Quick Answers / 'Newbie' Questions

exactly (so I don't forget.

But how do I point to the tile??

OK... Figured it out. But I have another question.

To flag it, have the tile in question visible on the map you are looking at. press alt+s. A one-square "cursor" will appear. Click on the tile and enter your caption.

Question... Is here a "show me my flagged squares" option??
 
The flagged tiles should always be visible. There is no "DON'T show my flagged tiles" option. If you click on the tile with the flag while alt-s is active, the flag is removed. Otherwise, it should always be there and visible.
 
The flagged tiles should always be visible. There is no "DON'T show my flagged tiles" option. If you click on the tile with the flag while alt-s is active, the flag is removed. Otherwise, it should always be there and visible.
Yeah, they're always visible. I always thought it would have been nice to have a "toggle on/off switch" for the signs, but it doesn't exist in the base game. Would be handy for me at least, since I use signs a lot to remind me of things to do on tiles (improvements/cities/rally points/etc), but it makes it look rather messy when you're taking screenshots... especially zoomed out ones.
 
I got the coal fuel event which gives coal plants +4:hammers:. If I build Three Gorges Dam or a bunch of nuke plants, does that bonus go away along with the coal plants' unhealthiness?


Does that mean that, if you have built a coal plant in a city, you can later on build, for exemple, a dam, and it gives power to your town instead of the coal plant, thus removing the unhealthiness penalty ? I've always thought that, from the moment you had a plant in a town, building another one was useless.
 
Does that mean that, if you have built a coal plant in a city, you can later on build, for exemple, a dam, and it gives power to your town instead of the coal plant, thus removing the unhealthiness penalty ? I've always thought that, from the moment you had a plant in a town, building another one was useless.

There is a hierarchy of power plants, IIRC. If you build one that is higher up the hierarchy, the other plants "shut down" in terms of producing unhealth. Coal is right at the bottom.
 
I have observed that the AIs are incredibly stupid about where they build their cities. As in, "If you'd gone 1 square further north, you'd have gotten two more Sugar resources, fresh water and been on the coast." So I want to design a map where the city tiles are designated ahead of time and you can't build anywhere else. Some earlier version of Civ had this, or I came across it at some point and now cant find it again. How do I change the 'can/can't build city here' value of a tile?

So is nobody ever going to answer my question?
 
I have no idea, sorry. You might have better luck in the C&C subforum.
 
So is nobody ever going to answer my question?

You can set the city found value of a plot via the getCityFoundValue callback in CvGameUtils.py. You need to enable it in PythonCallbackDefines.xml and then any value that is returned by the function other than -1 will cause it to override the value normally calculated in the DLL.

Or you can mod the DLL, which requires much more preparation as you have to install and set up the compiler, libraries, and suchlike.
 
Complete newbie here. Never played Civ before but have recently played civ 5 then bought Civ 4 to try it out. The one thing I notice that you don't seem to be able to do in civ 4 which you can in civ 5 is when it asks you for a new tech or production the screen stays static and you can't check your cities to see what you may need to produce to help you or more importantly which tech you may need depending on what resources are around you.
Is there a way of doing this ?
 
Complete newbie here. Never played Civ before but have recently played civ 5 then bought Civ 4 to try it out. The one thing I notice that you don't seem to be able to do in civ 4 which you can in civ 5 is when it asks you for a new tech or production the screen stays static and you can't check your cities to see what you may need to produce to help you or more importantly which tech you may need depending on what resources are around you.
Is there a way of doing this ?
You can't. But it doesn't matter as you can change your builds and research with no penalty as long as you don't end the turn.
 
Quote:
Originally Posted by steftymo
OK...thanks for quick reply. So once I start a new tech/production I can go to the relevant screen and change it before I hit enter ?

Only on the turn where it asks you to choose a new tech to research.
I'm not sure what AJ11's response means. You can change what you are researching at any point. If you interrupt something you are researching to research something else, the game will store any progress you have made towards the original research item until you come back to it.
 
I'm not sure what AJ11's response means. You can change what you are researching at any point. If you interrupt something you are researching to research something else, the game will store any progress you have made towards the original research item until you come back to it.

I believe there is a "decay" of research towards an abandoned tech; slow at first then more.
 
I haven't noticed the "decay" of research towards an abandoned tech. It might exist but it doesn't start happening for quite some time and it is quite slow if it does happen.
 
I'm not sure what AJ11's response means. You can change what you are researching at any point. If you interrupt something you are researching to research something else, the game will store any progress you have made towards the original research item until you come back to it.

The "penalty" is the turns you spent researching the other tech. If you change on the first turn that the tech is being researched, any overflow from the previous tech transfers to your pick. If you let one turn pass, then the research is locked in, and you have to start from 0 if you choose another tech (but whatever there is in the first tech will remain.

For example,you complete researching Mysticism and picked Alphabet as your next tech to research. You had 100 beakers left over from the previous tech. That 100 beakers goes into Alphabet. But you discover that you really need Mining instead. If you change your research to Mining on the turn after you completed Mysticism (i.e., on the SAME turn you picked Alphabet), that 100 beakers transfers over to Mining (and Alphabet will be at 0) so that you start Mining with 100 beakers already done. However, if you change to Mining in the next turn, that 100 beakers (plus whatever your research rate was that turn) will be in Alphabet, and you start researching Mining at 0 beakers.

IIRC, that is how it works.

As a side note: I have not noticed any decay of research. However, I believe there is an era multiplier in research (I thought I saw it when I was mucking about in the xml files a couple of weeks ago). The later era, the higher the multiplier. That means that if you research a tech in the Classical Era, it will cost you less beakers than if you research it in the Medieval Era. This may account for the "decay" that you saw in the completion bar.
 
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