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Thanks, for some reason I always thought the number was determined by the city pop.

There's a lot of discussion in here suggesting (rightly, in my view) that it should be limited somehow by the city population; and I also think it's unfortunate that it comes within the purview of the random events mechanism - you might want to disable random events, and yet have this predictable advantage to Emancipation, an arguably otherwise weak civic.
 
My question concerns team multiplayer games. Of both members of the team are able to work a given tile, what determines which civ gets control of the tile? As a corollary, is there any way to manually change which team has control of a given square assuming both have culture on it?

Its annoying to have to not build a city to avoid ninjaing your partners corn :(
 
You just have to make sure that you have less culture on that tile than your teammate. (You'd have to coordinate culture buildings and specs etc.)
 
You just have to make sure that you have less culture on that tile than your teammate. (You'd have to coordinate culture buildings and specs etc.)

To the best of my knowledge this isn't how it works.

(Screenshot from relevant game in question...turns out it was pig instead of corn, weird things are being discovered because i loaded an internet game in hotseat, and we were getting destroyed :))
Spoiler :
lpNILh.jpg


My teammate has some 93% culture on the pig. If i settle in place, the pig will immediately flip. If I settle 1NW it will flip the cottage the turn it is settled, then the pig on the following turn. In the latter case, the new city is not generating enough culture to have its border pop.

Other notes - this tile flips regardless of whether the teammate's city is working it or not. Additionally, I am hosting the game and player one (potential first player bias).
 
^^Hm, strange. And what happens when the city pops? Will you flip the remaining tiles as player 1?
 
Sometimes raising the culture slider decreases unhappiness which puts more people back to work who earn more money and thus allows you to increase research.

Yep, I just had a chance to learn why culture slider is useful. I'm currently playing Earth 18 Civs with Noble difficulty as America and I'm at war with Qin Shi Huang of China. The trouble is that he controls the UN (although, I built it) and he has a lot of friends. Voting "no" on his resolutions does not work, so I have to defy his resolutions. But if I don't defy his stop-the-war resolution, he will backstab me with diplomatic victory for sure.

The price of defiance of UN resolutions is a very nasty unhappiness penalty - 5 :c5angry: per defiance. Luckily, the culture slider helps to mitigate this effect.
 
One reason not to build the AP and UN yourself - let someone else build it, not only does it get built later, but you can burn it down.
 
One reason not to build the AP and UN yourself - let someone else build it, not only does it get built later, but you can burn it down.
I for sure hate voting mechanisms in this game more than anything but I wouldn't be that radical about these buildings :)
Razing the AP deprives you of AP hammers (temple + monastery is a free PH mine), razing the UN deprives you of extra trade routes, which are useful in any game. There are better ways to deal with this:
AP: if you don't have the AP religion it cannot hurt you. If you have it, spread it asap in all your cities. If possible, adopt the religion.
UN: if you're playing an ancient start you probably have chosen your victory condition by now. If it's conquest or domination you should be close to winning the game and also not have any problems becoming the Secretary General. If it's time or space you at least have enough votes to downvote unwanted stuff. With a culture goal you might even be able to defy resolutions as a last resort because of the extra happy in your cities. It is only for the last few turns until you win. (If you chose diplo for your VC you should build the UN yourself.)
 
I for sure hate voting mechanisms in this game more than anything but I wouldn't be that radical about these buildings.

It's a last resort, to be sure, especially since the AP/UN city is often a nice juicy one full of delicious wonders, or a holy city that everyone will hate you for razing. But unless I have a specific reason for wanting to build it myself, I much prefer having that last resort available.

I also play a bit of OCC, and of course in OCC one is a much smaller voting bloc - although at least the option of going Theocracy to keep the AP religion out is much more likely to apply.
 
^^ Good point for OCC (non diplo) games, if for some reason you cannot build up tensions between the AIs.
 
Is having a state religion necessary? I just founded confucianism in my game & got a missionary but how does it compare to the free religion civic(seeing that it's cheaper than the other religion civics)?
 
Is having a state religion necessary? I just founded confucianism in my game & got a missionary but how does it compare to the free religion civic(seeing that it's cheaper than the other religion civics)?
Having a state religion is not necessary but can be helpful provided it doesn't ruin your diplo relations with other AIs (they will hate you for being in another religion and love you if you share their own faith). As for the best religious civic it really depends what you want to achieve. Note that Organized Religion, Theocracy and Pacifism do require a state religion, so if you enable them without having one they will do nothing but still cost maintenance (or Pac will still charge more for unit supplies).
 
I have an espionage question

On the espionage screen, beside each leader name it says like 102% cost, 99% cost, 120% cost etc; What affects the cost?

On a side note I thought it was basically a ratio of how many espionage points they have against you, vs how many you have against them, but civs keep stealing techs from me which I know must be very expensive yet the % cost barely changes! Infact Im making huge EP per turn, and Frederick who has stolen from me still costs 120%

u too slow! everything is here http://www.civfanatics.com/civ4/strategy/espionage_cost.php question answered ty
 

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I have an espionage question

On the espionage screen, beside each leader name it says like 102% cost, 99% cost, 120% cost etc; What affects the cost?

On a side note I thought it was basically a ratio of how many espionage points they have against you, vs how many you have against them, but civs keep stealing techs from me which I know must be very expensive yet the % cost barely changes! Infact Im making huge EP per turn, and Frederick who has stolen from me still costs 120%
Stealing techs is also affected by the distance of his capital (the closer the better), whether you have his state religion in your city he stole from. And of course he would have a spy sitting there for 5 turns which is an additional -50%.
 
Is having a state religion necessary? I just founded confucianism in my game & got a missionary but how does it compare to the free religion civic(seeing that it's cheaper than the other religion civics)?

If you can go Free Religion, it is often good. It's best when you want to have reasonable relations with all AIs; but if you fancy a block of coreligionists to stamp on everyone else, it won't do.
 
Hi.

Is there anyway to see a multiplayer file (WorldBuilder for Multiplayer files)?

I know this can be a dangerous tool, but I'm in a PBEM that is stuck (game crashes) and we'll lke to understand why to see if we can fix it...
 
Hi.

Is there anyway to see a multiplayer file (WorldBuilder for Multiplayer files)?

I know this can be a dangerous tool, but I'm in a PBEM that is stuck (game crashes) and we'll lke to understand why to see if we can fix it...

Have you looked at any of the log files? They may offer a clue.

I don't play MP, but I think that the assets are locked for MP games, and you wouldn't be able to use WB once the game has begun. (I think)
 
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