Quick Answers / 'Newbie' Questions

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.

Yes it can, but remember that having a road on a tile halves the growth possibility.

I'm not sure if it can grow if there's a camp already built. I'd guess yes.
 
How can I check for the version of my Civ4?
Normally the desktop link or start menu item should tell you whether it's Sid Meier's Civilization IV (vanilla) or Beyond the Sword. To be sure, click on "advanced" on the main menu, then "about this build", which tells you an actual version number. If it starts with 1, it's vanilla; 2 is warlords, and 3 is BTS. Current BTS version is 3.19, vanilla is 1.74.
 
Could you please list (all) the affects of nukes? :)

That's a daunting task, but I can get the ball rolling. Others may chime in to help with all the stuff I inevitably leave out or get wrong.

Nukes leave fallout (amount determined by rng and difficulty level) in some of the tiles immediately adjacent to ground zero. Fallout has additional effects depending on your game version and if you use a MOD (global warming, nuclear winter, unhealthy penalties, etc).
Nukes provide hitpoints against all units in the same radius (including your own). This can kill or leave them damaged but alive.
Nukes destroy tile improvements in the blast radius.
Nukes give you negative diplomatic points (-1 "You nuked our friend" from every civ not annoyed or worse with your target) and (-2 "You nuked us" from any civ you nuke). These diplo modifiers are permanent (never fade, never forgotten) and cumulative (add up for each and every nuke you launch), and max out at about -100 (they'll really hate you by then:lol:).
Nukes (having them, not using them) increase significantly your power rating, providing a quite effective deterrent, (they won't likely declare war on you even though they hate you if you are way more powerful than them) -- this is particularly true for non-nuclear civs. But if their power is close to yours, it won't deter anything, and will more likely trigger a massive retaliatory strike if you use them (and your power drops as they are expended!).
Nukes allow you to see parts of the map that you would otherwise be blind to (the 9 tile detonation zone), and thus can be used like Madscientist in one RPG to locate that last remaining 1-pop city that you need to get for a conquest win.

Anything else?
 
Is it possible to play without "leader-specific abilities"? If so, how?

Thanks in advance.

;)
 
That's a daunting task, but I can get the ball rolling. Others may chime in to help with all the stuff I inevitably leave out or get wrong.

Nukes leave fallout (amount determined by rng and difficulty level) in some of the tiles immediately adjacent to ground zero. Fallout has additional effects depending on your game version and if you use a MOD (global warming, nuclear winter, unhealthy penalties, etc).
Nukes provide hitpoints against all units in the same radius (including your own). This can kill or leave them damaged but alive.
Nukes destroy tile improvements in the blast radius.
Nukes give you negative diplomatic points (-1 "You nuked our friend" from every civ not annoyed or worse with your target) and (-2 "You nuked us" from any civ you nuke). These diplo modifiers are permanent (never fade, never forgotten) and cumulative (add up for each and every nuke you launch), and max out at about -100 (they'll really hate you by then:lol:).
Nukes (having them, not using them) increase significantly your power rating, providing a quite effective deterrent, (they won't likely declare war on you even though they hate you if you are way more powerful than them) -- this is particularly true for non-nuclear civs. But if their power is close to yours, it won't deter anything, and will more likely trigger a massive retaliatory strike if you use them (and your power drops as they are expended!).
Nukes allow you to see parts of the map that you would otherwise be blind to (the 9 tile detonation zone), and thus can be used like Madscientist in one RPG to locate that last remaining 1-pop city that you need to get for a conquest win.

Anything else?

I'm quite sure that they don't deter wars in any other way than other units. They have the same power rating as modern armor and battleships. If your power is somewhat more than the other civilisations than they won't declare war on you.

Nukes also cause war weariness for the nuker and nukee. Nuking causes more war weariness than being nuked. This is independent from any destroyed units which also cause war weariness.
 
Is it possible to play without "leader-specific abilities"? If so, how?

Thanks in advance.

;)


The closest I can think of is to play a game with unrestricted leaders. Same leader and different civilizations for each leader. This would essentially nullify the leader traits.
 
I have been thinking about buying Bts (as I only have vanilla:() and I was just wondering...

Does Bts include the Warlords civs? Just wondering cos I really want to have all of them. I am under the impression that all features of Warlords except scens are in but just checking. Thanks in advance?
 
I have been thinking about buying Bts (as I only have vanilla:() and I was just wondering...

Does Bts include the Warlords civs? Just wondering cos I really want to have all of them. I am under the impression that all features of Warlords except scens are in but just checking. Thanks in advance?

I bought Warlords after BtS for the sole purpose of being able to play the Warlords versions of Games of the month (WOTM's) on this site. It is required for that, unfortunately.

Warlords does let you have Vanilla-style overpowered siege while being able to take vassals, so its nice for some situations in HoF games as well.

But for individual games for your own enjoyment, BtS gives you everything and more than Warlords.
 
If I'm going for a domination victory and I want to vassalise rather than capture, how do I go about dealing with another master/vassal? As in, do I need to get the vassal to the 'break-free' limits first?
 
I was wondering, how can I break a vassle agreement with my vassle?
 
2 more here:

What is turn speed and how does it work? (Marathon etc?)

Are there any MUST have mods for a group of 4 friends who play multiplayer together? Something that doesn't alter the game, we want to play the "epic" game but love extensions to it, like NextWar. :)
 
So I have this city I built on the far side of the map well away from the heart of my Empire. I was informed they "Rightfully demanded," to be part of another civilization. I of course declined and kept the city.

1) What are the chances they'll leave on their own?

2) What can I do to keep them from bailing on me?

Thanks.
F
 
So I have this city I built on the far side of the map well away from the heart of my Empire. I was informed they "Rightfully demanded," to be part of another civilization. I of course declined and kept the city.

1) What are the chances they'll leave on their own?

2) What can I do to keep them from bailing on me?

Thanks.
F

1) Zero. Only way they can leave on their own if the culture on the city tile is someone else's more than yours. This requires there to be a nearby AI city which produces a lot of culture (I'm guessing this isn't the case). That popup is pretty damn stupid, btw.

2) If there is indeed a danger of foreign culture, you can up your own culture production, or increase the garrison size to negate the chance of revolting.
 
1) Zero. Only way they can leave on their own if the culture on the city tile is someone else's more than yours. This requires there to be a nearby AI city which produces a lot of culture (I'm guessing this isn't the case). That popup is pretty damn stupid, btw.

2) If there is indeed a danger of foreign culture, you can up your own culture production, or increase the garrison size to negate the chance of revolting.



Culture and garrison. Got it.

Thanks again.
F
 
Culture and garrison. Got it.
Just to be clear, there is no reason to do anything at all. You will get the popup if the city is closer to the capital of another civ than it is to yours. That's all. Silu is talking about what to do if there is foreign cultural influence on your city or its BFC. While he is right, it has nothing to do with the popup. It will happen whether or not this is true. The popus is annoying and pointless. Always ignore it. Always do nothing about it.
 
hi
i am new here and i have doweload soms Leaderheads,but where do i need to place them to get it in my game?
 
I'm not too new, but I have a question. How can I change the stats of units (i.e. redcoat and cossack) say, to what they were in vanilla? And maybe tweak a few others units to my likings. I have absolutely NO idea how to change a unit's workings.
 
Back
Top Bottom