Yes, unless you have a unit posted 2 tiles from itIs it possible for barbs to spawn from a single tile of explored but unfogbusted land? All other tiles adjacent to it are within my civ's line of sight. My suspicion is that, since civ4/bts treats a map in clusters of 2/4 tiles, a single fogged tile isn't enough for barbs to appear.
Are you playing some kind of mod?Could someone tell me what these "pluses" or "crosses" next to the names of the buildings mean? Also, is it somehow possible to have the whole text visible? There is plenty of space, but some names are cut and end with ...
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Even if that unit can't see the tile?Yes, unless you have a unit posted 2 tiles from it
Yes. In fact the unit doesn't even need to be yours, a barbarian unit will prevent a barbarian unit from spawning within two tiles (with the possible exception of barbarian animals when they naturally go extinct, though I can't confirm that).Even if that unit can't see the tile?
Two. Taj Mahal is a "free" golden age, does not count against your golden ages started with great people.Another Q: I used 1GP to trigger golden age. Now I'm building Taj Mahal. After the 2nd GA ends, how many GPs will I need to begin 3rd?
I understand it as, if I position my units exactly 5 tiles from each other, my vicinity will never have barbs, even if to do so, my units don't stand on hills with good line of sight. Right?Yes. In fact the unit doesn't even need to be yours, a barbarian unit will prevent a barbarian unit from spawning within two tiles
Related question: I'm in that 2nd GA now. The duration is the same as the 1st (15 turns on epic). I recall reading somewhere that every subsequent GA is longer than the last - like, 18-21-24 or something. So in BTS (BUFFY), every GA has the same length, or the one started by Taj doesn't count in the chain of 'longer GA'?Two. Taj Mahal is a "free" golden age
Actually incorrect. It is true that if you have unit - tile - tile - tile - tile - unit no barbarian units can spawn on those tiles, regardless of visibility. However barbarian units can still spawn outside those tiles, and walk onto them during their turn. Also, IIRC, barbarian cities actually don't follow this "cannot spawn within two tiles of another unit" rule, despite spawning barbarian units alongside, so that is another concern (barbarian cities cannot spawn if a tile is within view of another unit, though).I understand it as, if I position my units exactly 5 tiles from each other, my vicinity will never have barbs, even if to do so, my units don't stand on hills with good line of sight. Right?
In vanilla BTS all golden ages have the same length, depending on whether or not you control the MoM, regardless of what started the golden age (though IIRC there is a quirk where if you extend a golden age you'll get +1 turn of golden age than if you started two golden ages separately?). If BUFFY changes that mechanic I'm not sure what it was changed to.Related question: I'm in that 2nd GA now. The duration is the same as the 1st (15 turns on epic). I recall reading somewhere that every subsequent GA is longer than the last - like, 18-21-24 or something. So in BTS (BUFFY), every GA has the same length, or the one started by Taj doesn't count in the chain of 'longer GA'?
We call it spawnbusting. . Basically it is a 5x5 tile area with a unit in the center. Coast and barb gallies do not count.I understand it as, if I position my units exactly 5 tiles from each other, my vicinity will never have barbs, even if to do so, my units don't stand on hills with good line of sight. Right?
Golden ages are the same lengthRelated question: I'm in that 2nd GA now. The duration is the same as the 1st (15 turns on epic). I recall reading somewhere that every subsequent GA is longer than the last - like, 18-21-24 or something. So in BTS (BUFFY), every GA has the same length, or the one started by Taj doesn't count in the chain of 'longer GA'? ages are the same length
Maybe you meant it differently, but galleys can be busted like land barbsCoast and barb gallies do not count.

That trade network icon means that one or both civs are connected via trade route and resource trades are available. Actual foreign trade routes (assuming open borders and no Mercantilism) is available to one civ at least, but not necessarily the other.Quite often I see the trade network icon in the list of players but don't have foreign trade routes when I look at my cities. I'm in this situation now so I'll try to figure out what's going on if I don't get an answer earlier.
It's the latter case. I checked it with my game. It makes sense BTW, and I don't complainI didn't remember off-hand if you need to have uncovered those foreign cities on the map as well, or if connecting to any city on the foreign civ's trade network is enough to trade with all other cities on that foreign trade network.

The main pro is not paying colonial maintenance, though State Property does the same thing and doesn't require you to hand cities over to AI control (which, depending on difficulty setting, can by anything from hilariously awful to a genius ploy to "easily" win the game).Question: what are the pros/cons of giving some cities the status of new colony - i.e. vassal? Does anyone do that in-game? If possible, I'd love to read an analysis on the vassaling strategy.
I play immortal, and by the time the problem of "too many colonies to pay" surface, the game is almost always decided, so I never went on too far. But this time I want to finish a game...depending on difficulty setting, can by anything from hilariously awful to a genius ploy to "easily" win the game