In what file are the traits found in for BtS? I see them in the regular, "Vanilla" civ 4 folder, but not in BtS. Does it just use those or what? I'd like to add in my own, so . . .
No new traits were added in BTS, so there's no new traits file in BTS. The Warlords version is the one you need to use as it is the most recent one and the one used by BTS.
By the way, this is more a question about modding which belongs more in the
Creation and Customization forum.
as far as the spaceship parts, the different 'types' for each part. does it matter what you choose?
at first I wasn't paying attention, but then I noticed the Docking Bay and Stasis Chamber fit together a certain way, and I was like "oh crap! is there a specific combination for these things? is my spaceship goin to blow up on the way because I put the wrong combination of doohickies on there?"
so, is it?
No. It's just graphics which allow you to design your own look for the space ship. It doesn't have any influence on the success rate of the ship.
1) Do vassals count towards Domination victory?
2) Whats a good ratio of cats/trebs to axemen/macemen?
3) And, is there such a thing as too much whipping?
1) Yes, they add half their land and population towards your victory goals.
2) There's no right answer to this. If your enemy sends a hundred units into your lands after you've declared war, then you'd better have some normal units to actually kill them as the catapults and trebuchets can only wound them. But you'd better have some siege units too as they will have to weaken that mega stack of 100 units before you attack with normal units.
In general, you'll typically lose the siege units as they fight the first battles and afterwards you'll have to mop up with normal units. The normal units are also used to defend the siege units, so you need enough of them to do that.
A typical war pattern for me is this:
a) Declare war or be declared upon and wait until the big stack of units of the enemy arrives.
b) Assemble a large force of units to defeat the large enemy stack near the expected attack area of the enemy. This force needs sufficient units to weaken the enemy stack (say at least 1 siege unit for every 5 enemy units) and lots of normal units to mop up the enemy in a reasonable amount of time (at least 1 normal unit for every 2 enemy units). It is required that I can hit first (which is reasonable as I have the advantage of my roads) as I need the collateral damage effect of siege units to win with less units against the enemy numerical superiority. Note that these values are the bare minimum and more is certainly better.
c) Move onto an enemy city with a force consisting of
-enough siege units to remove the defence bonus of the city in 1 or maybe 2 turns
-enough siege units to weaken the defenders
-enough normal units to defend the stack against enemy reinforcements and mop up the weakened defenders
-1 or 2 healers
It depends a bit on the era of the game how many siege units you need to crack the defence bonus and weaken the city defenders. This value is different when the enemy has a city with a castle and 12 drill promoted longbowmen than a city with only a 40% culture defence bonus (and not even walls) and 2 unpromoted longbowmen. You can calculate how much defence is removed per bombardment of the siege units and thus calculate how long it takes to remove the entire defence bonus. And you need to have at least one siege unit for every defender (except when the enemy has many defenders, then you need less).
d) Keep building new units to reinforce the attack stack. You'll lose mostly siege units, so you need to replace them or your attack will come to a halt. Move the replacement units in groups towards your attack force so they're not vulnerable to attacks from lone enemy units.
3) Whipping causes unhappiness for 10 turns per whipping (normal game speed value) and kills population. Both are very negative effects and thus of course you can do too much whipping.
In general, it's better to have a big populous size 10 city which is using many improved tiles than a size 2 city which has whipped several buildings. The first city will have a much greater output of hammers and commerce. However, there are also limits to using improved tiles namely the happiness cap, health cap and the worker force needed to improve tiles. That last factor can be largely controlled and thus shouldn't be a main issue. But the happiness cap and health cap are often hard to increase and when the city is going to grow above these caps, then it's better to do something with this growth than let it go to waste. This is where whipping allows you to convert excess population into hammers and thus buildings or units. But creating buildings and units just because you
can whip is not a great move. The strength of a city has two main contributing elements: the value produced by the sum of its tiles and the multipliers offered by the buildings in the city. If one of these values is small, then then the product of these values won't be significant.
There are several exceptions to the above:
- A granary and to a lesser extent a lighthouse can significantly contribute to the growth of a city. So whipping these buildings makes the city smaller in the short term but larger in the long term. So whipping offers an extra building and a bigger city in the long term.
- Whipping a courthouse in a distant city can be a good move as the cost of the city can be crippling before the courthouse. This is typically true for a conquered distant city which is going to starve anyway.
- Whipping something crucial like units to defend yourself against eminent disaster.
In most other situations, you will mainly want to whip in a sustainable manner close to the happiness and health caps. You'll want the growth of the city over 10 turns (the unhappiness period) to make up for the population loss of the whipping.
One last remark: an instance of whipping causes 1 unhappiness and removes several population points. If you use it when you're at the happiness cap and only whip a single population point, then you're still at the happiness cap which will be a problem when the city grows. So it's better to whip 2 or more population points and regrow them as the unhappiness dissipates. Usually whipping more than 2 population points take too long to regrow.