Quick Answers / 'Newbie' Questions

Can anyone tell me what is raising power? I'm talking about the power in the Info Screen graph.

Military units, certain military-related techs, and certain military-related buildings. Probably something else too, I'll let someone else go "actually" me ;)
 
That does well explain the movement. A random 3 tile movement putting in view of a hut is likely. I am not familliar with the code in the game so I cannot speak to it but with an open source movement to mod the original AI is a bit daunting considering I cannot beat the damn thing at warlord yet. :D

I did mention that the AI can look further based on its movement:

The AI also suffers from the fog of war, but its units can look a bit further than the humans units (based on their movement range).

I got the info from the same thread, but couldn't remember the exact formula.

Note that this viewing distance is used for finding enemies that it can attack. The AI doesn't use this to find huts. I just tested this with the world builder. I gave the AI a city on a full grassland map and 1 archer and 1 scout. I placed a single hut on the map. The scout always followed the same path of scouting. When I placed the hut 4 tiles to the east of their city, they found it after 3 turns of scouting (not the minimal 2). In fact, the AI moved straight past it in their second turn of scouting because they always decide their 2 moves at the start of their movement, not one move at a time. When I placed the hut 4 tiles to the west of their city, it took the AI 22 turns of scouting (of which 4 or 5 were spent healing from a battle with a lion) to find the hut.

The AI doesn't have extra information about where to find huts, the AI cannot see further in order to find huts.

Can anyone tell me what is raising power? I'm talking about the power in the Info Screen graph.

Military units, certain military-related techs, and certain military-related buildings. Probably something else too, I'll let someone else go "actually" me ;)

You're right Silu. Additionally, population also increases the power rating.

You can find more details in this War Academy article in the 'soldiers' paragraph: The Inner Workings of the Demographics Screen Explained .
 
I did mention that the AI can look further based on its movement:



I got the info from the same thread, but couldn't remember the exact formula.

Note that this viewing distance is used for finding enemies that it can attack. The AI doesn't use this to find huts. I just tested this with the world builder. I gave the AI a city on a full grassland map and 1 archer and 1 scout. I placed a single hut on the map. The scout always followed the same path of scouting. When I placed the hut 4 tiles to the east of their city, they found it after 3 turns of scouting (not the minimal 2). In fact, the AI moved straight past it in their second turn of scouting because they always decide their 2 moves at the start of their movement, not one move at a time. When I placed the hut 4 tiles to the west of their city, it took the AI 22 turns of scouting (of which 4 or 5 were spent healing from a battle with a lion) to find the hut.

The AI doesn't have extra information about where to find huts, the AI cannot see further in order to find huts.
I am not sure why in my tests they seemed to make a beeline. I will note that the behavior I observed was in oasis (a map that seems to be best suited for multi player). I removed fog and sat on my tile for 33 moves. I only observed the Egyptian and Arabic civs. Interestingly, in my final test I let it play out without any real intent to win and noticed the Arabic civ won the space race and the Egyptian civ started the most wars. Admittedly, I cannot say that the number of tests could be considered representative of any common behavior, so I accept your findings.

I am still trying to figure out the intricacies of the game atm (I just figured out you can adjust the amount of gold dedicated to research :D), and I thank you all for your patience and explanations. So far every response has been knowledgeable, and no one has flamed me for my questions. Kudos to all of you, and from now on this forum will be my main source for assistance with this game. :)
 
In multiplayer pitboss and/or gamespy, what determins who gets a wonder, religion, or reward from a tech if people get them at the same time?

Also, if 2 players are logged in and player one is just about to attack an undefeded city of player 2's, but player 2 has several units that he can move in to defend that turn, the outcome will be based on how fast the players can click and move their units either to attack or defend the city right?
 
I am not sure why in my tests they seemed to make a beeline. I will note that the behavior I observed was in oasis (a map that seems to be best suited for multi player). I removed fog and sat on my tile for 33 moves. I only observed the Egyptian and Arabic civs. Interestingly, in my final test I let it play out without any real intent to win and noticed the Arabic civ won the space race and the Egyptian civ started the most wars. Admittedly, I cannot say that the number of tests could be considered representative of any common behavior, so I accept your findings.

If the AI would have more knowledge, it would beeline the huts every time. In my test case, I removed all the elements that could distract the AI decision making. I created a full grassland map and placed my city far away. Then I placed a single hut at various positions relative to the single AI city and started the game anew. The AI would move the scout along the same path every time independent of where I placed the huts and so it would sometimes find the hut early and sometimes late.

I didn't know if the AI would get its higher viewing distance which it does get when it looks to attack a target, but apparently it doesn't. It was an interesting test for me as I didn't know the answer although I suspected this behaviour as I had seen the AI move past a hut before in a game.

I am still trying to figure out the intricacies of the game atm (I just figured out you can adjust the amount of gold dedicated to research :D), and I thank you all for your patience and explanations. So far every response has been knowledgeable, and no one has flamed me for my questions. Kudos to all of you, and from now on this forum will be my main source for assistance with this game. :)

This forum is in general pretty nice although exceptions occur. The moderators tend to intervene is such cases. Anyone can report bad behaviour in a post with the triangle next to it. I guess that the relative decent behaviour in this forum (relative to the standard on internet forums) has to do with the kind of people who are attracted to this game and the good moderators.

This thread is aimed at helping new players, so it would be quite weird when you would be flamed here for asking a question. You can always ask your questions here. When you feel that you're not a new player anymore, the strategy and tactics forum is nice to discuss advanced tactics. Or you might answer some questions here. :)


In multiplayer pitboss and/or gamespy, what determins who gets a wonder, religion, or reward from a tech if people get them at the same time?

In single player, it's the order in which the civilisations get their turns. I guess this is simultaneous move multiplayer... It could be that there's still a hidden turn order. But I've also heard that the one who exceeds the construction costs the most gets the wonder. I don't know what is true. You could try the strategy and tactics forum. Someone who could look into the code might be able to help you.

Also, if 2 players are logged in and player one is just about to attack an undefeded city of player 2's, but player 2 has several units that he can move in to defend that turn, the outcome will be based on how fast the players can click and move their units either to attack or defend the city right?

As far as I've heard, that's the case. The one who moves fastest, moves first in simultaneous moves. When the units are on automatic moves to a target a CTRL-a might move all your units. That works in single player when I want all my workers to finish that turn's worth of work.
 
As far as I've heard, that's the case. The one who moves fastest, moves first in simultaneous moves. When the units are on automatic moves to a target a CTRL-a might move all your units. That works in single player when I want all my workers to finish that turn's worth of work.

So, if you don't need to make any changes to the automovers, press Ctrl+A ASAP so you don't have to stall? sounds good.
 
do traits affect power ratings?


Not directly but indirectly yes. If you have the aggressive trait and get half off build times on barracks then you'll likely build more of them and that will affect your power rating.
 
Is there a way to have flag appear for only a specific ressource ? Without that, locating oil or uranium can be pretty tedious.
 
Is there a way to have flag appear for only a specific ressource ? Without that, locating oil or uranium can be pretty tedious.

If you zoom out to the globe view you can select to view certain categories only, like General (strategic) resources or Luxuries. This setting remains if you zoom in.
 
What're the exact specifics of getting a voluntary vassal? I'm assuming it's some combination of bigger army, more advanced techs, larger population, and perhaps good relations too. Those factors have been present in the three times I've seen it (once with me, twice with the AI). Also, during war-time, if the person getting destroyed comes to you and suggests being a vassal, does that count as capitulation or voluntary?
 
What're the exact specifics of getting a voluntary vassal? I'm assuming it's some combination of bigger army, more advanced techs, larger population, and perhaps good relations too. Those factors have been present in the three times I've seen it (once with me, twice with the AI). Also, during war-time, if the person getting destroyed comes to you and suggests being a vassal, does that count as capitulation or voluntary?

  1. Regarding the mechanics of voluntary vassals, I don't know the specifics in the XML code, but I do know that in addition to the other items you mentioned that geographical proximity is a factor as well.
  2. Do you mean a situation where you are NOT at war with that civ, but they are at war with others, and they offer to become your vassal? Then it's voluntary. And it also means you'll automatically be at war with their enemies.
 
Yeah, it was a Mansa Musa AI vassalisation (is that a real word? :confused:) that prompted me to look into it. In my current game, Joao of the Zulus rexed his way outwards on his continent, leaving him with about 15 cities and Mansa with just 5. Thing is, Mansa was still flying through the techs - I had a lead until about Liberalism but then he voluntarily vassalised to Joao, and they flew ahead, I couldn't really keep up. Kind of lost interest when I realised my only way to victory was to switch to culture and turtle my way there.

I was hoping there would be specific criteria to open the option up, and whether it's possible to 'aim' for a voluntary vassal.
 
Same way you undo Open Borders - either through F4->Active or the diplo window ("What trades do we currently have..."). There's the usual forced 10 turn period.

Thanks! :)
 
Hi all, a quick question from a new player


How can I check for the version of my Civ4?

edit
Forgot to add, I think it's safe to say I'm not using the bts version? I don't have the additional leaders posted on the overview... So would this be vanilla?
 
Can a wood growth on a plain deer ?

I have a deer with 3 forest around, and since camp does not remove forest I would like to know if I can hope for one free hammer.
 
Back
Top Bottom