Quick Answers / 'Newbie' Questions

I use the BUG mod. Will the unofficial patch work with it?
http://sourceforge.net/apps/mediawi...FAQ#How_do_I_use_the_Unofficial_3.19_Patch.3F
How do I use the Unofficial 3.19 Patch?
Both BUG and BAT work with the Unofficial 3.19 Patch as long as you install it to the BTS Assets folder. If you install it as a mod, you'll need to copy the files in its Assets folder to the folder where you installed BUG or BAT, making sure not to overwrite existing files.

is there some quick way to check who has gotten the circumnavigation bonus?
Simplest way I know is by checking the event log. It is highlighted blue, similar to the event of someone getting to Liberalism first so it's usually not long before I find it.

Of course, it's possible that if you can see at least a ship of all your rivals and you see their movement points are normal then no one has gotten the bonus.
 
I'm not a newbie but this is somewhat related - what happens if two nations prove that the world is round simultaneously because of a mutual map trade?
 
Hey all,

Two questions:

1. How do I establish trade routes both, continental and inter-contiental???

2. How do I make a religion a "state religion" and what are the benifits???

Thx for the feed back, the questions might sound basic but I need all the help I can get.... :confused:
 
Hey all,

Two questions:

1. How do I establish trade routes both, continental and inter-contiental???

2. How do I make a religion a "state religion" and what are the benifits???

Thx for the feed back, the questions might sound basic but I need all the help I can get.... :confused:

1. Trade routes are established automatically whenever possible between two connected cities. The connection can be a road/railroad, or with certain techs, a river, coast or an ocean. Note that you need open borders to have trade routes with an another nation (foreign trade is more profitable) and that the system automatically chooses the most lucrative routes.

2. When you discover a religion or one spreads in your cities, you are asked if you want the religion as your state religion. You can switch state religion in your religion advisor screen (located near the top-right of your screen, has the :religion:-symbol) to any religion you have withing your empire. When you use free religion, you can't use a state religion.

The benefits of state religion are increased happiness from each city with your state religion and a special bonus depending on your religion civic: With orgazined religion, all cities with your state religion build buildings faster, with theocracy all cities with state religion give new units extra experience and under pacifism all cities with state religion create Great People faster. Of course, the normal boni of a religion, like the ability to build temples and monasteries, still apply.
 
Sorry if I missed this, but how, exactly, do I turn off tech trading?

I can't seem to find the button for this.
 
EsaKo, thx for the quick response,

One more question, what happens to a resoure that I build a city directly over top of. Do I still need to mine it or farm it etc... Should I avoid doing this, and will it keep enimies from viewing that resource???????
 
Sorry if I missed this, but how, exactly, do I turn off tech trading?
Assuming you're playing a single player game, you go Single Player, then Custom Game. The "No Technology Trading" option is listed under "Options" (lower mid panel) but you probably have to scroll down to see it.
 
One more question, what happens to a resoure that I build a city directly over top of. Do I still need to mine it or farm it etc... Should I avoid doing this, and will it keep enimies from viewing that resource???????
Most of the time - don't settle on top of resources. The drawback would be that you can't build the proper improvement on that tile (as you can't build terrain improvements on city tiles) - and thus you miss out on the extra yields (of :hammers::food::commerce:).

You would however still get access to that resource, and depending on the type of resource and the base terrain, you might actually get some extra yield for the tile. But its still suboptimal.

But, there are circumstances where you would wanna settle on a resource. It hasn't got anything to with hiding the existence of that resource from rivals, but they wouldn't be able to pillage or sabotage it short of conquering the city. Also, sometimes it would just take too long to be able to actually build the associated improvement, thus the immediate yield bonus would come in handy early on in the game (without having to use an actual citizen to work that tile, as you always get the yields from the city tile "for free"). It will also give you immediate access to that resource once you do discover the technology required.

But the short answer remains: Don't do it unless you have good reasons and actually understand these reasons.
 
1. Trade routes are established automatically whenever possible between two connected cities. The connection can be a road/railroad, or with certain techs, a river, coast or an ocean. Note that you need open borders to have trade routes with an another nation (foreign trade is more profitable) and that the system automatically chooses the most lucrative routes.

Correct me if I'm wrong, but you also need to be able to have discovered the city you are trading with.
 
Correct me if I'm wrong, but you also need to be able to have discovered the city you are trading with.
I'll correct you , because you are wrong :D You don't need to know where a foreign city is to be able to have trade routes to it from one of your cities. You just need to know the civ ( and obviously have trade route acess, that BTW is not a issue as trivial as that ... )
 
Correct me if I'm wrong, but you also need to be able to have discovered the city you are trading with.

I don't think you need correction here...

EDIT: Oops, I saw the ninja edit above mine by rolo and realized that "Hey, that's happened to me!". Good thing that rolo corrected you so I don't have to! :lol:
 
Ok, some stuff with Fortify. In Civ 4 you slowly get 5% Fortify per turn right (max 25%)? If you Fortify this turn and then hit End Turn and the enemy attacks you next turn does your unit get 5% defense?

A more insidious question. I have "cycle units" on so I know I've given orders to all my units. Now, if I happen to select a Fortified unit just so I can check him out for some reason how can I get the interface to ignore him again when cycling through units this turn? Up until now, I've been clicking on the Eye symbol and selecting Fortify again but I think I'm losing the accumulated Fortify bonus when I do this.
 
Ok, some stuff with Fortify. In Civ 4 you slowly get 5% Fortify per turn right (max 25%)? If you Fortify this turn and then hit End Turn and the enemy attacks you next turn does your unit get 5% defense?
I believe so, yes.

A more insidious question. I have "cycle units" on so I know I've given orders to all my units. Now, if I happen to select a Fortified unit just so I can check him out for some reason how can I get the interface to ignore him again when cycling through units this turn? Up until now, I've been clicking on the Eye symbol and selecting Fortify again but I think I'm losing the accumulated Fortify bonus when I do this.
I learned not so long ago that you don't actually have to give the Fortify order to get the defensive bonus. :rolleyes: A stationary unit will fortify automatically every turn, until it reaches the maximum +25% bonus. So you might as well put those units to "sleep" (not the disband route though :mischief:).
 
I sometimes find it impossible to select land units next to a ship one space away - seems like the masted ones (Galleons) are the worst offender - the ship always gets selected. Any solution for this? Would the BUG mods unit selection code help?
 
I sometimes find it impossible to select land units next to a ship one space away - seems like the masted ones (Galleons) are the worst offender - the ship always gets selected. Any solution for this? Would the BUG mods unit selection code help?
I can relate, but unfortunately not offer any help on this one.

I used to have the same issue with opening cities, until I realized I had to double click on the city label. (It will light up once selected, if anyone else has trouble with this.) There's also a shortkey that opens up the nearest city, but I've actually never used it...
 
I sometimes find it impossible to select land units next to a ship one space away - seems like the masted ones (Galleons) are the worst offender - the ship always gets selected. Any solution for this? Would the BUG mods unit selection code help?

Ctrl+left arrow/right arrow tilts the view by 45 degrees, making it easy to select those nasty units hiding behind other units.

Ditto for Alt+F, satellite view (changes the camera to being directly above).
 
Ctrl+left arrow/right arrow tilts the view by 45 degrees, making it easy to select those nasty units hiding behind other units.
:lol: So that's what that silly feature is for!

They actually made a game where they let the (unnecessary) 3D aspect break the interface.
 
I'm not a newbie but this is somewhat related - what happens if two nations prove that the world is round simultaneously because of a mutual map trade?

I think? But would appreciate verification.

As a turn based game two civs can not do something at the same time. civ in first order of turn would win race.
 
Assuming you're playing a single player game, you go Single Player, then Custom Game. The "No Technology Trading" option is listed under "Options" (lower mid panel) but you probably have to scroll down to see it.

Thanks. I had always used the "Play Now" option.

So, is it possible to turn off technology training if you're using a mod?
 
So, is it possible to turn off technology training if you're using a mod?
I'm a little unsure about what you mean by "mod", but some mods allow you to play a Custom Game, others do not. If you can customize a mod there might be an option to forbid tech trading, yes.
 
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