Quick Answers / 'Newbie' Questions

^ Okay, thanks for the advice. Just one question, I dont understand how to effectively use specialists and when to start using them, etc..
 
That's a huge question. As a small answer, once you get writing, you should build a library and hire a couple of scientists somewhere (often your capital) to generate a GS. He normally then goes to building an academy in your capital.

As you reach higher levels, say Emperor and above, GPs become more and more important. For the moment, just build your Academy. Try to have it finished by 1000BC.
 
For mods included with the program, the system takes care of it. For others, I would expect them to be work with both patches. BUG does, for one. So update. Then test the mod to see if it works. If not remove it after the upgrade.
 
I realize that this has been probably asked a million times before, but it is a 988 page thread... give me a break.

Anyway, can someone tell me how to upgrade BtS to 3.19? I just need a nice guide, because I have been playing the box version since I got it.
 
I realize that this has been probably asked a million times before, but it is a 988 page thread... give me a break.

Anyway, can someone tell me how to upgrade BtS to 3.19? I just need a nice guide, because I have been playing the box version since I got it.

Assuming that you are using a Windows machine: Using the drop down menu for "Civ4" at the top of any CFF page, select "Patch & Update". From that link, download the BTS 3.19 patch. Unpack it and run the install patch.

If you are using a Mac: Go to the CIV Mac forum and follow the instructions in the sticky at the top of the discussions listings.
 
I've been practicing on Prince for some time now and with getting better bit by bit with the huge pile of information on Civfantics.. Getting better, for me, means: advancing to top 3 civ on points. Too often getting backstabbed (I should cover my military better I guess) by neighbouring civs tho..

Anyway, got 2 questions as a kick-off:

1. What do you prefer to do with a GP? Build special building? Discover tech? Super specialist? Is it a good tactic to discover until, let's say, Liberalism? Then going for buildings? I'm happy already I can get a GP farm going.. How many GP should a GP farm pop anyway?

2. I can discover Liberalism as first civ quite often, but I notice that changing to Free religion too early can get back at me as friendly Civs (with a certain religion) don't treat me that friendly anymore... Is there 'a right time' to change to Free religion, when the world is ready for free choice of (non)belief?

Thx.
 
I've been practicing on Prince for some time now and with getting better bit by bit with the huge pile of information on Civfantics.. Getting better, for me, means: advancing to top 3 civ on points. Too often getting backstabbed (I should cover my military better I guess) by neighbouring civs tho..

Anyway, got 2 questions as a kick-off:

1. What do you prefer to do with a GP? Build special building? Discover tech? Super specialist? Is it a good tactic to discover until, let's say, Liberalism? Then going for buildings? I'm happy already I can get a GP farm going.. How many GP should a GP farm pop anyway?
The usual advice would be to use their special ability, esp. early. So Engineers build wonders, merchants do trade missions, spys give an espionage boost. Usually the first scientist (frequently the first GP as libraries are early) creates an acadamy in your capital then the rest buld techs. Later GP's are frequently used for golden ages.

It really depends on the circumstances though. There is no specific number of GP's you should produce, other than the most possible depending on food available.
2. I can discover Liberalism as first civ quite often, but I notice that changing to Free religion too early can get back at me as friendly Civs (with a certain religion) don't treat me that friendly anymore... Is there 'a right time' to change to Free religion, when the world is ready for free choice of (non)belief?

Not really, and you may never change. If you have a good tight group of civs with the same religion then you may well want to keep it, if you are the only civ with your religion you may find it best to change as soon as possible.
 
What, if anything will cause an AI to change what's in it's build queue before the previous item is completed. Example. If a city is building a worker or a wonder, will a DOW cause the AI to switch it to a unit or will it complete the item first?
 
Can an enemy caravel (not a war enemy, just with no open borders) travel through forts? Can they travel through cities surrounded on two sides by water, to form a canal of sorts?
 
Can an enemy caravel (not a war enemy, just with no open borders) travel through forts? Can they travel through cities surrounded on two sides by water, to form a canal of sorts?

I'm almost positive that they can only go through the foreign waters, not into forts or cities.
 
TheMulattoMaker is right: to go in forts or cities they would need open borders.
 
What, if anything will cause an AI to change what's in it's build queue before the previous item is completed. Example. If a city is building a worker or a wonder, will a DOW cause the AI to switch it to a unit or will it complete the item first?

There are a number of things that will make an AI reevaluate the production in one or more of its cities. Here are some (maybe all, but I wouldn't count on it):
Population change = reevaluate for that city.
Going into financial trouble (if it has been at least 10 turns since it has done this) = all cities.
Getting a new tech = all cities.
Meeting a new civ = all cities.
Someone on your team finishing a project and more of that type can't be made = all cities.
The team gets a new war plan = all cities.

That last one happens if they are declared on (since being declared on should set a war plan of WARPLAN_ATTACKED_RECENT), as well as if they start planning a war themselves (or another team member does so).

A city may decide to keep working on what it was working on. There are a few specific instances where it will do so, one of which is that it will keep going if there are 3 turns or less to finish whatever it is (or maybe less than 3 turns - I just closed the file and forgot if it said "<" or "<="). If it is already building a wonder and has some production invested in it, there is also a specific check for that too - I think it works out that it will continue unless that specific city is in danger, and might continue anyway even if it is in danger if it meets the already mentioned 3 turn threshold.

Even if it doesn't meet a specific special case, it may end up continuing since there is one (or more) factors in the calculations of what to build that takes into consideration any production already spent on the thing. I seem to recall a direct value being given for it, and in the evaluations it also has various thresholds for how long things take to build which is likely to be reduced if the thing has production already spent on it. In general it works through lists of things with shorter thresholds first and then tries with larger time thresholds if it didn't pick anything to build with the shorter ones. There are special cases for trying to keep "enough" workers too, probably circumvented if that specific city is in danger.

Or something like that.
 
Thanks, much appreciated. I assumed it was something like that but it's always good to hear from the code divers. (especially that 3 turns or less threshold)
 
I don't know what a Carthage, but I sure do know your are talking about Viking's UB. Um...well...the thing that has a name, yeah whatever. It took me forever to separate HE and NE. Maybe I'll get the names for the rest one day...
 
OK, I've got the 100$ question:

How the AI calculates their path when we force them to attack a certain city (sharing a war against a common foe). Sometimes, the bloodlust rule (next to a city they stumbled by) forces their army to suicide and that is annoying.

I wish I knew how the AI calculates their paths...so I could make update in redirecting their marches.
 
Is there a cap to flank attack damage? Julius had a stack with half a dozen or so cannon, so after my bombers softened the stack up, I hit them with my stack of gunships, but I didn't get any flank damage at all.
 
There's no cap as you can kill by flanking.
There is something where a flank attack won't work aginst very outdated siege units, but I think gunships should be able to flank attack cannons (but not catapults or trebs).
 
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