Melhisedek
Prince
IIRC there we had a military adviser back in CivIII days. Is there anything similar this time around?
Melhisedek said:IIRC there we had a military adviser back in CivIII days. Is there anything similar this time around?
Melhisedek said:Well there is another mod that I miss really It was the mod which showed how many times your unit could upgrade through time (like axe 3 times or whatever it was) It did help me to understand relative values of the units. Right now I have loads of Cavalry that wont upgrade to land units later on AFAIK. Is there such a mod for Civ4 perhaps?
This isn't an in-game mod, but you can always print it out and have it next to you while playing. It's a spreadsheet that shows what each unit can upgrade to and the associated cost. The cost changes with game speed which can be selected via a drop-down menu at the top of the sheet.Melhisedek said:Well there is another mod that I miss really It was the mod which showed how many times your unit could upgrade through time (like axe 3 times or whatever it was) It did help me to understand relative values of the units. Right now I have loads of Cavalry that wont upgrade to land units later on AFAIK. Is there such a mod for Civ4 perhaps?
Melhisedek said:I notice that now :/ They got slaughtered in the last war I had... I mainly went for highest strength which didn't impress me :/ So should I go for Riflemen or grenadiers in this era?
frankcor said:Melhisedek, if you haven't observed this yet, Roland's answers are astute, insightful and almost always perfectly correct. This one is no exception.
As you now realize, "going for the highest strength" isn't always the best move. Check out the Grenadier, with a base strength of 12 compared to 15 for the cavalry. But note that it enjoys a 50% advantage over gunpowder units. Thus, ignoring all other bonuses, promotions or advantages, a cavalry goes against a rifleman at 15:14 strength while a grenadier goes against a rifleman at 12:7. (I'm away from my game computer so the numbers may not be perfect, but you get the idea)
Nyte Ryder said:I have just a few questions please.
I am working on what is to become the best MOD yet. and i came across. A slight problem. I was doing the xml scripts and kinda got stuck on this file called "CIV4GoogyInfo.xml." While doing so i saw this...
<iGoldRand2>51</iGoldRand2>
and was baffeled. Any idea on what this means. And also is there anythng eles that I need to know about scripting. Thanks.
M@ni@c said:I have some questions about the handicap/difficulty level the AI uses.
First, is my assumption correct that the AI only uses the <AIxxx> tags of the relevant difficulty level, and the others not at all - that those are only for you?
Second, is my assumption correct that if you increase your difficulty level from Noble to Prince, that the AI still uses the Noble AI tags? As the AI diff level stays greyed out at Noble when you start a new game. Or does the AU automatically switch to the AI tags of your difficulty level?
It very much depends on your surroundings and your short and long term goals. Code of laws for courthouses is almost allways usefull.daifuku said:hello friendly civfanatics,
i have a problem, which is that i'm largely clueless as to what to research after the initial stages, in which i research based on my resources.
now i do realise that this could be a rather huge question, so i'll make it a bit simple: what are some of the cues that are reliable when choosing what to research, in short or long term?
It depends what you want them for. I tend to neglect specialists until I get the national epic. However I will sometimes try and get 1 or 2 early ones for a shrine or an accademy. Later I almost always use them for a golden age, so you want a spread.daifuku said:also, any tips on juggling specialists? again i'm clueless how i should balance them out. so far i've been too afraid/lazy to deploy them.
Melhisedek said:Do forge and factory stack or is forge removed after factory is built?