Quick Answers / 'Newbie' Questions

^^ Not sure about the questions, but I think the risk for a meltdown is very small. I usually build them and haven't had a meltdown in a while.

Two questions:
1) Is the defense bonus for ships the same as it is for regular land units?

2) What is the probability of finding a resource from a mine. (In my current game, it is 1100 AD and I have discovered two gold resources, copper, iron, and silver :eek:)
 
I've a couple of questions about power sources. Let's say a city has all 3 different types of power plants (coal, hydro, nuclear) plus an access to power from the Three Gorges Dam.

1. Is their effect cumulative? Do they all contribute to production?
2. Is their output equal or are some power sources more effective than others?

I usually avoid building nuclear plants because of their built-in risk of meltdown.
Either a city has power or it doesn't, as such only one power plant contributes to production at any time and all give equal power.
Coal is generally best as it comes earliest and is cheapest, hydro built in the same city will remove the unhealth from the coal, nuclear just sucks!
^^ Not sure about the questions, but I think the risk for a meltdown is very small. I usually build them and haven't had a meltdown in a while.

Two questions:
1) Is the defense bonus for ships the same as it is for regular land units?

2) What is the probability of finding a resource from a mine. (In my current game, it is 1100 AD and I have discovered two gold resources, copper, iron, and silver :eek:)
1) In what way? Ships can only get defensive bonuses from coast tiles in unmodded BTS, and thats only +10%, they cannot fortify.
2) Don't remember the exact number but its small for a given tile on a given turn, but it does build up as every mine your empire works has a chance on every single turn.
 
1) In what way? Ships can only get defensive bonuses from coast tiles in unmodded BTS, and thats only +10%, they cannot fortify.
2) Don't remember the exact number but its small for a given tile on a given turn, but it does build up as every mine your empire works has a chance on every single turn.

Yes, I just meant regular defensive bonus. Thanks!
 
Coal is generally best as it comes earliest and is cheapest, hydro built in the same city will remove the unhealth from the coal, nuclear just sucks!
turn.

I now recall that Japan's unique building is shale plant which replaces coal plant. Unlike the coal plant it also provides a 10% :hammers: bonus in addition to the standard 2 :yuck: penalty

Just wondering, does building the hydro plant in a city also remove the :hammers: bonus of the Japanese shale plant?
 
I now recall that Japan's unique building is shale plant which replaces coal plant. Unlike the coal plant it also provides a 10% :hammers: bonus in addition to the standard 2 :yuck: penalty

Just wondering, does building the hydro plant in a city also remove the :hammers: bonus of the Japanese shale plant?

No, it doesn't.

New Question: Do units heal at the beginning or the end of a turn? This is for turn based multiplayer purposes. (multiplayer isn't a word on cfc spellcheck? blasphemy! curious if my dictionary supports it)

I'm guessing the end of the turn, if the unit hasn't forfeited it's right to heal that turn.
 
I'm making a story currently, and I'm kinda stumped as to how to rename units (like rename Axeman to 3rd Legion, etc) and how to rename the cities of different civilizations. Can anyone halp?
 
I'm making a story currently, and I'm kinda stumped as to how to rename units (like rename Axeman to 3rd Legion, etc) and how to rename the cities of different civilizations. Can anyone halp?
Renaming units: select the unit to rename. In the bottom left corner you will see the little window with the unit info. Click on the unit name (e.g. Axeman). A pop-up will appear to rename the unit.
Renaming cities: in the city screen click on the bar with the city name.
If you want to create units with custom names / custom city names for civilizations you will have to change the xml files. City names are in Civ4CivilizationsInfos.xml. For units you will have to change several files in the Units folder starting with the Civ4UnitInfos.xml file (it's probably easier to create custom files (aka create a mod), and in any case you should make a copy of your original xml files).
 
Thanks. And what about changing the date/year? Is there a way that preferably doesn't involve modding?
 
I've a couple of questions about power sources. Let's say a city has all 3 different types of power plants (coal, hydro, nuclear) plus an access to power from the Three Gorges Dam.

1. Is their effect cumulative? Do they all contribute to production?
2. Is their output equal or are some power sources more effective than others?

I usually avoid building nuclear plants because of their built-in risk of meltdown.

On a related note, why do I get health penalties in my cities when I build Three Gorges, isn't hydro power supposed to be clean?
 
WHy is it not letting me log in online on civ 4 bts? ive been online before but now it just comes up with "The login attempt has failed." even when i come up with a new account it says this,help? :sad:
 
Thanks. And what about changing the date/year? Is there a way that preferably doesn't involve modding?
I can't think of a way changing the date without modding (I suppose you want to have something like 1320 DR Year of the Sleeping Dragon?)
 
Is there a way to completely randomize the map type when starting the game? Or is shuffle the closest way? Not that shuffle's bad, just rather limited in the possible scripts.
 
Hello,

Which map is faster on same comp: Bigger map with less land tiles, or Smaller map with more land tiles?
Example: Giant Earth Map 210x90, approx 19000 tiles, has more land tiles than Carter's
Carter Earth Map 190x120 approx 23000 tiles, has less land tiles than Giant Earth's

Thanks!
 
Hello,

Which map is faster on same comp: Bigger map with less land tiles, or Smaller map with more land tiles?
Example: Giant Earth Map 210x90, approx 19000 tiles, has more land tiles than Carter's
Carter Earth Map 190x120 approx 23000 tiles, has less land tiles than Giant Earth's

Thanks!

I am not certain, but I think it will be the one that the AI can build less. I think it is the number of cities and units that takes the time, not the actual tiles.
 
On a related note, why do I get health penalties in my cities when I build Three Gorges, isn't hydro power supposed to be clean?

It isn't the Wonder that is polluting ...
... it is what is being done with the power that is polluting;
... perhaps the creosote factories for all the power poles,
... or the manufature of all the power lines?
 
Question about building/wonder obsolescence: Let's say I'm the first one to discover astronomy. My Stonehenge becomes obsolete, but does everyone elses' monuments become obsolete too? But let's say Elizabeth discovers astronomy first. Her monuments are obsolete, but are mine still good? Or do they fizzle only once I discover astronomy?
 
Question about building/wonder obsolescence: Let's say I'm the first one to discover astronomy. My Stonehenge becomes obsolete, but does everyone elses' monuments become obsolete too? But let's say Elizabeth discovers astronomy first. Her monuments are obsolete, but are mine still good? Or do they fizzle only once I discover astronomy?

Obsolescence is only applied to the owner of the tech. You got the tech, your things get obsolete.
BTW, get wary about some monasteries being built while you are getting Scientific Method; once tech gotten, all the hammers into those monasteries vanish. And don't try to time both the tech and monastery finishes; tech has priority and will still make your hammers vanish. Trololol.
 
As Tachywaxon says. No one else loses their old stuff when a civ learns a tech, only the one doing the research does so. Regarding the timing of monasteries that he mentions: you can time them but be sure that all the buildings that you want will be finished 2 or more turns before the tech that will obsolete them. If some of your cottages grow to produce another commerce at that time, you could find the tech finished a turn earlier than you expected. I do time it like this and have found that a 2 turn lead is usually fine.
 
Back
Top Bottom