Quick Answers / 'Newbie' Questions

Stapel said:
Is there an article or thread about unique units?

Not that I know of. I don't actually know what you're looking for. You regularly see single threads in the general discussion forum about some unique unit (especially threads about how overpowered the Praetorian is), but no complete guide to unique units or something like that.

I was exactly looking for a thread like this:

MangleMeElmo said:
Stapel said:
Is there an article or thread about unique units?

http://forums.civfanatics.com/showthread.php?t=194003

Thanks all!
 
i captured a city with a great wonder in it. why doesnt the wonder generate any culture?


thanks for helping :)


Welcom to CFC :)

Captured Wonders do not produce culture, because that would allow you to more easily defend that city (culture=city defense in the game). This is also the reason why you won't capture culture producing buildings - they are autorazed and only wonders remain, but lose their culture generation...
 
how can I change the font in civ4-warlords, (game interface, menu, etc)
is it the same as the windows fonts? thanks in advance.
With civscale you have one other option other than default. Click on the link here http://www.civfanatics.net/bluemarble/content/index.php and then click civscale (the second download) to download it. It can also change the size of some objects, and the color of the interface.
 
Hi,

I am new here so first of all it is always wise :) to congratulate and thank the people that set the forum up.

I have an urgent question

I got 97 turns left, leading, (single player game, terra, marathon, large) but I do not want to finish the game, I want to have space quest as an ending rule. How can I change this? Can I edit the rules on my save game?

Please help!!!

Thanks in advance

Great game once again (if only we could have historically accurate building distribution according to civ!)
 
Hi,

I am new here so first of all it is always wise :) to congratulate and thank the people that set the forum up.

I have an urgent question

I got 97 turns left, leading, (single player game, terra, marathon, large) but I do not want to finish the game, I want to have space quest as an ending rule. How can I change this? Can I edit the rules on my save game?

Please help!!!

Thanks in advance

Great game once again (if only we could have historically accurate building distribution according to civ!)

Welcome to civfanatics! [party] :band: [party]

I don't quite get your question. Are you playing a custom game without the spacerace victory condition? Then, no, you can't change the victory conditions halfway through the game.

Or is the problem that you have the spacerace victory condition enabled but also the time victory and you don't think you can finish the spacecraft before the game ends. In that case, again, you can't change the victory conditions halfway through the game. If you have enabled the time victory, then you're stuck with it.

Next time you should consider the victory conditions you like before you start the game.

BTW: Maybe someone made some kind of utility to change the victory conditions halfway through the game. I've never heard of such a thing, but lots of modifications are made by the community so maybe it exists.
 
Hi,

I am new here so first of all it is always wise :) to congratulate and thank the people that set the forum up.

I have an urgent question

I got 97 turns left, leading, (single player game, terra, marathon, large) but I do not want to finish the game, I want to have space quest as an ending rule. How can I change this? Can I edit the rules on my save game?

Please help!!!

Thanks in advance

Great game once again (if only we could have historically accurate building distribution according to civ!)

:) Welcome to CFC :)
Welcome to civfanatics! [party] :band: [party]

I don't quite get your question. Are you playing a custom game without the spacerace victory condition? Then, no, you can't change the victory conditions halfway through the game.

Or is the problem that you have the spacerace victory condition enabled but also the time victory and you don't think you can finish the spacecraft before the game ends. In that case, again, you can't change the victory conditions halfway through the game. If you have enabled the time victory, then you're stuck with it.

Next time you should consider the victory conditions you like before you start the game.

BTW: Maybe someone made some kind of utility to change the victory conditions halfway through the game. I've never heard of such a thing, but lots of modifications are made by the community so maybe it exists.

I am lazy today, so just a quote from me ;)

you can change game speed, difficulty level, victory conditions, level of barbarians, basically everything but leaders, map, and starting era, quite easily if you have access to a save that does not have Locked Modified Assets checked. i've seen other people mention at times that they'd like to shadow ALC game starts but at a lower level, or prefer other game speeds. with that in mind, this info might be useful to others too, but questions should probably be moved to the Bullpen and not kept in this thread. i did spoiler it to save space since it doesn't relate to how Sisiutil is going to play this game.

i've done this process quite a few times to increase/decrease difficulty level on starts that looked interesting but i wanted more/less of a challenge. if it's easy enough that i can do it, it's easy, trust me ;). of course, that doesn't mean i've explained it clearly.

Spoiler :
this works only if the save file you're using does not have Locked Modified Assets checked. S's saves do not have LMA, so this works for ALCs. you can do this on any turn, but turn 0 is best, for a number of reasons. it works for Vanilla too, just use the appropriate folders.

download and open the save and then open up worldbuilder. this works best if you have hubby or a helper to do the WB step for you, so that you don't see the map and ruin suspense. plan B if you have to do it yourself is to zoom in closely on your units so that you see as little as possible, turn off resource flags, and put a post-it note over the minimap so that you don't see the shape of the world, before opening WB. save the game as a worldbuilder save (that's one of the two globe-icon buttons on the upper right i think), name it Whatever (for example).

Whatever.CivWarlordsWBSave will be in your Saves/WorldBuilder folder. move it to your Warlords/PublicMaps folder. then start Warlords again. on the screen where you pick Play Now, Load Game, Warlords Scenarios etc, pick "Custom Scenario". pick the one called Whatever. that lets you pick the difficulty level, game speed, victory condition, set OCC and barbarian options, the stuff you could normally control if setting up your own game except for map stuff and starting era. you can even check Locked Modified Assets at that point, for a case where a pre-check is wanted for something or other, but then hard-coded assistance in self-control during gameplay might be desired *giggle*.

there are two potential downsides. neither one ever comes up again after the initial "change this game into what i want it to be" process. they are:
- seeing the map when you open up WB to save the game as a worldbuildsave to make the scenario possible
- when you load it as a custom scenario, two different screens list the rival civs/leaders. you won't know which might be neighbors and which might be far away, but if you read the list you won't be completely surprised by who you meet. the leader the human in the save was originally playing is always listed on top. so plan B there, if you don't have a hubby or a helper, could be to test-load a different custom scenario first, to see where the names appear on the screen, and use a piece of paper to cover that when you open the scenario you really want.

after you've done that, start the game/scenario. save it as a normal game, i do that right away not even moving a single unit. from now on, it's a normal game that you load just like any other. no need to bother with the scenario bit. checking the "Settings" tab on F8 does not reveal who the rival civs are after loading it as a normal game, so that is spiffy and takes away potential downside #2 above.

bingo, now you have the start you wanted, set up with the difficulty/game speed/level of barbarians/always war/whatever it is you wanted too!
 
Hmm, that's quite logical actually. The worldbuilder can make maps and scenario's and you're allowed to set the settings for that scenario.

I wonder if the game turn isn't screwed up if you do this at a later stage in the game than turn 1. A normal speed game is 420 turns. If you make a scenario after 200 turns, will you have 220 turns left or again 420? Does the game count the turns or does it count until 2050AD? Just wondering...

Inflation is linked to the game turn. If the game turn were to be reset to turn zero when you create a scenario, is inflation also reset to 0?
 
I didn't read all of the summary of the custom scenario, but one of the disadvantages that isn't mentioned is that some settings are reset to zero.
For example, I distinctly remember that this method resets the GP generation thresholds, meaning that for the first while, you can pop GPs like mad since your cities will be pumping GP points. So if you have a well-developed GP farm in your civ, for the first bit after the restart you may be popping GPs every few turns. You might get around this by disbanding the units, but keep in mind that your rival civs will also be popping GPs like crazy.
 
I didn't read all of the summary of the custom scenario, but one of the disadvantages that isn't mentioned is that some settings are reset to zero.
For example, I distinctly remember that this method resets the GP generation thresholds, meaning that for the first while, you can pop GPs like mad since your cities will be pumping GP points. So if you have a well-developed GP farm in your civ, for the first bit after the restart you may be popping GPs every few turns. You might get around this by disbanding the units, but keep in mind that your rival civs will also be popping GPs like crazy.

I'd have to recheck what exactly is screwed up - but you are right that this method is a crude one if done half-way through a game. But I did similar stuff a few times when I just wanted to play around with some game mechanics - so it works and the game is playable, I wouldn't guarantee that this doesn't produce a few weird situations though ;) Still it is an idea to try if you absolutely want to change rules during the game - but you should save the original one somewhere ;)
 
hey anyone knows how to delete your own city.
i caputered a city that i dont need anymore now but its not possible to delete it.
 
hey anyone knows how to delete your own city.
i caputered a city that i dont need anymore now but its not possible to delete it.

Short of opening Worldbuilder and deleting the city from there: you can't. If you found and/or conquer a city you are stuck with it. You can of course empty it of troops and hope for any enemy or Barbs to take it...
 
hey anyone knows how to delete your own city.
i caputered a city that i dont need anymore now but its not possible to delete it.

How do you delete your save files and hall of fame.

:

im very sorry.:blush:

Welcome to civfanatics to the both of you! :band: :beer:

Dezgavoo's question was already answered by ori.

Why exactly are you sorry cooldude? :confused:

To answer your question: in the main civilization directory:

...\Civilization 4

and in the warlords subdirectory:

...\Civilization 4\Warlords

there exists a link named _Civ4Saves

It links you to the place on your computer where the savegame files are stored. You can delete the savegame files which you want to remove. If they are singleplayer savegame files, then they are stored in the directory single which you'll find when you follow that link.

I've heard that the Hall of Fame entries are stored in the replays. There is also a _Civ4Replays link in the main civilization directory and the Warlords subdirectory. It will link you to the spot where the replays are stored. You can move these replay files out of that directory to another temporary directory on your computer to see if removing those replay files will reset your Hall of Fame. If you want the replay files back, then you can place them back from the temporary directory.
 
How do you rearrange the build queue?

I've been reading ALC threads and saw this mentioned there; basically it's about building/whipping several units so they're all one turn away from completion, then switchting to +XP civics and churning the units out in a short time. For this, the build queue gets rearranged so that the oldest units in it are finished first. I don't know how to do that last part. :blush:
 
How do you rearrange the build queue?

I've been reading ALC threads and saw this mentioned there; basically it's about building/whipping several units so they're all one turn away from completion, then switchting to +XP civics and churning the units out in a short time. For this, the build queue gets rearranged so that the oldest units in it are finished first. I don't know how to do that last part. :blush:

Shift+click a unit to put it at the end of the queue; Ctrl+click to put it at the top of the queue; click a unit in the queue to remove it from the queue; and just to be thorough, Alt+click a unit to build it continuously.

When I do a military queue load, I build a unit to within 1 turn of completion, then I Ctrl+click to put a different unit ahead of it in the queue. Note that you cannot build up multiple units of the same type this way. If the build-up extends beyond 10 turns, hammers will start to deteriorate in some of the oldest builds, so I sometimes have to move them back to the start of the queue for a turn or so. Obviously, you want to plan this so that you do the civics change in less than 10 turns, but sometimes things don't always work out that way.

Once I change civics, I start Ctrl-clicking to put the oldest builds at the start of the queue so they finish first to avoid losing any hammers (and clicking on the no-hammer units now at the bottom of the queue to remove them). Obviously, you should first build the units you need the most so they'll be available first.

One other thing to note is that switching away from Bureaucracy will significantly reduce the number of hammers per turn in the capital, so you may find that units with only 1 turn left for completion now require 2. With a little micromanagement of tile assignments, so that each unit is within a couple of hammers of completion instead of, say, 10 or more, you might be able to avoid this.
 
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