Quick Answers / 'Newbie' Questions

You definitely don't. You can freely open borders and trade resources/GPT.

I am interested in the exact mechanics though.
 
Out of topic but.. maybe someone got some "extra" free CIV4 copy avalaible on steam? I had to uninstall civ because of some strange errors (most propably did something wrong with mods installation).. and i forgot that i don't have my civ4 disc with me anymore..
Happy playing.. will go to dream about civ :D
 
I am interested in the exact mechanics though.
Everything you trade to an AIs 'worst enemy' counts.

The malus is dependant on two things;
  • A point pool for each AI made up of values traded to all AIs that have been that AIs worst enemy while they were the worst enemy.
  • It increases only when you give something to an AIs worst enemy, and never decreases. So if an AIs worst enemy was a, b and c in succession the total value traded to a, b nd c during the worst enemy period will be the worst enemy pool.
  • The second factor is how long you have known the AI you would have the malus with.
The actual code extract is;
Code:
return -(range(((GET_TEAM(getTeam()).AI_getEnemyPeacetimeGrantValue(GET_PLAYER(ePlayer).getTeam()) + (GET_TEAM(getTeam()).AI_getEnemyPeacetimeTradeValue(GET_PLAYER(ePlayer).getTeam()) / 3)) / ((GET_TEAM(getTeam()).AI_getHasMetCounter(GET_PLAYER(ePlayer).getTeam()) + 1) * 10)), 0, 4));
Giving the diplomacy modifier as,
(Total value of things you trade to 'worst enemy') / (3 * (1 + turns you have known AI))
With a maximum of 0 and minimum of -4

shpeka said:
You definitely don't. You can freely open borders and trade resources/GPT.
It is possible for any of these things to trip the malus, but the malus does round down, including to zero. Of the things you mentioned, Open Borders has a trivial value which will almost never trip it, non strategic resources aren't likely to trip it either due to relatiely low values and GPT isnt typically traded in large enough quantities either.
Techs being vastly more valuable and tradable than any of the above makes them the primary cause for the malus.
 
I admit it, I'm an addict.
So I installed it on my new laptop a Sony Vaio with a Intel Core i5 chip and 4gb of memory and a Radeon video card. It's super fast compared to performance on old P4 PC.
BUT.....
The display shows 3 of every unit when in fact only one is 'real'. The core i5 chip has 3 cores I think.
It's there a patch to fix this issue?

So Be It.
 
The display shows 3 of every unit when in fact only one is 'real'. The core i5 chip has 3 cores I think.
It's there a patch to fix this issue?

Yes, it's opening the graphics settings and checking the Single Unit Graphics box. ;)
 
I admit it, I'm an addict.
So I installed it on my new laptop a Sony Vaio with a Intel Core i5 chip and 4gb of memory and a Radeon video card. It's super fast compared to performance on old P4 PC.
BUT.....
The display shows 3 of every unit when in fact only one is 'real'. The core i5 chip has 3 cores I think.
It's there a patch to fix this issue?

So Be It.
Those are the standard graphics. If you prefer, go to Options -> Graphics and check "Single Unit Graphics".

EDIT: D'oh! X-post with Imp. Knoedel.
 
The actual code extract is;
Code:
return -(range(((GET_TEAM(getTeam()).AI_getEnemyPeacetimeGrantValue(GET_PLAYER(ePlayer).getTeam()) + (GET_TEAM(getTeam()).AI_getEnemyPeacetimeTradeValue(GET_PLAYER(ePlayer).getTeam()) / 3)) / ((GET_TEAM(getTeam()).AI_getHasMetCounter(GET_PLAYER(ePlayer).getTeam()) + 1) * 10)), 0, 4));
Giving the diplomacy modifier as,
(Total value of things you trade to 'worst enemy') / (3 * (1 + turns you have known AI))
With a maximum of 0 and minimum of -4

Thank you Ghpstage, that was exactly what I was looking for. Now I can look up the calculations of for AI_getEnemyPeacetimeTradeValue and AI_getEnemyPeacetimeTradeValue.

Interesting to see that there is a decay on this.

You get that malus for any trade with an AI's worst enemy, including open boarders agreements.

My bad Lennier, I am sorry to have doubted you.
 
My bad Lennier, I am sorry to have doubted you.

NP; as those penalties are small, you may just have experienced them as rounded down.
 
Thank you Ghpstage, that was exactly what I was looking for. Now I can look up the calculations of for AI_getEnemyPeacetimeTradeValue and AI_getEnemyPeacetimeTradeValue.
Interesting to see that there is a decay on this.
The calculations for those specific functions are found in CvDeal.cpp. In themselves they are quite simple, the total of all things traded to a worst enemy while at peace with the worst enemy, and the total given when begged/demanded under the same circumstances. It does take into account additional value from ongoing trades (OB, resources, GPT etc).

The problem is that those functions take their values from the same valuation functions that determine the cost in trades, which civics and religions the AI will use among other things, and are they themselves tied to a number of other functions many of which haven't been publicly worked out yet.

Everything tradeable has a value, (capitulation/vassaling has a value of 0 though!) so if you intended to track it through the game you would need to take into account when you changed religions, civics, accepted a DoW request, Opened Borders, traded techs etc etc etc. Some of these would be relatively easy to follow, but would be very time consuming, some values (e.g. that of techs and maps), could only be found indirectly, others, as mentioned above methods of calculating haven't even been formulated yet, and some may be incalculable from ingame information alone!

I have an ongoing effort to find out how trade items are evaluated linked in my sig. It has ground to a halt for the time being, mostly due to a lack of time, but I have also hit major roadblocks on many fronts. Much of what i'm certain of in there had already been done before too!
Though it wouldn't even cover your problem in its entirity as it doesn't cover the ongoing value from CvDeal.cpp as its currently aimed at tackling the costing of things.
 
How is it possible to start war against an AI after just two turns since you made peace with him? Thought it was a ten turn before you could do that.
 
Cease-fire. Then you can declare right away, at your leisure.

With a peace treaty it's ten turns.

Thanks, that explains it. Was a bit confused looking at some HOF playlogs. Never used ceasefire myself. When do you prefer ceasefire before peacetreaty?
 
Thanks, that explains it. Was a bit confused looking at some HOF playlogs. Never used ceasefire myself. When do you prefer ceasefire before peacetreaty?

There could be lots of reasons. Mainly, you're anxious to continue the war without waiting 10 turns, but because of circumstances a brief halt to hostilities would be beneficial.

For example, the enemy has surprised you by moving a stack close to a poorly-defended city. You need at least a couple of turns to move defenders into position.

Another example: You just captured an enemy city but lost and/or severely damaged several units in the process. The tiles revealed by capturing the city show some healthy enemy units, waiting to re-take the city which is only defended by a 0.6 health CR II Swordsman, and maybe destroy some of your other low-health (but highly-promoted) attacking units as well. You don't need 10 turns of peace to heal (especially if you have a good medic unit), but you do need a few, and you don't want to have to re-take that city.

Ideally it's best to keep fighting until the fighting's done, but as always in this game, there are no hard-and-fast rules because you have to adjust to ever-changing circumstances. That what makes it so much fun!
 
When do you prefer ceasefire before peacetreaty?
When you might want to restart [the war] within ten turns.
Also if you aren't getting anything from the peace treaty and aren't concerned about the AI declaring.
 
Ref current Gauntlet competition, is religious victory the same as diplomatic victory via AP or is it something else?
 
Ref current Gauntlet competition, is religious victory the same as diplomatic victory via AP or is it something else?

Most people seem to mean AP diplo victory when they are talking Religious victory, however some mods like for instance Legends of Revolution and Fall From Heaven 2 do have a separate religious victory that requires you to spread your religion to a certain high percentage, I don't know about your case.

I have a question of my own: Do you get fail gold from projects, e.g. Manhattan Project or Internet, too?
 
See screenshot. The 'This City has most science production' icon at the far left there, how do you turn that on? I can't seem to recall how to do it. I'm using BUG.
 

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See screenshot. The 'This City has most science production' icon at the far left there, how do you turn that on? I can't seem to recall how to do it. I'm using BUG.

Considering I have it with plain BtS I don't think you can turn it on or off.
 
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