Quick Answers / 'Newbie' Questions

The thing is that I spent a lot of time and gold to get sufficient naval forces, and the transport ship has so much movement it can carry tanks over half the map in a single turn (I'm a bit exaggerating, but it can load troops inside its own border then unload them on my lands without me seeing anything and my coastal cities borders are quite large)

I would love to get an option where it's actually my ships that defend my coastal cities. As you said I may put a ship on each adjacent tile but it doesn't counter the fact that a SINGLE ship can put my cities at a serious risk, cities that don't have much infantry defense because they're not close to anything but the sea.

As for the corporations, I think I wasn't clear enough. Does, for instance in the case of owning Sid's Sushi, having rice three times help? Or maybe you already understood what I meant :)
 
As for the corporations, I think I wasn't clear enough. Does, for instance in the case of owning Sid's Sushi, having rice three times help? Or maybe you already understood what I meant :)

He understood, but I'll expound a bit. Sid's Sushi (as an example) gives 1:food: and 4:culture: per resource in each city. These numbers vary based on map size- smaller maps give higher bonuses because there's not as many total resources to go around. If each of your cities have one rice and one crab, but no fish or clams, each city with Sushi will get 2:food: and 8:culture:. If they have 3 rice, 5 fish, 4 clams, and 2 crabs (for 14 total sushi resources) the bonus will be 14:food: and 56:culture:- but your maintenance costs in each city will be dramatically higher. (I think the rise in maint is proportional, but I'm not sure.) Your HQ city will still make the same amount of money- 4:gold: per Sushi city* regardless of resources. So basically, corporate income stays the same, but more resources = higher bonuses and higher costs.

*That 4:gold: per city becomes 12:gold: if your HQ city has Market/Grocer/Bank/Wall Street like it should. For instance, if there are 20 cities in the world with Sushi, your HQ will make 80:gold:, but with the right buildings in the HQ city it'll bump to 240:gold:.
 
The thing is that I spent a lot of time and gold to get sufficient naval forces, and the transport ship has so much movement it can carry tanks over half the map in a single turn (I'm a bit exaggerating, but it can load troops inside its own border then unload them on my lands without me seeing anything and my coastal cities borders are quite large)

I would love to get an option where it's actually my ships that defend my coastal cities. As you said I may put a ship on each adjacent tile but it doesn't counter the fact that a SINGLE ship can put my cities at a serious risk, cities that don't have much infantry defense because they're not close to anything but the sea.

As for the corporations, I think I wasn't clear enough. Does, for instance in the case of owning Sid's Sushi, having rice three times help? Or maybe you already understood what I meant :)
Regarding coastal defense, in some ways this is part of the challenge of the game. As was said above, you need sufficient land forces to defend your territory from an amphibious landing. The AI is usually pretty predictable regarding where it will land, so you can focus your defensive forces in that general area.

In addition, you can also set up a distant-early-warning net off your coast. A series of submarines with Flanking I/Sentry promotions will "light up" the ocean for you. You can check and see if an enemy fleet is heading your way and prepare your naval and land forces accordingly. With enough warning and ships, you may be able to sink the fleet before it arrives.

Regarding corporations, yes, corps are an excellent way to make use of excess resources. Each additional rice resource (or fish, clam, or crab) will increase the output (food and culture) of Sid's Sushi, for example. (However, each additional resource fed into the corporation also increases its maintenance costs.)
 
I tried to have my ships defend my territory but let's have a look at this screenshot:

Spoiler :

shipsr.jpg



I would need to have my ships in my opponent territory to see it coming... I know that in that case there aren't so many options but it doesn't make sense to me that it is possible for my opponent to safely do the move without even escorting his transport. Maybe in vanilla BTS the ships that carry tanks don't have twice the movement points as a destroyer...
 
In unmodded BTS, destroyers have more movement points than transports, not the other way around. Perhaps in the thread for the mod that you are using, someone will have advice specific for the situation.
 
Yeah I'm aware some of the difficulties I experience in the game are mod-related and I didn't play the unmodded game that much. Sorry for bothering you with problems you can't do much about.

Anyway I just built a lot of artillery that turn and made it suicide against the tank stack. I had never done the suicide tactic before and I was surprised about how effective it is!
 
Also, how I am supposed to defend against a ship with 13 movement points that can land tanks anywhere on my territory? Since no ship can intercept or at least block other ships, it seems pretty cheesy...

That's probably why such ships don't exist in Civ 4. (So... complain about things specific to the mod you are playing in the large part of the forum dedicated to that mod.)
 
Hey Moutardentube why not manually adjust the units movement points in XML ? ;) You just need to open folder : X:\**Folder that Civ 4 is installed to**\Beyond the Sword\Mods\**name of the mod that You are playing**\Assets\xml\Units (X is the drive letter - for example C, D etc. where the Civ 4 is installed) there is a xml file called "CIV4UnitInfos.xml" so right click on in and choose to open with a notepad. In the code inside You'll need to find unit which you like to change the speed (in You're case it would probably be the : <Class>UNITCLASS_GALLEON</Class> below it You'll find the line "<iMoves>"x"</iMoves>" x is the number of moves the unit has so adjust it to Your liking and don't forget to change the speed of galleys or transports the same way if You feel that they move too fast ;) Hope that this will help You and good luck ;)
 
After all it looks like that the absurdly high amount of movement points come from all the added bonus from techs that add +1 to the average base of 7-8.

Editing the units in the XML seems like a good idea when things don't make much sense and I already done it to prevent gunships from pillaging. Sometimes I'm movitated enough to learn counters though! 7-8 movement points for a ship seems pretty legit and I think that even with the same base as wooden ships, modern naval units would be as fast as they should be with the tech bonuses.

About complaining on the mod forum, sadly the latest stable version isn't supported anymore as a new team is working on a new build. And I've always pretty hot blooded (does that mean what I think it means?) when it comes to video games...

Thank you everyone in the thread for helping me out! I'm definitely getting better at the game this way.
 
"Hot blooded" is pretty close in meaning to "avoir le sang chaud", so I imagine it means roughly what you think it does.
 
I assume you mean you get easily annoyed at games, which is how I would interpret "hot headed". I'm also in that category myself. More than one keyboard has been smashed over the years :blush:
 
Wait, I'm not sure hot-blooded is even a phrase.

Of course it is; OED ("Inclined to powerful emotion, passionate; hot-tempered") has usage back to 1616, not counting the technical biological meaning.
 
Long story short : I got tank with GG, exp 25/26 (no charismatic) (I needed 26 for West Point) , was not at war at the moment so I've found and attacked barb city - defenders: 2 longbows and 1 maceman , iced them, captured the city (just with this tank) and .... still 25/26 XP ... ;( Is it a bug ? why my unit didn't receive any XP although he killed 3 barb units ? Anyone got similiar situation or it's just me ?
 
You should have attacked the barb city before attaching the GG. Barbs are only good for XPs up to 10.
 
You should have attacked the barb city before attaching the GG. Barbs are only good for XPs up to 10.

You're right guess Im gonna have to do it the hard way by DoW'ing some poor AI :D Well I didn't knew that after 10 XP there's some sort of a treshold to get more xp - never paid enough attention to details I guess. (Civilopedia only states that 1 unit should yield xp "Units gain combat experience points by destroying enemy unit in battle (...) as long as its enemy is destroyed, it gets an XP) oh well my mistake. One learn something new every day ;)
 
Back
Top Bottom