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Quick Answers / 'Newbie' Questions

I'm sure it's been asked a thousand times but, I'm about to go to bed and I don't feel like searching, so: what files do I have to mess with to remove global warming in the game?
 
I'm sure it's been asked a thousand times but, I'm about to go to bed and I don't feel like searching, so: what files do I have to mess with to remove global warming in the game?

Edit the file GlobalDefines.xml and change the value of GLOBAL_WARMING_PROB from 20 to 0.

Spoiler :
<Define>
<DefineName>GLOBAL_WARMING_PROB</DefineName>
<iDefineIntVal>20</iDefineIntVal>
</Define>


You need to edit the version of the file that corresponds to the version of the game that you're using. For BTS it is located in Civilization 4\Beyond the Sword\Assets\XML

It's best to create a backup of the original files or create a mod out of it instead of replacing original files.
 
But you can't have a state religion with free religion.
 
But you can't have a state religion with free religion.

Sorry I didn't phrase that well.

Given state religion is Islam, current religious civic is Org Rel.

What is the relationship between A and B, where
A = Probability a christian missionary is successful in a city with islam but no other religions without a religious civic change.
B = Probability a christian missionary is successful in the same city if I change civics to free religion (and thereby have no state religion).

A = B or A < B?
 
A = B ( something to make ten chars )

Thanks!

Along those lines, does stacking multiple missionaries in the same target city impact success probability at all?

My broader question is: how to I optimize the ability to spread new religions to my own civ for a cultural victory? Is there anything to it other than spamming missionaries?
 
Along those lines, does stacking multiple missionaries in the same target city impact success probability at all?
No. The odds of sucess have only to do with the number of religions in the city ( IIRC it decreases from 100% ( for no religion in the city ) by 9% for every religion present. This obviously if you're not preading religions abroad, where they having Theocracy civic might make you unable to spread them at all ( this is not your situation, but it is always good to remind people of that detail ;) )
My broader question is: how to I optimize the ability to spread new religions to my own civ for a cultural victory? Is there anything to it other than spamming missionaries?
As you can deduct from what i said above, pretty much nothing besides choosing carefully what religions you want first in a certain city ( given that you need X temples for every cathedral and that implies X cities with the religion )
 
No. The odds of sucess have only to do with the number of religions in the city ( IIRC it decreases from 100% ( for no religion in the city ) by 9% for every religion present.

To split hairs (favorite CFC pastime!), the fail chance of a missionary is 10% per religion present, all checked separately. So the total fail probability is 1-(0.9^RELIGIONS), which is somewhat close to 9% per religion.
 
To split hairs (favorite CFC pastime!), the fail chance of a missionary is 10% per religion present, all checked separately. So the total fail probability is 1-(0.9^RELIGIONS), which is somewhat close to 9% per religion.

Wow, I didn't realize the bolded part.
 
It seems I run counter to the trend. If I'm warring in the classical era I will usually make extensive use of Swordsmen. With their +1 strength and +10% bonus attacking cities, they'll get better odds than Axemen; they'll simply survive and win more city attack battles than Axes will.
But not if you're fighting large quantities of Axemen. And while you may not be doing that in single player, you'll certainly be doing it in multiplayer against a decent opponent. ;)

Even after you get Catapults (which have the same hammer cost as Swords)
Uh... no they don't. On Normal speed, Swordsmen cost 40 hammers while Catapults cost 50 hammers. They might have originally cost the same amount, but a patch at some point increased the cost of Catapults because they were too good for their price.

And, picking up on what kcd_swede said, regardless of where you sit in this debate it's a whole other story when playing as Rome...
Of course, Rome rocks. They have arguably the most potent UU in the game, the only weaknesses being the dependence on Iron and the relatively expensive (for the time) tech to unlock them. :)

Just as an aside: One of the very simple changes that Phungus implemented in the Legends of Revolution Mod was to reduce the strength of Axes from 5 to 4. This simple move made Swords much more appealing in the early game, and changed alot of the early dynamics.
Yeah, I noticed that when I downloaded that mod for the first time a couple of weeks back. I have to say, it was probably a good move. The cost of Chariots was increased too, I noticed, as well as a couple of other things. It does seem to balance out the early game units a bit better.

To split hairs (favorite CFC pastime!), the fail chance of a missionary is 10% per religion present, all checked separately. So the total fail probability is 1-(0.9^RELIGIONS), which is somewhat close to 9% per religion.
Ah, thanks... I'd been looking for that recently. So once you get 6 religions in a city, it's pretty much 50/50 to get the final one to spread. Funny, because it always seems to eat up more missionaries than that when I've got only 3 or 4 religions.
 
To split hairs (favorite CFC pastime!), the fail chance of a missionary is 10% per religion present, all checked separately. So the total fail probability is 1-(0.9^RELIGIONS), which is somewhat close to 9% per religion.

Splitting more hairs, I don't think that's all there is to it: Is there not also a penalty if this is the Holy City of any religion? I think that's a pretty substantial penalty, actually.:mischief:
 
Does the terrain of a mined hill (grass, desert, plains) have any effect on the chance of finding metals?
 
Splitting more hairs, I don't think that's all there is to it: Is there not also a penalty if this is the Holy City of any religion? I think that's a pretty substantial penalty, actually.:mischief:

Apparently I've been talking out of my ass on this matter. Holy cities don't have anything to do with it, but I wasn't quite right anyway :D

It is actually different based on if the missionary belongs to you / your teammate or not when spreading stuff to your cities. For games with 7 religions total (i.e. all unmodded games), the spread chance is
100 - (RELIGIONS/7 * 60),
meaning a linear additive 8.57% ~ 9% fail chance per religion. Guess I should have known better than to correct rolo on something :D

For foreign (for the city) missionaries it's 100 - (RELIGIONS/7 * 80), or a 11.4% fail chance per missionary.

Exact same formula for corporation spread as well (as the total number of Corpos in the game also happens to be 7).

Spoiler :
Code:
bool CvUnit::spread(ReligionTypes eReligion)
{
	CvCity* pCity;
	CvWString szBuffer;
	int iSpreadProb;

	if (!canSpread(plot(), eReligion))
	{
		return false;
	}

	pCity = plot()->getPlotCity();

	if (pCity != NULL)
	{
		iSpreadProb = m_pUnitInfo->getReligionSpreads(eReligion);

		if (pCity->getTeam() != getTeam())
		{
			iSpreadProb /= 2;
		}

		bool bSuccess;

		iSpreadProb += (((GC.getNumReligionInfos() - pCity->getReligionCount()) * (100 - iSpreadProb)) / GC.getNumReligionInfos());

		if (GC.getGameINLINE().getSorenRandNum(100, "Unit Spread Religion") < iSpreadProb)
		{
			pCity->setHasReligion(eReligion, true, true, false);
			bSuccess = true;
		}
		else
		{
			szBuffer = gDLL->getText("TXT_KEY_MISC_RELIGION_FAILED_TO_SPREAD", getNameKey(), GC.getReligionInfo(eReligion).getChar(), pCity->getNameKey());
			gDLL->getInterfaceIFace()->addMessage(getOwnerINLINE(), true, GC.getEVENT_MESSAGE_TIME(), szBuffer, "AS2D_NOSPREAD", MESSAGE_TYPE_INFO, getButton(), (ColorTypes)GC.getInfoTypeForString("COLOR_RED"), pCity->getX_INLINE(), pCity->getY_INLINE());
			bSuccess = false;
		}

		// Python Event
		CvEventReporter::getInstance().unitSpreadReligionAttempt(this, eReligion, bSuccess);
	}

	if (plot()->isActiveVisible(false))
	{
		NotifyEntity(MISSION_SPREAD);
	}

	kill(true);

	return true;
}
 
Does the terrain of a mined hill (grass, desert, plains) have any effect on the chance of finding metals?
Short version: No.

No, it's the same 1 in 10000 chance per worked mine for every resource you can harvest with your current techs (ie you can't find uranium until you have Fission), and that chance scales to gamespeed with the Unofficial Patch.
 
Holy cities don't have anything to do with it,

Holy Cities do not affect missionary success odds at all? :eek: Are you 100% sure of that? It always "felt" that holy cities are harder to spread to, and I thought I read somewhere that it did supress the odds quite a bit, and have been playing most of my games under the assumption that Holy Cities are harder to infect. Hmmm...

Come to think of it, I've been under the impression there is a distance (from holy city) factor as well, though this is not based on anything and doesn't affect how I play to any appreciable degree.

Now... I know that distance and holy city are big factors in spontaneous religion spread probabilities... but can I now be confident in my XoTM and HoF games that when I use missionaries it only matters how many religions are already present, that's the ONLY factor? Are you SURE? (And can I trust you?) :lol: I think I'll have to try and find whatever I read that steered me so wrong, and compare that to your claim.:confused:

Edit: Maybe it was this? (FAQ) http://forums.civfanatics.com/showpost.php?p=4725471&postcount=2
How do missionaries work?
Missionaries are designed to help spread a certain religion. To be able to build a missionary (there is one for each religion, for example a "Christian Missionary" and a "Buddhist Missionary"), you must either have built that religion's monastery in the city you wish to build a missionary, or have the Organized Religion civic, in which case you don't need to build monasteries. Once you have fufilled these requirements, you can build missionaries. Now, you have two options: the first is to attempt to spread the religion within your own empire to one of your cities. The other is to attempt to convert a city from a foreign nation. In order to do the latter, you must have an open borders deal with them so that your missionary can enter their lands and one of their cities. However, the process for converting a city is the same: simply click the button at the bottom of your screen. In most cases, the city will successfully convert to your religion, but not always. The chances of success depend on factors like number of religions already in the city, whether it is a domestic or foreign city, and distance from the religion's holy city.
 
Holy Cities do not affect missionary success odds at all? :eek: Are you 100% sure of that? It always "felt" that holy cities are harder to spread to, and I thought I read somewhere that it did supress the odds quite a bit, and have been playing most of my games under the assumption that Holy Cities are harder to infect. Hmmm...

Come to think of it, I've been under the impression there is a distance (from holy city) factor as well, though this is not based on anything and doesn't affect how I play to any appreciable degree.

I included the totality of the code that handles missionary spread in the previous post, and it's so simple that it's practically impossible to screw up the interpretation. Feel free to look yourself, if you won't take my word for it. :p

So yeah, I'm sure... FWIW I've never noticed that holy cities or distance would affect missionary spread at all either. :)

For those interested, I peeked at the corresponding Vanilla code as well, and it's functionally identical - except that in BtS you can modify the base spread chance in the XML (so one could, for example, effortlessly mod their Civ to have missionaries always succeed) whereas in Vanilla it's hard-coded.
 
functionally identical

If you were a politician, I'd assume that any adjective before the word "identical" can be treated as being identical with the word "not". :lol:

But thanks for the tip... I'll make better judgements now. :)
 
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