Quick Answers / 'Newbie' Questions

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.

I think it's something like "detailed city info"
 
When loading some mods I run into the missing interface problem. The usual fix is alt "I" ,however lately this does not work for me. I am wanting to play bts with Kmod and bts with Dales Combat Mod. Neither mod reveals the interface.

I have probably forgotten something basic and simple. I am after all a real Oldnooob.

Can anyone help?
 
When loading some mods I run into the missing interface problem. The usual fix is alt "I" ,however lately this does not work for me. I am wanting to play bts with Kmod and bts with Dales Combat Mod. Neither mod reveals the interface.

I have probably forgotten something basic and simple. I am after all a real Oldnooob.

Can anyone help?

Probably some collision. For example, if I use Bug Mod I can't see (or 'fix') interface for number of mods (especially those from 'BTW content').
 
oldnooob,

You may have something in your CustomAssets that is conflicting with the mod. (For example Tuscarora87's post above about BUG Mod.) To check, rename your CustomAsset folder to a different name. (Just adding an extra number or letter to the name will do it.) When you start the game, it will create a new CustomAssets folder that is empty of actual files. If your mods then work fine, you know you have a conflict with something in your CustomAssets folder. There are two ways to deal with this.

The first is just leave the "real" CustomAssets folder renamed when playing a mod that conflicts. When you want to play with no mod or with one that you know does not conflict, delete the empty CustomAssets folder and then rename your "real" one back to CustomAssets.

The second way is look in the mod folder for a file of the type ".ini". If there is one there, load it into your favorite text program, such as Notepad or Wordpad. Find the line containing The word "NoCustomAssets" and change the "0" to a "1". That will stop CustomAssets from being loaded. If you don't find such a line, look at the .ini file in one of the mods that does not have a conflict. It probably contains the code already. Copy the two lines that refer to the NoCustomAssets into the .ini where you are having the problem.
 
I still haven't gotten an answer on whether or not you get failgold from world projects too.
 
0) Enable "cheat mode" through .ini file
1) Start a game
2) Give the required tech for project
3) Put some hammers into project
4) ALT+X (Swap players IIRC)
5) Open worldbuilder and give yourself a ton of GEngineers to settle
6) Complete the project until one turn away (or three turns)
7) Swap again to your initial civilization
8) Press next turns.

Q.E.D.

P.S. Myself I don't know the answer...
 
While playing BAT 4.1 mod gold/silver/gems tiles with mines yield +1:hammers:. In civilopedia, it says: -1:hammers:, with mines on those tiles. Why?
 
While playing BAT 4.1 mod gold/silver/gems tiles with mines yield +1:hammers:. In civilopedia, it says: -1:hammers:, with mines on those tiles. Why?
Mines have a base value of +2:hammers:, gold/silver/gems give 1 less hence "-1". Not sure if the civiliopedia text makes sense in its own context though as i've never checked.
 
Mines have a base value of +2:hammers:, gold/silver/gems give 1 less hence "-1". Not sure if the civiliopedia text makes sense in its own context though as i've never checked.

That could be it. Tnx.

For example: basic quantity of :hammers: on tile + 2:hammers: from a mine - 1:hammers: if it is also a gold tile. [base value of gold resource is only +1:commerce:]

But this is what confused me:

2vxqhjp.jpg
opsbrm.jpg


If you take a look, the 1st screenshoot shows: -1:hammers: + 6:commerce:; and on another one we have: +1:hammers: + 6:commerce:.

Maybe +1:hammers: + 6:commerce: is the final calculation. Namely, +1:hammers: +6 :commerce: is there instead of +2:hammers: +6 :commerce: (when mined), because of that -1:hammers: from gold.

:crazyeye:


P.S: I thought -1:hammers: will eat base tile :hammers:, but reduction is related only to a mine. 1:hammers: instead of 2:hammers:, when mined.

Now, it is clear. Stupid me. :)
 
That could be it. Tnx.

For example: basic quantity of :hammers: on tile + 2:hammers: from a mine - 1:hammers: if it is also a gold tile. [base value of gold resource is only +1:commerce:]

But this is what confused me:

2vxqhjp.jpg
opsbrm.jpg


If you take a look, the 1st screenshoot shows: -1:hammers: + 6:commerce:; and on another one we have: +1:hammers: + 6:commerce:.

Maybe +1:hammers: + 6:commerce: is the final calculation. Namely, +1:hammers: +6 :commerce: is there instead of +2:hammers: +6 :commerce: (when mined), because of that -1:hammers: from gold.

:crazyeye:

The calculation starts from the small far left box labeled "Improvements". It shows that your basic mine gives +2:hammers: and an additional +1:hammers: for railroads. The box to its right labeled "Bonus Yields" then shows what the various resources do to that basic production. It is there that you see the -1:hammers: and +6:commerce: for gold. The result of the combination of the basic mine production and the "Bonus Yield" of the gold is then shown in the large bottom box at the far right labeled "Improvements".
 
The calculation starts from the small far left box labeled "Improvements". It shows that your basic mine gives +2:hammers: and an additional +1:hammers: for railroads. The box to its right labeled "Bonus Yields" then shows what the various resources do to that basic production. It is there that you see the -1:hammers: for gold.

Yes, yes... I realize it now (and I edited my previous post, with a post scriptum). ;)

Thank you for pointing it out.
 
Do ais make Dows on different colored people than they do to people from the same color? I was native America once and most of the ais made a dow on me and they happened to be white.
 
I dont think the AI discriminates based on skin color, I have had Shaka DOW and also be an ally of mine when I was playing Bismarck and Washington.
 
Yeah I'm pretty sure "race" is not part of the code to determine what the AI does.

However, some AI will hate you if you are a different religion than them, especially Isabella.
 
Another significant diplomatic factor (and one which is completely hidden unless you use BUG) is based on how likely the different leaders are to declare war. Roughly speaking, warmongers dislike peaceniks and vice-versa. I'm pretty sure Sitting Bull falls into the latter category and is one of the leaders who is more often disliked by others. In many games I've played, Gandhi is the least popular.

I'm pretty sure this malus will apply even if there's a human being behind the leaderhead.

However, as far as I know there's no racial bias, unless it's an unconscious one on the part of Firaxis.
 
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