Quick Answers / 'Newbie' Questions

In addition, the forthcoming BTS patch will cap the inflation at 2050 AD. This will make it easier to progress past the end of time threshold of 2050. I think I may turn time victory off now considering it was a losing economic battle to play the game indefinitely.
 
Another one on vassals:

Some puny punk came and asked me to protect him (offered to become my vassal). Flattered, I accepted, and shot to the top of the power chart.

However, what happens if I declare war on someone else? Is the puny punk involved automatically? Will I have to protect his cities? Is it cool to let his cities be taken and then retake them off the enemy to be in my name?
 
My game crashed about two hours after I last saved my game (during which time I won a long war and had a revolution) and I lost it! What's more, I can't find the folder where autosaves are stored.

Where exactly can I find my autosave? Thanks.
 
Rambuchan said:
Some puny punk came and asked me to protect him (offered to become my vassal). Flattered, I accepted, and shot to the top of the power chart.

However, what happens if I declare war on someone else? Is the puny punk involved automatically? Will I have to protect his cities? Is it cool to let his cities be taken and then retake them off the enemy to be in my name?

If you enter a war (whether you start it, or are attacked) all your vassals immediately join in on your side. You don't have to protect him, but if he loses too many cities he'll stop being your vassal, as you're failing to protect him. In Vanilla and Warlords you can allow his cities to be captured, and then capture them yourself. In BtS if you capture a city that recently belonged to a vassal of yours, it is automatically restored to them, so this doesn't work.

Jimjam Jones said:
Where exactly can I find my autosave? Thanks.

It's in the sub folder labelled "auto" in the folder where your games are normally stored.
 
Ok, so my people are complaining about it ebing to crowded. What can I do to... uncrowd.... them? Other then go to slavery and just kill the lot of em. :king:
 
I normally keep control of my population, having unreast or unhealthyness is a disadvantage so I stop growth when they will be unhappy or unhealthy on the next level and build improvements/acuire resourses that improve health or happiness. Trading is a fast and succesful way.
 
I normally keep control of my population, having unreast or unhealthyness is a disadvantage so I stop growth when they will be unhappy or unhealthy on the next level and build improvements/acuire resourses that improve health or happiness. Trading is a fast and succesful way.

Is there a question? (edit: sorry, I missed the question 2 posts above. I'll leave the rest of my post. Maybe someone thinks it is useful.)

I would also try to get the resources and buildings to facilitate growth while staying healthy/happy. But if this isn't possible, then there are 2 cases when I wouldn't stop the city growth:

1) I'm using the slavery civic. With this civic, you can transfer population into hammers by rushing stuff. So growing the city until it reaches the first unhappy person can be a good idea because you can transform this citizen into hammers.

2) I'm at the heathiness cap, but not the happiness cap. The healthiness cap isn't that much of a problem. It means that your unhealthy citizen uses 3 food instead of 2, but for the rest there is no big problem. So sometimes, I will let my city grow unhealthy.

I actually never use the avoid growth governor switch. I just switch tile use to avoid growth.
 
alphabeta.....cna you shut off time victory in civ 4 or does it need to be warlords/BTS?
you can shut off any victory condition if you start a custom game - just uncheck the relevant one(s) - this is possible in any version of civ4
 
I am not sure what you mean. You can see your city list with f1 as with all versions of civ. You can see what cities another civ has by talking to them, go to the trade table and expanding the cities bit. This will list all their cities but not their capital.


NO no no no. Not that.
I met the city list of a civ like on civ3 when you went to create a map you can see what were the names of the city list and change it!
That city list! How can I see it on civ4?
 
NO no no no. Not that.
I met the city list of a civ like on civ3 when you went to create a map you can see what were the names of the city list and change it!
That city list! How can I see it on civ4?

I did a few searches:

In vanilla, they are stored in ...\Civilization 4\Assets\XML\Civilizations\CIV4CivilizationInfos.xml and ...\Civilization 4\Assets\XML\Text\CIV4GameTextInfos_Cities.xml

In BTS, they are stored in ...\Civilization 4\Beyond the Sword\Assets\XML\Civilizations\CIV4CivilizationInfos.xml and ...\Civilization 4\Beyond the Sword\Assets\XML\Text\CIV4GameText_Cities_BTS.xml

One file probably stores the name the game uses for the city internally, the other file stores the name that the game uses when it displays it ingame which is dependent on the language that you use when playing the game.

Good luck with changing some stuff.
 
I had a source of uranium on an island within my territory last night so I shipped over a worker to mine it but it didnt show up in the resource panel, the island was 2 tiles big, what did I do wrong?
 
I had a source of uranium on an island within my territory last night so I shipped over a worker to mine it but it didnt show up in the resource panel, the island was 2 tiles big, what did I do wrong?

Reasorces on islands have to be connected to the sea. If there is no river on the island you HAVE to put a city there. If there is a river this MAY connect it to the sea. If you cannot put a city there there is no way to access the reasorce.
 
I had a source of uranium on an island within my territory last night so I shipped over a worker to mine it but it didnt show up in the resource panel, the island was 2 tiles big, what did I do wrong?

To add to Samson: In BTS, a fort acts like a city for connecting resources, so putting a fort on the resource should act the same as connecting with a city build on the island. There have however been some reports with this not working as intended and the resource sometimes not getting connected by the fort. Maybe the upcoming BTS patch will also fix this occasional bug.
 
To add to Samson: In BTS, a fort acts like a city for connecting resources, so putting a fort on the resource should act the same as connecting with a city build on the island. There have however been some reports with this not working as intended and the resource sometimes not getting connected by the fort. Maybe the upcoming BTS patch will also fix this occasional bug.

It's a little more than occasional. See my post in this thread.

I thought from the new fort description that forts were designed specifically to correct the silly issue of not getting a resource one coast tile away. As my example shows, forts do not correct the situation. While forts do grant the resource they're sitting on top of, I can't find any evidence that they 'act as cities for trade purposes' as advertised.
 
@ Roland Johansen
THANKS!!!
Now I see that Setúbal is one the city list. :band:
But the Greeks add 2 times the same city on there city list: Sicyon!!!
 
Back
Top Bottom