have combat 4 (or is it 5) that gives +10% healing in enemy lands, grouped with a warlord medic (10+10+25 %healing), my units should heal over +50% per turn. So assume my combat units are at 50% when I click to end the turn.
While in the "waiting for other civilizations" phase, say my combat units get attacked. Will they be at 50% like at the end of the turn, or will the healing bonus be applied at the end of the turn, and the combat units are at 100% when the enemy attacks?
or
Suppose my units are at 100%, I click end turn, they get attacked and strength would have gone down to 50%, will the healing be applied only after the other civs make their moves, such that I start the next turn with my units at 100%?
(Warlords only, not Beyond the Sword), if a SAM infantry shoots down an airplane, does it get experience? what about intercepts that don't destroy the plane?
So I'm thinking of getting BtS.
Do stealth destroyers still see subs, or is this role now only for subs- making a sub fleet more needed?
Or do stealth destroyers basically largely replace the role of subs as invisible naval combat units detectable only by (now stealth) destroyers.
Personally, I'd like to get rid of the invisible stuff, and give subs and SDs a 50% withdraw chance similar to the stealth bomber's 50% evasion chance.
Do aircraft now get combat promotions?
Isn't the new mobile infantry sort of redundant? right now with warlords, I use modern armor with barrage and CR, seems way more effective and versatile than suicide artillery.
City defenses are obsolete for post-gunpowder units anyway, right?
Getting to SDs and attack subs seems like it creates 2 classes of units with overlapping roles... invisible units with 30 strength that can only be countered by the same unit type.
Earlier subs had destroyers and other subs to worry about, now it seems subs only worry about other subs, and SDs about other SDs...
Does the SD still intercept aircraft? can you build the old destroyer after teching to the new? does this leave the carrier with fighters as the only source of naval air defense?
A 2 movement artillery would be nice, so it wouldn't slow down the stack to bring along, but I wouldn't go out of my way to tech to them
I could swear my Barrage promotions for modern armor were working and it was saying I caused collateral damage. I'll load a save and test when I get home.