Quick Answers / 'Newbie' Questions

how can you make great people as units and move them around?

Hm, we obviously must misunderstand each other - let's see whether we can get it sorted out. :)

Your cities produce great person points. Each city has its own pool of those. From time to time, a city has collected enough points to create a great person. Once this happens, the pool is emptied and the great person appears as a unit on the map, located in the city that created it. You can move the great person around like any other unit. You can use the great person for several things, one of those is settling it in a city. It then gives this city a permanent bonus to food, hammers etc. (the bonus depends on the type of great person). You can see settled great people in the city screen at the bottom right, with a small star next to their heads. Once you have settled a great person this way, it cannot be moved away from this city anymore.

Does this answer your question?
 
Hm, we obviously must misunderstand each other - let's see whether we can get it sorted out. :)

Your cities produce great person points. Each city has its own pool of those. From time to time, a city has collected enough points to create a great person. Once this happens, the pool is emptied and the great person appears as a unit on the map, located in the city that created it. You can move the great person around like any other unit. You can use the great person for several things, one of those is settling it in a city. It then gives this city a permanent bonus to food, hammers etc. (the bonus depends on the type of great person). You can see settled great people in the city screen at the bottom right, with a small star next to their heads. Once you have settled a great person this way, it cannot be moved away from this city anymore.

Does this answer your question?

Yes! perfect! ...what about specialists? can you move them around?
 
Yes! perfect! ...what about specialists? can you move them around?
Absolutely not; specialists are assigned within a city and are based in that city alone.
 
Each specialist is a single population point in that particular city. You can change that specialist to be a different type in that city, or you can have it work a tile in the city's BFC instead of being a specialist, but you can't move the specialist to a different city. That would require moving population around, which isn't possible.

(There are also a few ways to get free specialists, e.g. Mercantilism or the National Park. These can only be used as specialists; they can't work BFC tiles)
 
Is Pollution from Power always 4?

I think pollution from power is 2. Pollution from coal usage is 2, so a coal power plant gives total of 4 pollution, but hydro and nuke plants only give the 2. I think.
Of course, you can't use power without a factory, and that also gives unhealth (2?), so you better have some ways to deal with this...
 
In BTS pollution changed a bit.

Factory
+ 1
+ 2 with coal
+ 2 with oil

Power
+ 4 from coal plant
+ 2 hydro
+ 2 nuclear

So if you are connected to coal and oil factories generate 5 unhealthiness, add a coal plant in the mix and you're looking at 9...

An Industrial Park adds up to 4 unhealthiness as well.

So if you're not careful you might end up starving your cities or being forced in Environmentalism.

Counters are fresh water, forests, food resources and buildings (aqueduct, grocer, supermarket, hospital, public transportation, recycling center)

Pollution from coal, oil and power does not get removed by a recycling center. If you have no need for coal you can disconnect it or trade it away. (railroads can now be build with oil as well)
 
In BTS pollution changed a bit.

Factory
+ 1
+ 2 with coal
+ 2 with oil

Power
+ 4 from coal plant
+ 2 hydro
+ 2 nuclear

So if you are connected to coal and oil factories generate 5 unhealthiness, add a coal plant in the mix and you're looking at 9...

An Industrial Park adds up to 4 unhealthiness as well.

So if you're not careful you might end up starving your cities or being forced in Environmentalism.

Counters are fresh water, forests, food resources and buildings (aqueduct, grocer, supermarket, hospital, public transportation, recycling center)

Pollution from coal, oil and power does not get removed by a recycling center. If you have no need for coal you can disconnect it or trade it away. (railroads can now be build with oil as well)

Thanks, someone need to update this page then:

http://www.civfanatics.com/civ4/info/improvements

It's confusing things.

Noticed the Shale Plant also gives 4 from Power and if you disconnect Coal you can save a maximum of 3 health with that right?
 
I've always wanted to play a game straight through with Theocracy, but I imagine it is extremely difficult since religious wars get bloody. Has anyone done that?
 
Thanks, someone need to update this page then:

http://www.civfanatics.com/civ4/info/improvements

It's confusing things.

Noticed the Shale Plant also gives 4 from Power and if you disconnect Coal you can save a maximum of 3 health with that right?

The page is correct, it's just that power itself gives 2 :yuck:

Just remember that if you disconnect coal all the coal plants stop working (and you lose the -4 :yuck: from power). You also lose 50% production bonus from ironworks. Factories and Industrial Parks will not get the -2 and -1 :yuck: penalty from coal though.
 
I always found it annoying how factories give you extra unhealth from coal and oil but don't give any extra production to make up for it. The factory'd work just as well without any fossil fuels.
 
Hi

I have Civ 4 and all the expansions, and my question is this:

Is it possible to limit the age I play to, for example, make it so tech never goes past the renaissance or industrial age. I tend to play for thousands of turns at a time, expanding my empire and building up defenses before attacking people, and am fed up just steam-rolling everyone with legions of tanks.
 
Is it possible to limit the age I play to, for example, make it so tech never goes past the renaissance or industrial age.

Not in the base game. There might be a mod that does this though - it wouldn't be hard (just a bit tedious) to create for someone with knowledge of technology modding.
 
Hmm. Pity. How would I go about making this mod?

Somebody probably did it already (the question comes up from time to time). If you want to do it yourself, you'd need to remove the post-renaissance (or post-medieval, wherever you want the tech tree to stop) from the XML file that defines the technologies, then make sure that there aren't any interdependencies which assume that the removed techs are present. I never modded that part of the game myself, but I don't think it's difficult. I'd ask in the Creation & Customization subforum, someone there will probably be able to either direct you to a mod that already does what you want, or tell you in more detail how to accomplish it yourself.
 
Brilliant, thanks. I'll have a go at the xml thing, and if that don't work I'll try the C&C forum.

Thanks again.
 
I always found it annoying how factories give you extra unhealth from coal and oil but don't give any extra production to make up for it. The factory'd work just as well without any fossil fuels.

Yeah, I've considered modding them so that they give +15% with Coal and +10% with Oil instead of the flat 25% (something like that). Pretty easy to change that.
 
I've always wanted to play a game straight through with Theocracy, but I imagine it is extremely difficult since religious wars get bloody. Has anyone done that?

I have done this several times. Never on a long game... either going for Medeival era conquest or domination victory, Theocracy is very useful. However, a lot of the fastest conquest/dom games are over before Theocracy can even be adopted.

Otherwise, it can be useful helping get diplomatic bonuses with some leaders for a diplomatic or religious victory. Religious victories can happen very early in the game (and require Theology anyhow), so yes... running Theocracy for the whole game (once it is available with Schwedegon Paya or Theology) sometimes makes sense.
 
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