CivIVMonger
Emperor
Just wondering... Does anybody get sailing early? I surely don't, it is expensive and doesn't reap too much benefeit. I wonder if it is a good idea and I am maybe missing out. What are your thoughts?
Early sailing allows:
- Galleons to transport settlers to useful islands you've previously found with workboats.
- Lighthouse to get more food from seafood.
- With Masonry, the Great Lighthouse give a huge trade advantage if you have lots of seacoast.
- It opens trading (for resources) along rivers and coasts. This can reduce the need to build roads to cities, both your own and AIs.
Oops -- fixed.To avoid confusion among the newer players around here: It allows galleys,
The thing is that a city can't work any tiles beyond the 20 that are shown in the City Screen. So the resource would be outside of your city's reach. You can still get the benefit of having the resource, but you're not able to work the tile.
This would be obvious for someone like me, who's played Civilization from the very first version. It was required for me to read the Civ1 manual before I got this bit myself, though...I wondered this, but didn't see any mention in the manual.
Whats the best course of action when culture-flipping worthless cities? I often just raze them, but a few times, when the locations have been right, I tried gifting it to a rival of the original civ, to drive their relations down. If I gift it to someone (original civ or otherwise), will I be likely to flip it again soon or is there some mechanic to deter that?
Always a pleasure^ As far as I know, the way the latest patch works, your overflow (all overflow hammers including chops) is maxed at the hammers of the current build, and the rest is lost forever. So even if your 100 hammer city gets 60 (subsequently 100) overflow, it always gets reduced to 40.
Before the latest patch the excess overflow above this was converted into gold, so there were whole strategies based on timing huge chop+whip overflow fests for resource-boosted builds (PRO Walls/Castles being the most broken example).
Looking forward to someone to correct me![]()
And before anyone asks, yes, this part of the code is bugged... even people of the Firaxis Civ IV team admited it some posts below this one.Code:iProductionNeeded = getProductionNeeded(eTrainUnit); // max overflow is the value of the item produced (to eliminate prebuild exploits) iOverflow = getUnitProduction(eTrainUnit) - iProductionNeeded; int iMaxOverflow = std::max(iProductionNeeded, getCurrentProductionDifference(false, false)); int iMaxOverflowForGold = std::max(iProductionNeeded, getProductionDifference(getProductionNeeded(), getProduction(), 0, isFoodProduction(), false)); iOverflow = std::min(iMaxOverflow, iOverflow); if (iOverflow > 0) { changeOverflowProduction(iOverflow, getProductionModifier(eTrainUnit)); } setUnitProduction(eTrainUnit, 0); [B]int iProductionGold = std::max(0, iOverflow - iMaxOverflowForGold) * GC.getDefineINT("MAXED_UNIT_GOLD_PERCENT") / 100;[/B]
I tried really hard, but I just cannot see the intended logic in this piece of code.
The new variable iMaxOverflowForGold is calculated as the maximum of the current build cost (iProductionNeeded) and the number of base hammers of the city (from tiles, specialists, buildings) multiplied by its generic (=non build-specific) modifiers. In the early game with the typical low base hammers and few generic modifiers (forge, bureau) iMaxOverflowForGold will be equal to iProductionNeeded. Chops and whips have absolutely no effect on it!
The capping of iOverflow at the maximum of iProductionNeeded and the base hammers multiplied by ALL modifiers remained unchanged and will also typically result in iOverflow = iProductionNeeded in the early game, especially at slower speeds.
Thus iProductionGold = max(0, iProductionNeeded - iProductionNeeded) = 0.![]()
You will gain a little overflow gold if the city has a lot of base hammers (e.g. > 17 basefor pro-stone-wall @normal speed) and then the amount of gold will be higher the more build-specific modifiers are active
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The exact gold overflow = base hammers * build-specific modifiers, excess chops and whips turn into thin air. IMHO this goes against everything the change note of the patch stands for.
Bugged meaning we can hope for a fix next patch, right...
How often do they release patches?
Bugged meaning we can hope for a fix next patch, right...
How often do they release patches?
Bugged meaning we can hope for a fix next patch, right...
How often do they release patches?
I've noticed that I can pillage improvements around captured cities (say I want it to be my National Park) but it seems I am unable to pillage improvements I built myself.
Is there any way to get rid of improvements in my own founded cities?
You can pillage your own improvements no problem (no cash though) except roads. Only ways to get rid of roads within your culture borders are to hope an enemy pillages them or for a random event to destroy them. Quite damn annoying if you want to max forest growing chances in a future NP prospect, even more so when a stupid AI comes to road inside your borders because they captured that size1 tundra barb city on the other side of your empire![]()