Quick Answers / 'Newbie' Questions

How is the percentile calculated for cultural control of a tile?

Example: The red city is near the blue city. The red city has culture of XX and currently has 21 tiles. The blue city has culture of YY and currently has 20 tiles because one of them belongs to red. Hovering over the disputed tile says "55% red, 45% blue" -- How are those percentiles calculated, and how can I best adjust them?

Thanks for reading and responding!
 
How is the percentile calculated for cultural control of a tile?

Example: The red city is near the blue city. The red city has culture of XX and currently has 21 tiles. The blue city has culture of YY and currently has 20 tiles because one of them belongs to red. Hovering over the disputed tile says "55% red, 45% blue" -- How are those percentiles calculated, and how can I best adjust them?

Thanks for reading and responding!

Welcome to civfanatics! :dance::beer::band:

It's a bit complicated. Check out this article:

Culture Mechanics Disassembled
.

It means that getting another level of culture is fairly important in the culture battle.
 
I noticed the blue circle for workers sometimes goes outside the max workable city cross
edit: it didn't my eyes failed me sorry
 
I've got a question about vassals (that I haven't yet had time to try out).

Say rival civ A has civ B as a vassal, and you go to war with them. If you get A to capitulate, what happens to B? Do they stay a vassal of A? Do they become your vassal? Or do they become free (until you destroy/capitulate them ;))?
 
I've got a question about vassals (that I haven't yet had time to try out).

Say rival civ A has civ B as a vassal, and you go to war with them. If you get A to capitulate, what happens to B? Do they stay a vassal of A? Do they become your vassal? Or do they become free (until you destroy/capitulate them ;))?

I'm not sure on this, but I think a Civs vassals will break away before the Civ will capitulate.
 
What prevents "We won't fight with our brothers of the faith" unhappiness? I'm not clear on why I DON'T get this unhappiness sometimes. Might building the SoZ have anything to do with it?
 
How is the percentile calculated for cultural control of a tile?

Example: The red city is near the blue city. The red city has culture of XX and currently has 21 tiles. The blue city has culture of YY and currently has 20 tiles because one of them belongs to red. Hovering over the disputed tile says "55% red, 45% blue" -- How are those percentiles calculated, and how can I best adjust them?

Thanks for reading and responding!

Going by those numbers, there's a good chance the culture packed onto the tile is in a 6:5 ratio, assuming it's very early in the game. Unless you try to reverse solve the problem, this might not be very useful information to you. ;)
 
Is there a place to find (and copy and edit) saved city production queues from outside the game?
- only being able to make new queues from current build lists is very frustrating and I also want to be able to copy my queues to other computers.
 
What prevents "We won't fight with our brothers of the faith" unhappiness? I'm not clear on why I DON'T get this unhappiness sometimes. Might building the SoZ have anything to do with it?

It's of course related to being at war with a civilisation with the same state religion. Next to that it's definitely related to the city size: the unhappiness causes a percentage of the citizens to become unhappy. I suspect that this percentage is also somewhat related to having war weariness against a civilisation with the same state religion or maybe being at war with them for some time.

Is there a place to find (and copy and edit) saved city production queues from outside the game?
- only being able to make new queues from current build lists is very frustrating and I also want to be able to copy my queues to other computers.

As far as I know this isn't possible.

Welcome to civfanatics! :dance::band::beer:
 
Welcome to civfanatics! :dance::beer::band:

It's a bit complicated. Check out this article:

Culture Mechanics Disassembled
.

It means that getting another level of culture is fairly important in the culture battle.

Okay. I've read the relevant parts of this article (twice, actually), and have but one question remaining. The article refers to a potentially abusive strategy involving the "culture bomb" associated with using a Great Artist. It also references that, at the time of its publication, Beyond the Sword was just on the cusp of being released. Has the loophole of upping your culture slider and maximizing your Artist specialists prior to "bombing" been closed as of the latest version of Beyond the Sword?
 
Okay. I've read the relevant parts of this article (twice, actually), and have but one question remaining. The article refers to a potentially abusive strategy involving the "culture bomb" associated with using a Great Artist. It also references that, at the time of its publication, Beyond the Sword was just on the cusp of being released. Has the loophole of upping your culture slider and maximizing your Artist specialists prior to "bombing" been closed as of the latest version of Beyond the Sword?

Yes, it has been fixed in BTS, but I don't remember where I've read it and exactly how it was fixed. Maybe the city culture isn't delivered to the tiles anymore during the culture bomb effect but just the effect of the culture rings and the culture bomb itself.
 
I have a couple of questions about the Vanilla version:

1. Can someone explain the specifics of city maintenance? For one, I can't work out what "number of cities" means, and though I understand the principle of distance, I don't know the exact specifics of it. (I'd like to be able to work out the exact maintenance costs of a city before I place it)

2. I've been working my way through a lot of the principles of Civ 4, and I think one of the last things I need to focus on is my GP pool. I know about having a GP farm, but I've kind of just let it do its own thing, and I've ended up with a few wonders dotted around in other cities that occasionally throw out a GP. Just wondering if someone can point me in the direction of a guide for effective management, whether it's possible to plan out the whole way through a game what GP to produce etc.

3. Just remembered one other thing actually, with Pacifisim, does the increased military cost get reduced by the free units for the difficulty or does it simply add an extra 1 gold to all units?

Thanks.
 
I'm still new to Civ and enjoying it quite a bit but I'm a little disappointed in Ancient warfare. It's probably me that's the problem but I've tried starting a few games with conquest in mind right from the beginning and it just doesn't work out well. I'm much more effective militarily if I wait a few thousand years and then go to war.

I tried putting it on "Epic" and "Marathon" to make the ancient times last longer but all that seems to do is make it take more turns to produce anything. I'm not looking for an early victory, I'd just like to know a good way to have meaningful Ancient combat with armies of warriors and archers without immediately falling way behind on everything else :D

I hope this isn't too general to answer. I'm playing BTS, Warlord/Noble levels.
 
I'm still new to Civ and enjoying it quite a bit but I'm a little disappointed in Ancient warfare. It's probably me that's the problem but I've tried starting a few games with conquest in mind right from the beginning and it just doesn't work out well. I'm much more effective militarily if I wait a few thousand years and then go to war.

I tried putting it on "Epic" and "Marathon" to make the ancient times last longer but all that seems to do is make it take more turns to produce anything. I'm not looking for an early victory, I'd just like to know a good way to have meaningful Ancient combat with armies of warriors and archers without immediately falling way behind on everything else :D

I hope this isn't too general to answer. I'm playing BTS, Warlord/Noble levels.
I suggest you have a look at the link in my sig to my article on "The Early Rush". The ancient era is my favourite time to go to war! :D
 
What are the typical attacking times/units used in a epic speed game? i.e. Horse Archers, Horse Archers and Cats, Cavalry, Tanks and Bombers, etc.
Thanks!
Additional small question: do I capitalize the unit names or not? :D
 
What are the typical attacking times/units used in a epic speed game? i.e. Horse Archers, Horse Archers and Cats, Cavalry, Tanks and Bombers, etc.
Thanks!
Additional small question: do I capitalize the unit names or not? :D

Whenever you can get an advantage which has more to do with your playing style than mine. I've attacked with all of the mentioned units although I prefer swordsmen over horse archers and cannons over cavalry.
 
Is there a way to change the default number of civilizations per map size?

I'm currently fond of playing Duel maps crammed with 9 civs and would like to make it the default setting instead of the base version 2 civs. Ok, it's not that big a thing to click those 7 additional "closed" entries to "AI" in the custom game setup screen but it's one of those things that get more and more annoying the more you do it and I was thinking if there was an easy way to tweak this. (Custom ready-made maps won't work since I want to use the map generation scripts.)

I tried to search for it in the XML/py files but it's been pretty hopeless since I'm not sure what to search for or where it even might be (e.g. map scripts, global settings, some other weird place?)

I'd appreciate any tip on how to do this.
 
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