Quick Answers / 'Newbie' Questions

So I have this game that is essentially a won game but I still have questions. A number of cities have a substantial risk of revolt. I can reduce this by adding a garrison, however, is there another way to reduce or eliminate the risk?
Do you realise that you can put in more troops into these cities to further reduce the risk of revolt, eventually to 0%? Because that's one option.

Producing culture in the city?
Yes, though this is often an incredibly slow method of pushing back the revolt chance, especially deep within former enemy territory. The exception would be Great Artist bombs.

Destroying culture producing buildings in my nearby vassals's cities?
I presume you mean with Spies? This is very fiddly and time consuming, not to mention incredibly expensive in terms of espionage points and not particularly effective anyway. Plus it won't work at all for wonders. It's the long-term culture from a still-existing civ that counts for the revolt chance, so slowing down their culture rate won't help you that much.

The much faster, and usually cheapest, way to fix the problem is to build up and army and just take/raze the enemy cities that are providing problems with cultural borders.

Will obsolete units do the same job in reducing the revolt chance?
Obsolete units DO reduce the revolt chance, though as I recall (and I'm not sure about this), I think the reduced revolt chance may be proportional to unit strength. So if that's the case, obsolete units wouldn't be quite as effective as more modern units, though they'll still help reduce the revolt chance.

Do air and or naval units reduce the revolt chance?
I don't think so, no. Neither do units like Scouts, Explorers, Workers, and Settlers.

Anything else?
Not that I can think of. Honestly, your best bet is to build an army (if you don't have a sufficient one already) and just take/raze any enemy cities that are providing you with cultural problems. That's what I'd do anyway. :)
 
Lord Parkin covered your question well. The only thing that I would add is that, unless you have turned on the allow flipping to original owner option in Custom Games, a revolt will only stop the city from being productive and, therefore, also cost you the maintenance gold that it uses per turn for a few turns. If your funds are adequate and you aren't in need of it producing anything, you can just let it revolt now and then. You have to weigh that cost versus the cost of tying down military units to prevent the revolts.

When I choose to prevent the revolts, I usually move in a stack and then move them out one unit at a time, checking the revolt chance after each, until the revolt chance rises to greater than zero. Then I'll move one unit back in. After that, I will move units out every few turns and then back, if needed, in the same manner, until I have reduced the garrison to what I want to keep there.
 
Thanks for the answers. In this case I am forcing opposing civs to capitulate and then moving on to others. So then I haven't the option of further war.

I will just have to balance the cost of the garrison versus the value of keeping the cities out of rebellion.

Another option in some cases would be to release the city back to the vassal. This might be a good choice in some cases.

I was hoping for a better solution but I suppose its a credit to the game design that you have thoughtful choices.
 
In original civilization, without any expansion. when opened civilopedia, picture some of the building that built on shore ( like drydock and harbor ) got reversed. eg. harbor end is directed to land. is everyone have this issue?
 
Let me see if I understand the question, in the civilopedia in Vanilla Civ4 you can see a harbor pointed the wrong way? Where do you see this, under the harbor entry? Of course under the harbor entry where else? Let me look.

Yes, the harbor does seem the wrong way around there. I wouldn't call it an "issue" but it does look a bit odd. If you spin it around just right the land disappears so that solves the confusion . . .
 
thank you, yes that what i mean. i just curious about the reversed graphic. And how could it not fixed meanwhile the other two expansions already have it fixed :lol:
 
I just realized something. The Vanilla Civ4 LHs for Qin and Kublai are switched around in BtS. DOes anyone else have this happen, or is it just something that I need to fix with a quick XML change that I know how to do?
 
I just realized something. The Vanilla Civ4 LHs for Qin and Kublai are switched around in BtS. DOes anyone else have this happen, or is it just something that I need to fix with a quick XML change that I know how to do?

That would explain why in HoF Qin is represented by Kublai icon...looks like I never noticed it was the right swap. :p
 
I just realized something. The Vanilla Civ4 LHs for Qin and Kublai are switched around in BtS. DOes anyone else have this happen, or is it just something that I need to fix with a quick XML change that I know how to do?
Yeah, that caused a lot of head scratching a while ago... and still does. Apparently Firaxis inadvertently switched the artwork files they meant to have for Qin and Kublai, and only realised after the game had shipped. They were swapped back to the way they were originally meant to be in a later patch - but only after everyone had got used to them the way around they were. So that lead to much confusion. ;)

Rest assured that you're not the only one though - everyone's in the same boat there.
 
Is it possible to take over Scythian through culture?
 

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Is it possible to take over Scythian through culture?

No. Your culture cannot extend from a continent further than the BFC would extend if you had a city on every square.
 
I always thought it was better the way they shipped it. Kublai Khan just doesn't look Mongolian with them clothes he wears.
I agree, I liked it better the original way. Or maybe I just got used to it. :)

Is it possible to take over Scythian through culture?
If Scythian is on an island (which is what it looks like), then yes and no. Yes, it's possible to take over through culture, but not from Nottingham. Culture will not extend more than 2 tiles off any continent, so in order to take the barbarian city via culture you'd first have to found a city on the island. Preferably at the minimum distance (3 tiles) and building as many culture buildings as you can as quickly as possible - or using a Great Artist. That's quite a convoluted and expensive way to go about things, though... and I presume you were hoping that Nottingham would flip the barbarian city. So you'd probably be better off to just build a few military units and go capture it, if you really want it. :)
 
That would explain why in HoF Qin is represented by Kublai icon...looks like I never noticed it was the right swap. :p

Yeah, that caused a lot of head scratching a while ago... and still does. Apparently Firaxis inadvertently switched the artwork files they meant to have for Qin and Kublai, and only realised after the game had shipped. They were swapped back to the way they were originally meant to be in a later patch - but only after everyone had got used to them the way around they were. So that lead to much confusion. ;)

Rest assured that you're not the only one though - everyone's in the same boat there.

Great, thanks for making sure I'm not insane :p
Anyway, I also have an idea for my mod to fix this now :D
 
Yeah, that caused a lot of head scratching a while ago... and still does. Apparently Firaxis inadvertently switched the artwork files they meant to have for Qin and Kublai, and only realised after the game had shipped. They were swapped back to the way they were originally meant to be in a later patch - but only after everyone had got used to them the way around they were. So that lead to much confusion. ;)

Rest assured that you're not the only one though - everyone's in the same boat there.

Oh that's what is going on there. I was confused about that as well. Just today I saw some shots of someone's BtS game with Qin in it and I kept thinking, somethings not right here, why does he keep referring to Kublai as Qin?
 
Hello. I wanted to play a game without technology brokering, but unfortunately i managed to tick no technology trading. It took me while to realize and now the game looks very good and i don't wanna restart it. Is there anyway to edit the save to change the settings?
 
You would probably be able to by editing the settings with notepad.
First, go into world builder and save the game. Next, download a file editing service like Notepad, if you don't already have one. Then, go to the BTS, or whatever version your playing, file and go to the "Saves" folder. Then, click on World Builder, and click on your mod. You should see this:
Spoiler :
Version=11
BeginGame
Era=ERA_ANCIENT
Speed=GAMESPEED_MARATHON
Calendar=CALENDAR_SEASONS
Option=GAMEOPTION_AGGRESSIVE_AI
Option=GAMEOPTION_LEAD_ANY_CIV
Victory=VICTORY_CONQUEST
Victory=VICTORY_DOMINATION
Victory=VICTORY_CULTURAL
Victory=VICTORY_DIPLOMATIC
GameTurn=0
MaxTurns=0
MaxCityElimination=0
NumAdvancedStartPoints=990
TargetScore=0

Create a new line under the other option lines that says:Option=GAMEOPTION_NO_TECH_BROKERING
Hope this helped!
 
The WB save does not save intel for:

- GPP ( either the already banked in the cities or the limit to the next, as pointed above )

- Food bars in the cities

- Everything related to build queues invested hammers

- XP for GG points

- AI strategies ( in other words, the AI will forget any war plans it might have had )

Now, on enabling a forgotten option, you can do that via python console. You can find intel on how how to activate it and some useful commands in the the tutorial section of the Creation and Customisation subforums ;)
 
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