Quick Answers / 'Newbie' Questions

Hammer decay begins after 10 turns of building something (anything) else if the previous build was a unit; after 50 turns if the previous build was a building or wonder.

I'm not sure about the decay rate per turn after decay begins, though. Maybe someone else can answer that. :)
 
Hammer decay begins after 10 turns of building something (anything) else if the previous build was a unit; after 50 turns if the previous build was a building or wonder.

I'm not sure about the decay rate per turn after decay begins, though. Maybe someone else can answer that. :)
Is that for all game speeds?
 
How does hammer decay work? Do wonders experience it?

Hammer decay begins after 10 turns of building something (anything) else if the previous build was a unit; after 50 turns if the previous build was a building or wonder.

I'm not sure about the decay rate per turn after decay begins, though. Maybe someone else can answer that. :)

Is that for all game speeds?

From GlobalDefines.xml

Code:
	<Define>
		<DefineName>BUILDING_PRODUCTION_DECAY_TIME</DefineName>
		<iDefineIntVal>50</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>BUILDING_PRODUCTION_DECAY_PERCENT</DefineName>
		<iDefineIntVal>99</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>UNIT_PRODUCTION_DECAY_TIME</DefineName>
		<iDefineIntVal>10</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>UNIT_PRODUCTION_DECAY_PERCENT</DefineName>
		<iDefineIntVal>98</iDefineIntVal>
	</Define>

So I guess a building decays after 50 turns with 1% per turn and a unit after 10 turns with 2% per turn (no idea about the rounding but I guess it's a minimum of 1 hammer per turn). With the time periods, the total amount of time that you didn't actually build the unit/building is meant.

So a building would NOT be decaying if you build it for 10 turns, stopped to build something else for 30 turns, continued building it for 20 turns and then again build something else for 10 turns as the number of turns that you weren't building it is totalling 40 which is less than 50.

Is there any way of selecting units on two different tiles at the same time, like you can do with cities? If so, is it possible to select all units of a kind on all tiles?

No one can answer this?

You can't do that.

What you can do is, defortify or fortify all units of a certain type, upgrade all units of a certain type and such things. It's just the regular command for a single unit while holding the ALT key.
 
So I guess a building decays after 50 turns with 1% per turn and a unit after 10 turns with 2% per turn (no idea about the rounding but I guess it's a minimum of 1 hammer per turn). With the time periods, the total amount of time that you didn't actually build the unit/building is meant.

So a building would NOT be decaying if you build it for 10 turns, stopped to build something else for 30 turns, continued building it for 20 turns and then again build something else for 10 turns as the number of turns that you weren't building it is totalling 40 which is less than 50.
Good to know, I didn't realise that before. So what counts is the total accumulated turns that you aren't working on the item you started. :)

By the way, I haven't tested it, but at a guess I'd assume the 1% or 2% decay is applied to the total hammer cost, and rounded up with a minimum of 1 hammer decay per turn.
 
I haven't been able to figure out why but the decay doesn't usually start for about 12 turns rather than ten turns. I'm not sure what the 10 is supposed to actually count. ie. if you turn off production of a unit on turn X then it's turn X+12 or 13 (I forget) before you see a hammer lost.

As far as I know, the decay works like this (using the building's rate of 99% as an example)

:hammers: after decay = floor[current :hammers: x 0.99]
 
I probably asked this before, but what about beaker decay when you switch from researching one tech to another?

I sometimes will get to Liberalism before the AIs and research it up to 1 turn remaining, then switch to something else if the AIs are nowhere close to researching it. I wonder how many beakers are lost that way?
 
I've never experienced any beaker decay when switching between techs, so I assume it either takes a long time to start or doesn't occur at all.
 
What happens to enemy air and naval units in a city that you have captured? Are they rebased or lost?
 
What happens to enemy air and naval units in a city that you have captured? Are they rebased or lost?


They are destroyed if they are in the city when captured. :woohoo: Great way to wipe out a large fleet. :yup:

Welcome glrfndl! :banana::dance::banana: Sweet first post gets TWO dancing bananas!
 
I just purchased the basic Civ IV game. What's the latest patch?
 
I answered you in the other thread.

For future reference, you only need to post a question once for most people to see it. :)
 
LP, thanks, I'm off and running.
New Zealand, Is that near Gondor?
 
I have Civ IV on a Mac. Is there a way to toggle between the game and my desktop/internet or whatever in the Mac version? I used to be able to do it on the Windows version but haven't figured it out with the Mac version.

In case anyone is wondering about the Mac version in general, I don't see much difference between it and the Windows version for Civ IV. If you like one you should like the other.

Thanks!
 
how long do diplo penalties (refusing tribute, declaring war and such) last?

That depends on the type of diplomatic penalty, the relevant leader and a random element. It can be tens of turns, more than 100 turns and some last forever.

More can be found by reading the MemoryDecay parts of the file CIV4LeaderHeadInfos.xml

For instance

Code:
				<MemoryDecay>
					<MemoryType>MEMORY_REFUSED_HELP</MemoryType>
					<iMemoryRand>100</iMemoryRand>
				</MemoryDecay>

In the part about the leader Asoka means that it takes between 1 and 100 turns before Asoka forgets about you refusing him help (at least that is what I've read about how to interpret these values).
 
The mod forum is very large and intimidating. I've searched for like 20 mins but am failing.

I'd love to find a mod that shows BFCs of cities even after they've grown past it. For getting a better sense of where other cities should be placed, or later to get a sense for what tiles were wasted.

Is there a mod that will show, perhaps with a different shade of your color or something, a cities BFC regardless of how many times its borders have popped?
 
The mod forum is very large and intimidating. I've searched for like 20 mins but am failing.

I'd love to find a mod that shows BFCs of cities even after they've grown past it. For getting a better sense of where other cities should be placed, or later to get a sense for what tiles were wasted.

Is there a mod that will show, perhaps with a different shade of your color or something, a cities BFC regardless of how many times its borders have popped?
The current version of the BUG mod doesn't quite do this, but comes close: it has a dot-mapping feature that allows you to lay down fat-cross overlays on the map. It sounds like it would suit your needs, though it isn't automatic for existing cities.
 
The current version of the BUG mod doesn't quite do this, but comes close: it has a dot-mapping feature that allows you to lay down fat-cross overlays on the map. It sounds like it would suit your needs, though it isn't automatic for existing cities.

Ya, that's exactly the type of thing I needed, thanks.
 
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