Quick Answers / 'Newbie' Questions

^^That Global Warming nonsense is crap anyway. I hope that got rid of that garbage in BTS.
 
^^That Global Warming nonsense is crap anyway. I hope that got rid of that garbage in BTS.

I agree and I've modded it out of the game a long time ago. It's extremely easy to mod it out of the game. If you want, I can tell you how.
 
me too.

anyway, thanks everybody for my answers. i really helped me out. :)
 
Sure. I want to be able to use nukes without sending my economy into oblivion.

me too.

anyway, thanks everybody for my answers. i really helped me out. :)

Very short answer:

You need to change the value 20 to 0 in the line

<Define>
<DefineName>GLOBAL_WARMING_PROB</DefineName>
<iDefineIntVal>20</iDefineIntVal>
</Define>

in the file GlobalDefines.xml

Ok, some more details about modding:

If you play vanilla civ4 without mods, then copy the file GlobalDefines.xml to C:\Documents and Settings\[Yourname]\My Documents\My Games\Civilization 4\CustomAssets\xml\

and make the changes to the file there. Now this file will be used for every regular vanilla Civ4 game and every mod of vanilla Civ4 that doesn't have its own version of the file GlobalDefines.xml

If you play Warlords without mods, then copy the file GlobalDefines.xml to C:\Documents and Settings\[Yourname]\My Documents\My Games\Warlords\CustomAssets\xml\

and make the changes to the file there. Now this file will be used for every regular game Warlords game and every mod of Warlords that doesn't have its own version of the file GlobalDefines.xml

If you play a mod with its own version of the file GlobalDefines.xml, then you will have to look for the file in the mod and make the changes to the file in the mod directory. The file is always located in the directory assets\xml.

If at any time you want to remove these changes from the regular game, then just delete the file from the customassets directory. The game will start using the unmodded file in the normal directory of the game. If you have made these changes to a file in a mod, then you will have to reverse those changes to that file.

Good luck!
 
Where do I find my cities citizens on the city screen, and once I found them, how do I turn them into specialist?

Thanks!
GG
 
Where do I find my cities citizens on the city screen, and once I found them, how do I turn them into specialist?

Thanks!
GG

you find the number right next to the city name. I don't have a picture here to show you, but it's really easy to find (it's probably the biggest number in the city screen). please note that this is not the real total number of population in the city (it would be really weird a city with 20 citizens!).

to convert them into specialists, you require certain buildings/wonders/civic. It all depends in which specialist do you want. You will know if you can have a certain specialist if there is a "+" box right next to their picture, in the right side of the screen. If there isn't, that's because you need to build something (a temple, for example), or using the caste system civic.
 
Where do I find my cities citizens on the city screen, and once I found them, how do I turn them into specialist?

Thanks!
GG

The citizens that are working the land are shown as white circles on the tiles around the city tile. You'll notice that by clicking on one of the circles, it will remove that citizen from the field and assign it as a specialist. If you don't have any proper specialists available (engineer, scientist, artist, merchant, priest) then you'll only get the guy that gives you one hammer. I'm not sure what that guy's called. Play around with it a bit by pressing the plus and minus buttons beside the specialists to see how it works. As ArghLuiz noted though, make sure you have some buildings that allow specialists eg. forges, libraries, temples, theatres, markets etc. - otherwise you won't see those buttons at all.
 
I am running into some problems. I'm running Civ IV with the 1.61 patch.

1. When I hover the mouse over a tile, the text in the lower left corner describes the tile to the right of the mouse.

2. I seem to get a similar problem when I tell a unit to go to a tile. The mouse points where I want the unit to go and I have to admit the unit seems to go there, but the white arrows showing the number of turns point anywhere but where I'm sending the unit and I'm never sure if the number it says is the real number of turns.

3. I want to research Guilds. I have Mining, Bronze Working, Metal Casting, and Machinery which according to the arrows in the tech tree are the development path to Guilds. Guilds has just one arrow leading in from Machinery. Now I haven't researched any religous techs although I did get Confusionism from Code of Laws. The program won't allow me to research Guilds without first researching Mysticism, Meditation, Priesthood, Monarchy, and Feudalism even though there is no arrow from Feudalism to Guilds.

4. On the main map under the city names it no longer shows the number of turns until the city produces the next item. I think it used to have those numbers.

Can I fix these things & how?
 
^^guilds require machinery and feudalism. It's always been this way. I suggest you open the civilopedia for guilds and check.
Feudalism requires monarchy and writing.
Monarchy requires priesthood or monotheism.
Priesthood is required for having temples, so I suggest you research/trade for this tech.

On your graphical problems, I have no idea.
I guess you could enter the graphical option menu, and change a few things, but can't tell what right now.
 
I am running into some problems. I'm running Civ IV with the 1.61 patch.

1. When I hover the mouse over a tile, the text in the lower left corner describes the tile to the right of the mouse.

2. I seem to get a similar problem when I tell a unit to go to a tile. The mouse points where I want the unit to go and I have to admit the unit seems to go there, but the white arrows showing the number of turns point anywhere but where I'm sending the unit and I'm never sure if the number it says is the real number of turns.

3. I want to research Guilds. I have Mining, Bronze Working, Metal Casting, and Machinery which according to the arrows in the tech tree are the development path to Guilds. Guilds has just one arrow leading in from Machinery. Now I haven't researched any religous techs although I did get Confusionism from Code of Laws. The program won't allow me to research Guilds without first researching Mysticism, Meditation, Priesthood, Monarchy, and Feudalism even though there is no arrow from Feudalism to Guilds.

4. On the main map under the city names it no longer shows the number of turns until the city produces the next item. I think it used to have those numbers.

Can I fix these things & how?

1) Not sure.

2) I think you might be describing the situation you get when you're attempting to move a unit through either (a) unrevealed land (black squares) or (b) unpassable territory. For example, if the only way a unit can get from A to B is through a rival without open borders, you'll get funny results. Also, if somewhere on your path your unit is attempting to go through unrevealed land you'll run into path problems too. In this case, just go to the edge of the shroud first, before continuing. If neither of these are the cause, then it could be one of the small bugs that seem to be in the path-finding code.

3) Not all the arrows are necessarily shown on the tech tree so don't rely on them solely. If you want to be absolutely sure what pre-requisites a tech has, check that tech in the civilopedia - it lists them very explicitly using AND and OR statements. Another thing you may not have realised but clicking on a tech in the tech tree automatically sets your research on all the pre-requisite techs that are needed for the tech. It is a little more complicated because sometimes there are multiple ways to get to a tech (different paths). In that case I think it picks the quickest path, with the least number of turns. You can use the shift key when selecting a tech to queue your selections too. For example, if you click on Currency and then shift click on Code of Laws, you'll research all the techs needed for Currency, then Currency then Code of Laws. This as opposed to the clicking straight on Code of Laws and hence going through Priesthood. Try it out.

4) Go to the Options menu, and under the Graphics tab, check the box that says Detailed City Info.
 
3. I want to research Guilds. I have Mining, Bronze Working, Metal Casting, and Machinery which according to the arrows in the tech tree are the development path to Guilds. Guilds has just one arrow leading in from Machinery. Now I haven't researched any religous techs although I did get Confusionism from Code of Laws. The program won't allow me to research Guilds without first researching Mysticism, Meditation, Priesthood, Monarchy, and Feudalism even though there is no arrow from Feudalism to Guilds.

One other visual aid is in the tech tree. (Press "show me the big picure" or silect it directly.)

Some techs have a specific path shown. Others also have a small icon in the upper right of the tech. Hover over it (when present) and it will say something like "this tech requires the knowlege of .....". Not at the home PC, but if I recall it right, "Guilds" has "feudalism" that way, since it's way back in the tech tree. I'm always forgetting that one.
 
I am running into some problems. I'm running Civ IV with the 1.61 patch.
...in windowed mode (just completing your statement :p )

1. When I hover the mouse over a tile, the text in the lower left corner describes the tile to the right of the mouse.

This is a known bug in windowed mode... This bug was known before Warlords was published - Firaxis did not care to fix it, so I guess it is not simple and would be surprised if they did for BtS

Can I fix these things & how?

Run the Game in Full Screen Mode ;)
 
I have a Soundtrack query. Whenever I play, the Soundtrack plays "on and off", it doesn't seem to play consistently and in the early ages I hardly ever hear it at all. Anyway to increase its frequency?
 
I have a Soundtrack query. Whenever I play, the Soundtrack plays "on and off", it doesn't seem to play consistently and in the early ages I hardly ever hear it at all. Anyway to increase its frequency?
Yeah, I've noticed that too. I usually just hit Ctrl+M to toggle the music off ('cause it is already), then hit it again to toggle it back on to get another track started.
 
I am running civ4 with patch 1.61 and I have a question.

How much unhappiness does not running emancipation produce?
 
I am running civ4 with patch 1.61 and I have a question.

How much unhappiness does not running emancipation produce?

Sorry, I don't know the answer. It could be one (per city) per civilization running the civic, but I think it is scaled by number of civilizations otherwise the mechanic would be much harsher on huge maps with many civilizations than on small maps with few civilizations.

edit: In the xml entry of the civic it has an iCivicPercentAnger of 400, but I have no idea what that means.
 
What are the exact requirements of building a farm?

I want to build a farm on a desert tile, but the worker just doesn't want to. I have an irrigated farm next to the tile (and Civil Service tech). The same applies to a tundra tile.

I do have a farm on another desert tile, but it has flood plains on it too and is next (diagonaly) to a river.
 
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