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Quick Answers / 'Newbie' Questions

i just notice my great engineer rushed 860/1500 shields, is that normal?

Sounds about right to me. I know the beaker yield from bulbing scales with population size, so I wouldn't be surprised to hear that it's a similar deal with rushing construction.
 
Sounds just right, assuming your city was size 18 :) If my memory doesn't fail me on Normal GE hammers are 500+20*CITY_POPULATION.
 
Are the odds of a spy being caught in enemy territory (not when performing a mission, just sitting in an enemy city for instance) modified by any factors, or is it a set chance?
 
Hi,

I know how to view my attacking odds, but is there a way to see my defending odds against a particular unit?
 
Are the odds of a spy being caught in enemy territory (not when performing a mission, just sitting in an enemy city for instance) modified by any factors, or is it a set chance?

Yes, there are lots of factors affecting these odds. The factors are explained in the first post of this thread: Spy detection.

I translated the formula in that post in English for people who aren't mathematically inclined. See post 5 of that thread for this translation.

There's a lot more info about spying in that thread.

Hi,

I know how to view my attacking odds, but is there a way to see my defending odds against a particular unit?

Not really. You can view those odds after you've been attacked in the combat log.
 
500+20*city_pop is what Lord Parkin said back in 2008.

Is there a similar formula for the amount of beakers a bulbed great person will give? What I'm asking is does it matter which city your GSci (or GE or GA...) is in when he bulbs a tech?
 
Is there a similar formula for the amount of beakers a bulbed great person will give? What I'm asking is does it matter which city your GSci (or GE or GA...) is in when he bulbs a tech?

1500+3*POP for GS and 1000+2*POP for others. The population is the population of the entire empire, not just a single city.
 
Not sure if this is the right place to ask but here goes anyway.

Why don't modders/scenarios makers etc., specify which version of the Civ 4 game their creation is for?

I'm guessing most of the more recent mods etc., are for BTS with patch 3.19, but there is just so much content in the various download sections that it's difficult to know where the creation should be installed.

Perhaps I'm wrong, but I would think that someone who goes to the trouble of making a mod/scenario etc., and generously shares it with the community, could easily indicate for which version of the game their work is for.

Luckily I now have the 'Complete Edition' but I have seen many comments requesting the above stated information. I'm sure many people have been frustrated/annoyed, after downloading a creation, they then discover it's for a version they don't have.

Just an observation.

P.S. Many thank to all the people who do include detailed version/patch and install requirements.
 
How would i get access to a one tile resource? I see a dye on a one tile island but i already build a city 2 tiles away. Does just building a plantation and a road on it give me access to it, or do i have to build a city on it?
 
but doesn't fortress give you only 25% defence?

It also allows access to the resource and you can build the fortress before your borders pop to include the island. It will have to be in your cultural borders though before you have access to the resource.
 
after it has been included in my border, can i just build a plantation to get access to it?
 
after it has been included in my border, can i just build a plantation to get access to it?

You can, if you build a road too and you have the necessary techs for coastal/ocean trade routes. But if you're playing BtS, and the resource is too far away to be worked, you can build a fort instead of a plantation and gain the benefits of a fort (defence, air base, etc) in addition to securing the resource.
 
How do I prevent my cities from becoming unhappy? I'm around the 1950s, and most of my cities have unhappy citizens (something like "it's too crowded"). I have tried building colosseums and theaters but they don't seem to help much.

Also how do I convert citizens of another culture to mine? A lot of my new conquests are 90+% foreign, which has led to more than one revolt. One way I have noticed that works is to wipe out said civilization, but there has to be another way...

I'm playing vanilla Civ4, no expansions.
 
How do I prevent my cities from becoming unhappy? I'm around the 1950s, and most of my cities have unhappy citizens (something like "it's too crowded"). I have tried building colosseums and theaters but they don't seem to help much.

The size of a city determines the number of unhappy faces in a city due to 'it's too crowded'. You'll have to match this number of unhappy faces with happy ones to combat this unhappiness and to avoid unhappy citizens. This means that larger cities need more stuff to combat unhappiness than smaller cities. It's ineffective to let your cities grow larger than the amount of people that you can keep happy as the unhappy ones don't produce anything and eat food. So you'll want to limit the size of your cities to this happiness cap by limiting the amount of food the city produces or by using the pop-rushing ability of the slavery civic to keep cities smaller.

By far the most effective way to combat unhappiness is happiness resources plus the buildings that double the effectiveness of said resources. So if you have silk in your empire and can trade some silk for silver with one of your neighbours, then both the silk and the silver will create 1 happy face in each of your connected cities. If you also have a market in some of your cities, then the silk will produce two happy faces in those cities and if you have a forge in some of your cities, then the silver will produce two happy faces in those cities. If you can get most of the happiness resources through trade or conquest and build the doubling effect buildings, then you can get enough happy faces to keep large cities happy.

There are some other ways to combat unhappiness, all detailed in this article:

Ways into Happiness

Also how do I convert citizens of another culture to mine? A lot of my new conquests are 90+% foreign, which has led to more than one revolt. One way I have noticed that works is to wipe out said civilization, but there has to be another way...

I'm playing vanilla Civ4, no expansions.

The nationality of a city is determined by the plot culture in the centre city tile of a city. This plot culture is generated by the city (it's not the same as the amount of culture in a city) each turn. It's visible when you hover your mouse over a tile, it often says stuff like English 56%, French 44%, which shows the relative plot culture in that tile. The amount of plot culture generated per turn is determined by the culture production per turn in the city and the number of culture border expansions of this city. So if a foreign city has had a large cultural border for a long time, then it will have created a large amount of foreign plot culture during that period.

To combat foreign plot culture, you need to create large amounts of culture in said city and expand it's cultural borders. Then over time, the plot culture will change to your culture. As the foreign plot culture diminishes in relative strength, the unhappiness related to this culture (being foreign) also slowly fades.

Destroying the enemy civilization is often a lot faster.

The revolts itself can be stopped by placing enough units in the city. You can observe the odds of a revolt by hovering your mouse over the culture bar inside the city. As you add units to the city defenders, the odds of revolt will drop until they reach zero and disappear.
As you slowly convert the plot culture of the centre city tile to your own culture, you'll also need less units to combat the revolt odds. Once 50% or more of the plot culture in the centre city tile is yours, the odds of revolt will always be zero.
The odds of revolt are also zero when no foreign city is nearby (has the centre city tile of your city within it's cultural borders).

The formulas related to plot culture and revolt odds are detailed in this post:

Culture Mechanics Disassembled


The above linked post might contain a bit more details than you'd want to know.

And of course, welcome to civfanatics! :dance::band::beer:
 
For some reason a sound issue has come up for me. At the start of the game, the program tries to find a 'Voice Capture' device.

"You have selected an unusable voice capture device. Voice capture Disabled"

I try to go to the Audio options and restore defaults, but that doesn't seem to fix it. Is there not a way I can disable the program from even trying to find a voice capture device. Right now I can't get any sound at all.

Or is it a computer keystroke that I have pushed? Any ideas?

Thanks
 
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