deerhaunter
Chieftain
i know this is changing topic but what does WHEOOHN mean
??? thanks to all who answer this
??? thanks to all who answer this
"We Have Enough On Our Hands (Right) Now" - refers to what the AI leaders will say if they're preparing for a war or involved in a war when you mouse over the "declare war on..." options in diplomacy.i know this is changing topic but what does WHEOOHN mean
??? thanks to all who answer this
Noobie question.
Can anyone tell me what the equation is for city growth.
i.e. how much food to grow to next size?
John
thanks for that"We Have Enough On Our Hands (Right) Now" - refers to what the AI leaders will say if they're preparing for a war or involved in a war when you mouse over the "declare war on..." options in diplomacy.![]()
Alright
I got a little problem.
I have no idea how to take a screenshot. I'm using Vista here.
I have a laptop computer and it has the screenshot button as
home
[prt sc]
However if I try to press this in game (or anywhere else) absolutely nothing happens. Even comboes such as Shift + Prt Sc or Ctrl+Alt+Prt Sc have no effect whatsoever.
I've also searched for the allowscreenshots=1 in the ini file but found nothing of that sort.
Even my last straw, the snipping tool does not come up if I open civ 4.
Can anything be done?
It might be possible for you to play if you load up Warlords to try to play with your brother. (It obviously won't work if you load up BTS since you'll have a different game version.)I play BTS, my brother has a mac and as far as I know BTS has not been released for mac yet, so he plays warlords. I presume it's not possible for us to play multiplayer?
"By the way", in its usual context. That's assuming you haven't confused a letter. (BTS = Beyond The Sword and PTW = Play The World, expansion packs for Civ4 and Civ3 respectively.)changing topic again ...
What does BTW mean ??
thanks peeps who answer this... again
Welcome to CFC!Hello newbie questions thread,
This is definitely where I belong, seeing as how I play on Chieftain (and get stalled/destroyed on Warlord). Yes, I realize how embarrassing that is. Here's a few questions that I hope, if resolved, could let me move up the ranks a little.
To each their own, however, I would urge you to consider playing as some of the many different leaders provided and trying out some of those features you've turned off. I find they all add to the game and make it more fun.General Information - I usually play as Willem (Cre/Fin), no particular map though I like "Medium&Small" and "Lakes." I have started using HephMod Beyond recently, and I also have the 2 expansion packs. I have only ever tried for a warmonger-type victory (i.e. destroying everyone else...eventually). Usually I turn off vassal states, espionage, random events, and sometimes barbarians (when I don't have barbs off I usually build the Great Wall wonder so I don't have to spend time building warriors/archers/etc). I don't use Slavery because uh...I'm morally opposed (I don't feel like doing population math), but in very very late game I will usually opt for the Universal Suffrage so I can build with my scads of money. I play on the Epic timescale.
All the traits have their uses, though some are generally more powerful than others. Creative is a very good trait because you avoid having to spend precious early hammers and turns on monuments or Stonehenge. You also have more flexibility with your early city placements. And if there's another civ close by, you'll probably win any border tussles. The cheap libraries are very nice as well.1. I used to think the Creative trait was awesome based on its border popping value, but more recently I've noticed that I don't usually have enough workers to make use of the early pop. I still think it's a little useful for captured cities as well, but is there another trait that I should consider? I have read that Aggressive/etc. don't really have benefits even for warmongers because they don't do anything good for the whole civilization...or something along those lines. With HephMod's changes to civics I have also been considering Spiritual.
Hoo boy. This is one of the most common newbie questions. Here are a few quick tips and a link:2. My cities are constantly unhappy. I can build every single culture/happiness building, have a food bar between 50 and 75% and no starvation, and no civics that would poorly affect happiness to my knowledge, and my cities will still be unhappy. Do I need to promote religions? Convert to a new religion whenever I get the opportunity? What else affects happiness? (Note: This was a particularly interesting disaster the first time I played HephMod Beyond and didn't turn the "Revolution" aspect off.It's been off in all subsequent games though.)
No, the aquatic tiles cannot be improved unless they contain seafood, with two exceptions. A lighthouse will give you +1 food on every water tile (but you can only build it in coastal cities); and the Moai Statues national wonder will give you +1 hammer on every water tile, but only in the city where it's built.3a. There are some issues with plots I still don't understand. If a plot is listed as 1 coin, 1 food, it will give those 2 benefits even without an improvement right? I notice a lot of water tiles have coins on them, but I can only ever do anything to the ones with fish/crabs. Am I missing some method of developing these aquatic coin tiles?
As a beginner, you should be running a cottage economy--trying to place and work cottages on as many tiles as possible. I generally prefer to put cottages on grassland and floodplain tiles and farms on plains tiles. However, you also need to work some hammer tiles that usually are low on food. For the city to support its population and grow, you need a food surplus. Ideally, you should ensure that at least one food resource (grains, seafood, livestock) is within the city's fat cross of workable tiles. Even so, some cities will require extra farms in order to both grow and work all the available tiles.3b. Food production is something I have trouble with as well. I've read in some places that farms are all you should be building unless the tile resources absolutely point to a cottage, mine, etc. In other places I read you should build no more than 2 farms per city, esp. for a Financial civ. I try to balance my food bar and my cottages, but my cities have food production that varies wildly. One turn they can have a 75% food bar, the next turn 25% and starving (this is a slight exaggeration, I think). It can happen without border expansion, but my cities most often become unhappy/starving right after a border pop. Suffice to say I don't really know what's going on, or how I should pool my resources to combat the food problem.
First off, mountains (called peaks in the game), can't be worked; I suspect you're referring to hills. As I mentioned above, food is crucial. Try to have at least one food resource in the fat cross, more if possible. Production cities, because its citizens work a lot of high-hammer/low-food tiles, need additional food. So no cottages; farm everything you can. You may need to use some windmills. Remember that once you have researched Civil Service you can chain irrigate, meaning you can have irrigation spread from a distant water source via tiles that are adjacent to one another horizontally, vertically, or diagonally.4. Specialists are another thing I don't understand, nor do I specialize cities. I'd never seen a city that had a majority of production resources (i.e. mountains) until my last game. But when I founded that city it quickly began to starve since there were no food resources and windmills weren't cutting it. I sometimes specialize 1 or 2 cities to military unit production, but that usually only culminates in the Modern or Future age when I have all the appropriate wonders. As far as specializing in commerce or research...I don't understand why it's preferable to having an evenly formed city that can do both, and can still build worth a damn.
I've written a whole article on this, but generally, you (a) build only two, maybe three cities--your capital and a city to claim a strategic resource (usually copper); (b) you adopt the Slavery civic; (c) you build, chop, and whip as many units in as short a time as you can, then (d) you attack your nearest opponent when their cities are only defended by Archers, and by a very small number of them at that, and when their cities' cultural defenses are quite low since you have no way of lowering them until Construction and Catapults. This works best on the slower game speeds like Epic and Marathon, but you can make it work on Normal speed too.5a. I say I like wars, but I apparently don't understand the military too well. I've read about people "rushing" opponents either with that one (Maya?) civ's UUs or simply with Swordsmen or Warriors. By the time my cities are strong enough to crank out something like a Warrior or Swordsman at a reasonable rate, all the other civs have cities full of Archers that pretty much destroy anything I throw at them. Can someone explain how soon you "rush" opponent cities (start building Warriors on Turn 1?) or any tips for later rushes with Swords/Axemen?
You're only using half the potential of Catapults.5b. War question two: most of the time I wait until the Modern age to start warring. It seems like by the time I start building some other age's units, they are obsoleted within a few turns. And this is on Epic! However, more recently I decided to try an early war with my first gunpowder unit, the Musketman.
I was a middling civ in the ranks (around 917 pts in that bar on the right side of the screen) and my opponent was Cyrus, who was at the bottom with 547 pts. I loaded 2 East Indiamen full of Catapaults, and 2 full of Musketmen and sent them to Cyrus' lone island (by this time I had 8 or 9 islands colonized, 1 or 2 with multiple cities). After crushing his Galleys, I unloaded the Catapaults and Musketmen and let the latter pulverize the countryside while the Catapaults started lowering the defenses of my first target city. Cyrus' city was populated by 4 or 5 soldiers, a mix of Spearmen and Macemen. With city defenses at 0, my Catapaults didn't have very good odds so I sent them on to work at the next city. However, my 8 Musketmen had 13.85 v 8.50-10.00 odds against Cyrus' soldiers so I sent them in. All of them died.
I've had other incidents like that where Gunships or Modern Armors were taken down by things like Musketmen or War Elephants. Does teching up your armies not matter? Should I just be producing as many units as I can before attacking?
Let me put it this way: 12 to 20 cities researching at 50% on the slider is much better than 4 to 6 cities researching at 80%. In other words, build your empire early and don't worry so much about maxing out the slider. For beginners, I usually recommend the "60% rule": expand or conquer until the slider has to be at 60% or thereabouts to produce a gold-per-turn surplus. Then stop and focus on the economy (cottages, commerce multipliers, courthouses, etc.). Once the slider can go above 60%, it's time to expand again.6. Speaking of techs, at what rate do most people research? I get antsy if I go below 80% research rate, and I rarely if ever touch the other sliders. I usually research military/economics related stuff and leave the religion and culture to trading when I feel I need it. If I ever build up some gold, I up the research rate to 100% and keep it there till it is forcibly lowered. Once I hit Future Tech I usually turn research off and put commerce all the way up so I can produce my armies with Universal Suffrage.
Send the Great Prophet to the holy city, the city where the religion was founded (it has a star on the religion's emblem in the city bar; the Religion Advisor will also list the holy city for each religion). When the GP is in the holy city, the option to found a shrine will appear.7. I once founded a religion in one game because I read that it brings in lots of money through "shrines." I sent out missionaries and spread my religion to almost every other city, and I got a couple of Great Prophets, but I never saw an option for any kind of shrine. Is there a point to researching religion aside from some of the useful Wonders (i.e. Oracle)?
No, the aquatic tiles cannot be improved unless they contain seafood, with two exceptions. A lighthouse will give you +1 food on every water tile (but you can only build it in coastal cities); and the Moai Statues national wonder will give you +1 hammer on every water tile, but only in the city where it's built.
Hello newbie questions thread,
This is definitely where I belong, seeing as how I play on Chieftain (and get stalled/destroyed on Warlord). Yes, I realize how embarrassing that is. Here's a few questions that I hope, if resolved, could let me move up the ranks a little.
General Information - I usually play as Willem (Cre/Fin), no particular map though I like "Medium&Small" and "Lakes." I have started using HephMod Beyond recently, and I also have the 2 expansion packs. I have only ever tried for a warmonger-type victory (i.e. destroying everyone else...eventually). Usually I turn off vassal states, espionage, random events, and sometimes barbarians (when I don't have barbs off I usually build the Great Wall wonder so I don't have to spend time building warriors/archers/etc). I don't use Slavery because uh...I'm morally opposed (I don't feel like doing population math), but in very very late game I will usually opt for the Universal Suffrage so I can build with my scads of money. I play on the Epic timescale.
And now, questions!
1. I used to think the Creative trait was awesome based on its border popping value, but more recently I've noticed that I don't usually have enough workers to make use of the early pop. I still think it's a little useful for captured cities as well, but is there another trait that I should consider? I have read that Aggressive/etc. don't really have benefits even for warmongers because they don't do anything good for the whole civilization...or something along those lines. With HephMod's changes to civics I have also been considering Spiritual.
2. My cities are constantly unhappy. I can build every single culture/happiness building, have a food bar between 50 and 75% and no starvation, and no civics that would poorly affect happiness to my knowledge, and my cities will still be unhappy. Do I need to promote religions? Convert to a new religion whenever I get the opportunity? What else affects happiness? (Note: This was a particularly interesting disaster the first time I played HephMod Beyond and didn't turn the "Revolution" aspect off.It's been off in all subsequent games though.)
3a. There are some issues with plots I still don't understand. If a plot is listed as 1 coin, 1 food, it will give those 2 benefits even without an improvement right? I notice a lot of water tiles have coins on them, but I can only ever do anything to the ones with fish/crabs. Am I missing some method of developing these aquatic coin tiles?
3b. Food production is something I have trouble with as well. I've read in some places that farms are all you should be building unless the tile resources absolutely point to a cottage, mine, etc. In other places I read you should build no more than 2 farms per city, esp. for a Financial civ. I try to balance my food bar and my cottages, but my cities have food production that varies wildly. One turn they can have a 75% food bar, the next turn 25% and starving (this is a slight exaggeration, I think). It can happen without border expansion, but my cities most often become unhappy/starving right after a border pop. Suffice to say I don't really know what's going on, or how I should pool my resources to combat the food problem.
4. Specialists are another thing I don't understand, nor do I specialize cities. I'd never seen a city that had a majority of production resources (i.e. mountains) until my last game. But when I founded that city it quickly began to starve since there were no food resources and windmills weren't cutting it. I sometimes specialize 1 or 2 cities to military unit production, but that usually only culminates in the Modern or Future age when I have all the appropriate wonders. As far as specializing in commerce or research...I don't understand why it's preferable to having an evenly formed city that can do both, and can still build worth a damn.
5a. I say I like wars, but I apparently don't understand the military too well. I've read about people "rushing" opponents either with that one (Maya?) civ's UUs or simply with Swordsmen or Warriors. By the time my cities are strong enough to crank out something like a Warrior or Swordsman at a reasonable rate, all the other civs have cities full of Archers that pretty much destroy anything I throw at them. Can someone explain how soon you "rush" opponent cities (start building Warriors on Turn 1?) or any tips for later rushes with Swords/Axemen?
5b. War question two: most of the time I wait until the Modern age to start warring. It seems like by the time I start building some other age's units, they are obsoleted within a few turns. And this is on Epic! However, more recently I decided to try an early war with my first gunpowder unit, the Musketman.
I was a middling civ in the ranks (around 917 pts in that bar on the right side of the screen) and my opponent was Cyrus, who was at the bottom with 547 pts. I loaded 2 East Indiamen full of Catapaults, and 2 full of Musketmen and sent them to Cyrus' lone island (by this time I had 8 or 9 islands colonized, 1 or 2 with multiple cities). After crushing his Galleys, I unloaded the Catapaults and Musketmen and let the latter pulverize the countryside while the Catapaults started lowering the defenses of my first target city. Cyrus' city was populated by 4 or 5 soldiers, a mix of Spearmen and Macemen. With city defenses at 0, my Catapaults didn't have very good odds so I sent them on to work at the next city. However, my 8 Musketmen had 13.85 v 8.50-10.00 odds against Cyrus' soldiers so I sent them in. All of them died.
I've had other incidents like that where Gunships or Modern Armors were taken down by things like Musketmen or War Elephants. Does teching up your armies not matter? Should I just be producing as many units as I can before attacking?
6. Speaking of techs, at what rate do most people research? I get antsy if I go below 80% research rate, and I rarely if ever touch the other sliders. I usually research military/economics related stuff and leave the religion and culture to trading when I feel I need it. If I ever build up some gold, I up the research rate to 100% and keep it there till it is forcibly lowered. Once I hit Future Tech I usually turn research off and put commerce all the way up so I can produce my armies with Universal Suffrage.
7. I once founded a religion in one game because I read that it brings in lots of money through "shrines." I sent out missionaries and spread my religion to almost every other city, and I got a couple of Great Prophets, but I never saw an option for any kind of shrine. Is there a point to researching religion aside from some of the useful Wonders (i.e. Oracle)?
I think that's it for now. If you can answer any of these questions I would really appreciate it.![]()
Here's an example of what the shortcut's "target" should look like to load up the "40Civs" mod straight away.I know this question has been asked a hojillion times, and I looked, but I couldn't find the answer (in 10minutes of searching).
How does one make the Civ4 icon on your desktop load a mod automatically?
Like, for example, if I wanted to go straight to RFC instead of going into Civ4, then loading the mod, and wasting a lot of time over months, what would I change the shortcut's "target" to?
Thanks!![]()
In Civ4, whenever you are producing a Worker or a Settler, all of your excess food goes into producing the Worker or Settler. This has an upside and a downside - it means that you get extra production towards your Worker or Settler, but it also means that you cannot grow while producing a Worker/Settler. Thus, you need to think carefully about whether your city is large enough to afford not growing before building a Worker/Settler. It adds an interesting tactical element to the game, particularly in the ancient times.Hey all, I've just started playing Civ IV and have just started my first game on Prince diff. I think I'm learning pretty quick, but this odd city production thing has me confused. I have a 3 population coastal town with tiles chosen to give me 8 food and 2 hammers. So as I understand it that's 6 food to feed the pop and 2 to grow with. And meanwhile the hammers should work on producing units. The odd thing occurs when I try to make a worker. I should be able to queue a worker being worked on with 2 hammers while the city continues to grow at 2 food a turn. However, when I start the worker, the city automatically switches growth to stagnant and uses the 2 extra food to give me one more production point. It doesn't do this when I make an archer, for example, but if I try to make a settler or worker, it stagnates my growth and goes all production. It seems none of the city management buttons can fix this weird behavior. Please any advice would help clear things up. Thanks a lot!