Is the AI intelligent enough to use land and air transports? I read in another thread that there was something preventing the computer from using these at all, and that it would only use sea transports. Was this fixed for Warlords and Beyond the Sword?
I'm planning a little mod, but if the computer can't or won't use transports then it's kind of pointless. Better to know in advance I guess.
I know of another mod that was trying to implement land transports (I thought it was a Dune 2 based mod) and those mod makers got some assistance from the creators of the BetterAI mod. Check out the discussion about that in the forum dedicated to the BetterAI mod or the Dune mod. I vaguely recall that they got it working.
Is there a way to decrease inflation?
Inflation in this game is a percentage increase to the sum of the other costs (city maintenance, civic maintenance, unit cost). The percentage is purely dependant on the game turn and cannot be changed by any in game action (except a rare late game random event which thus cannot be controlled). When 2 games of a certain difficulty level and certain game speed are compared in the same year, then the inflation percentage will be exactly the same.
You can of course create a mod that changes the inflation mechanic.
I can't seem to edit game files likes certain values in the Globaldefines.xml or maps like earth18 civs. I have certain mods I want to run and the authors say "well just adjust this or that in the XML file or the map file for it to work" but when I try to save I get a message that the file cannot be created and to "Make sure the file and path name are correct."
What do I need to do to change these files?
Normally, it's as simple as opening the file with a text editor (I don't know which one you're using), editing it and saving it. Maybe your operating system is prohibiting you from saving the file due to your rights. Vista for instance is an operating system that's pretty stubborn in that regard when you're not doing stuff as an administrator.
Sorry, I just want to ask this one more time.
I'm using Civ IV Complete out of the box, so I assume it's probably not version 3.19 since that came out fairly recently, but I don't know how to check whether it is or not.
Open the game, in the main menu go to the option 'advanced' and then 'about this build' The civ version should be right there.
Much better understanding, thanks to you, but still I need a bit of clarification, please.
You said, "The production from the top right tile is not counted in your city since there is no white circle. Period. The road does not change that. The 2 food and 1 commerce in the left center is counted in your city even without a road there."
So, a road just gets people through the area faster, and it's the white circle that puts the production into the counted production pool?
Then again, as you said road "provides connections for collection a resource." So, a road (like a river) allows a trade route which gets the production from the tile into the count? I'm a little unclear, not on the white circle, but on the need for a road or no need for a road.
Bluesman
You should maybe play the tutorial or read the documentation a bit. Another idea is just open a city and select a white circle and click it switching it off and looking at the effect on food, hammers and commerce in the city. Then switch another tile on and again watch the results. You should start to get an understanding at what's going on. How the output of the tiles with white circles affect the output of the city. It's fairly simple once you get it as the full city output is just the sum of the output of the white circles (and the specialists but that's another story).
The white circles are often called citizens by people on this forum, but sometimes they're also called workers which is fairly confusing as there is also a terrain improving unit called a worker. So I'll call the white circles citizens for now.
As said before, you get one free citizen in the centre tile of the city and several extra ones equal to the size of your city. You can place them on various tiles and this changes how much

,

and

the city produces.
The special worker unit which can be constructed and moved on the main map can create tile improvements on the map and those tile improvements will often increase the output of the citizens in the city working on those tiles (white circles).
One of the improvements is a road which can be combined with any other tile improvement. A road doesn't increase the output of the citizens in the city. However, there are some other benefits to roads:
-roads can connect cities and those cities then get extra commerce through trade routes which can be seen when you enter such a city
-roads allow units to move further each turn
-roads allow you to connect
special resources to your cities.
Some tiles have special resources. These tiles also have a higher base output and can get a special tile improvement which increases their output dramatically when the worker builds it. Furthermore these resources do more than just generate

,

and

. They also have special benefits. Cows for instance makes your city more healthy by increasing the

value of the city. Gold for instance makes your city more happy by increasing the

value of the city. And iron for instance allows you to build swordsmen.
BUT, these
special benefits only occur when the resources are
connected to the city and that's why you need to create roads to these resources.
To get the special benefit, the tile requires its unique tile improvement
and a connection to the city. The benefit is available in any city connected to the resource. Multiple resources don't give additional benefits. And that's when we get to discuss trading with other civilisations which is another story.
