Quick Answers / 'Newbie' Questions

It refers to something w/o flavouring (not chocolate or whatever). In this context it can be interpreted two ways:

As the original Civ 4 w/o either of the expansions. This is the normal interpretation. More likely, though, the poster was referring to BtS w/o BUG or BULL.

Assuming the latter is the case, I know that you can freely mix BUG with standard BtS. I think that BULL won't work though.
 
If I am playing the BUG and BAT mods, can I play with someone running vanilla or must they have the same mods as me?

If you are running it as mod, then someone without it will need the mod as well, since it will be part of the savegame. OTOH, if you run BUG and BAT as CustomAssets, instead of loading them as a mod, then someone without them can play fine, since BUG and BAT will not be part of the savegame but will be instead loaded during the startup of the game program. In the latter case, you will see the BUG and BAT stuff during your turns but they will not see them during theirs.
 
My advice is, "It probably won't work but why not try it?"
 
So if you complete Taj Mahal during a golden age does the full new golden age get stuck on to the end of the current golden age or do you lose some time?
I think that a GA with Taj Mahal is the same with Great People, meaning that the time of GA will be added to the current one, so no losses there.
 
How does the "Ace" Promotion works exactly?

It increases 25% of not having battle (not being intercepted) or does it has a 25% survival chance it he air battle goes wrong? If it's the first it makes more sense in Bombers, yes?
 
Hi, i have a quick question regarding teams and 0/100 Research..

Situation:
A team of NI's (Natural Intelligence) grouped together as an cIV team (shared research) teams up against an team of AI's (Artificial Intelligence, also grouped together as an cIV-team.
Each NI uses 0/100% research in the management of its own civilisation.

Question:
What additional benefits does it have (if any), it the all NI's use 0/100% on the team level?
This means all team civilisations use 0% or 100% at the same time synchronized.
 
can someone tell me the point of roads and villages?

I don't see how gold affects the game also what does roads do besides it makes ur units walk longer?
 
can someone tell me the point of roads and villages?

I don't see how gold affects the game also what does roads do besides it makes ur units walk longer?

Roads let units move quicker.
GOld allows you to research technology, upgrade units, and at some points create culture and rush construction. Not to mention it is a useful trading tool.
For future reference, refer to the in-game civilopedia before asking here, just to make stuff easier.
 
Roads allow units to move faster, both by increasing the movement rate directly and by allowing you to ignore terrain and feature movement penalties (from hills and forests/jungles). They also connect resources to your cities - unless it is connected, you don't actually have the resource and don't get the +1:health: or +1:) that many of them give (or more with various buildings, like an extra +1:health: from wheat if you have a granary in the city) or the ability to build the units taht requires specific resources (like horses for chariots). Likewise, they connect cities together allowing them to have trade routes with each other (with various techs rivers, coast, and ocean also do this), which gives you more commerce output, and share connected resources.

Villages increase the commerce output. But you don't build villages, you build cottages which, after working them for a while, turn into hamlets which then, after working them for a while, turn into villages which then, after working them for a while, turn into towns. Each step adds more commerce output to the tile.

A simple illustration of where commerce comes from and it does for you is give by the chart in this thread: Commerce flow chart (note: this is not for BtS, which has a few extra things not on the chart, like espionage points).There are articles over in the Civ4 - Strategy & Tips forum on what commerce is about. Primarily, commerce becomes research. It can also become gold (money), culture, and espionage. In essence, more commerce = faster research. You can also turn down the research rate (temporarily, hopefully) to get more gold which you can use to upgrade units and some other things. A few things produce a little gold directly, but usually it mostly comes from commerce.

After the early parts of the game you always need to produce some gold because cities cost maintenance which is a cost in gold, which increases with number of cities, distance to them, and the size of the cities. Units also have a cost in gold after some number (which depends in part on the population of your cities, more population = more units that don't cost anything in upkeep). Having more than just a few units outside your borders also costs gold.

By the way, the term "gold" is confusing in part because it is two different things: money (which you can accumulate and spend and comes mostly from commerce) and actual gold (the resource, produces via mines on the tiles that have it). The stuff that comes from commerce really should have been called something else.
 
When I choose "random" for my leader choice (and my AI opponents) in the game setup screen, does it:
i.) choose randomly between all the leaders,
or ii.) pick a civ at random first, then one of the possible leaders from that civ?

If i.), then there is an equal chance to get any leader, but a lower chance to get some civs, but if ii.) then some of the leaders are more common than others. Which would explain why Monte, Shaka, Mansa and Ragnar always seem to turn up...

Also, is the method of choosing the same for the AIs as for the player?
 
If you have City A on a river, and City B exactly 2 squares away from that river further down the river, can you build a road from City B to the river, and then would they share a trade route?
 
If you have City A on a river, and City B exactly 2 squares away from that river further down the river, can you build a road from City B to the river, and then would they share a trade route?

If I'm understanding your question the way I think I am, then yes. The two cities would be connected via City A<-->river<-->road<-->City B. However, this is only true if the river stays inside your culture and/or you've teched Sailing. If it's very early game and you don't have Sailing, and there's at least one tile of river that wanders out of your territory, then they won't be connected.

EDIT: It might not actually look like your road goes to the river, but as long as any tile touching the river also has the connecting road, it's good.
 
I have a general grasp on growing culturally, but was wondering if there were ways to push the tiles at the edge of your territory. Say you've pushed the border so that it is touching a rival city. The tile on your side of the border is 80 or 90% yours and the enemy city is also 70-80% yours(revolted once, but still belongs to the enemy). Is there anyway to influence those tiles more?
For example building a windmill or some improvement on the the tile that is on your side of the border.
To make it a little more difficult the rival city has chosen a religion so I cannot send any of my missionaries in their to add my many religions.
I am also playing a vanilla version of civ4, so spies can not start riots (as far as I know).
note: when I said rival or enemy, I was not at war with anyone, I just meant the AI. I am hoping to take the city peacefully for a more strategic start in the war I am going to declare.
 
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