Quick Answers / 'Newbie' Questions

If Machineguns were Gunpowder Units, then Infantry (+25% vs Gunpowder) attacking them would get 25 attack. The whole point of the Machinegun, in the real world, is to wipe out masses of attacking infantry, so this fits well.
 
How to turn on that bar on top witch shows how many turns left until I get Great Person?
And from other peoples screenshots I have seen more useful stuff.
 
How to turn on that bar on top witch shows how many turns left until I get Great Person?
And from other peoples screenshots I have seen more useful stuff.
That's something added by the BUG mod, available HERE.
 
Hello, I wondered if someone could help me out. I've been playing civ 4 online with a mate and have really got into a marathon game. I'm getting a new PC tomorrow and would like to move the save game onto it, is that possible? I gather it's not as simple as just moving the save game file...

Thanks
 
Windows 7

C:\Users\"User Name"\Documents\My Games\beyond the sword\

Just copy the entire folder.

In XP, check the My Documents folder.
 
You can put lumbermills on the forest tiles until the NP is built to help you build not only the wonder, but the other buildings you'll need in order to run specialists (unless you're running Caste System, of course).

Obviously those would have to be tundra tiles with forest (which, by the way, is a contradiction, but this is a game, not real life...). Remember that tundra next to water sources can be irrigated; with Biology they provide 3 :food: which is not too shabby.

The main reason why the NP usually ends up in a city with tundra forest in my games is because that city usually gets settled late and by then all the other forests around my cities (and those of the AI) have been chopped! :sad:

Thanks for the initial point. Again something I hadn't considered although I normally arrive at replaceable parts and scientific method at much the same time and the extra cash from the forest preserves (Plus happiness) comes in handy. (With rivers and later environmentalism.)
 
Hey, folks. I've been playing this for a while, and I have a couple questions regarding experience gain.

First and foremost, is there a way to remove a cap on what you can gain from Barbarian units? I like playing with the most amount of Barbarians possible, but (especially on Final Frontier) it gets disappointing when they unleash waves upon waves of troops at you, and your men get capped off at 10 xp.

Also, I've noticed that when a fighter/bomber (or Starbase) lands a kill with its ranged attack, it doesn't gain any experience. I can understand this, as it is overall not doing that much damage by itself and is simply making the killing blow, but I would like if they at least got one xp from it- it would make bombers more useful, since they would actually be able to get upgrades.

Thanks in advance!
 
First and foremost, is there a way to remove a cap on what you can gain from Barbarian units? I like playing with the most amount of Barbarians possible, but (especially on Final Frontier) it gets disappointing when they unleash waves upon waves of troops at you, and your men get capped off at 10 xp.

Outside of changing the code I cycle my units. Once a unit gets 10 xp off barbs it becomes a garrison unit and I put less experienced units up front. That gives all my forces some cool promotions.
 
When you have Biology, what's better, to build a farm to get an extra specialist and higher trade route yield or to build a cottage? (coastal city with harbor and 4 trade routes)

I'm guessing every population point over 10 gets you 5% improvement in the yield (added to the other bonuses)
 
Civ4, BTS 3.19

Space Race, after the spacecraft was launched: Which city has to be destroyed/conquered to cancel the space race victory?
a) City which the palace was in, during the turn the last part of the spacecraft was finished?
b) City which the palace was in, when the spacecraft was launched?
c) City which the palace currently is in (during the flight)?*


Redarg
* Take a note, that you can move the palace each turn.
 
When you have Biology, what's better, to build a farm to get an extra specialist and higher trade route yield or to build a cottage? (coastal city with harbor and 4 trade routes)

I'm guessing every population point over 10 gets you 5% improvement in the yield (added to the other bonuses)
I don't have an answer to this question directly, since in my view, it's not about farms versus cottages at all.

You just need to farm as much as necessary to make it possible for a city to work every single tile. Every remaining flat tile gets a cottage. You'll get 20 pop for your trade route boosts and you'll reap the benefits of the optimum number of towns.
If you already have enough food without farming, then it's all about cottages (though I like to throw in some workshops if I have a surplus of food).

Of course, if you're running Specialist Economy, or it's your GP Farm, then it's farms all the way baby.

Speaking of which, I really need to try making my first GP Farm... XD
 
When you have Biology, what's better, to build a farm to get an extra specialist and higher trade route yield or to build a cottage? (coastal city with harbor and 4 trade routes)

There's no change in trade route yield. It depends what your empire focus is based on your civics. If you're running Representation, farm is better. If you're running Universal Suffrage and Free Speech go for the cottage. There's no "best answer" here. If the city has a specialization, then that takes priority of course.

I'm guessing every population point over 10 gets you 5% improvement in the yield (added to the other bonuses)

Are you thinking of CivV or something? Every population point over 10 lets you work another tile until you're working all tiles, then you get specialists. This comment has no application to CivIV.
 
We are in the Civ 4 forum, so no.

I was wondering if a city's commerce would benefit more from higher population or from cottages. (if it has a harbor)

Each farm would increase the population by one (a specialist) and provide an increase of 5% in trade route commerce yield. Then again it would also increase civic's upkeep and city maintenance...

While a cottage provides 1-8 gold without raising upkeep.


I think it's situational...
 
You quoted your own response to the first part, Ata. :crazyeye:

Anyways, I've not seen maintenance calculated by city size in the breakdown, so I don't see the problem there.

Also, you're not taking in to account health. You can't just grow a city one more pop for one farm without thinking about health, so unless you've got the National Park in the city, or you're running Environmentalism, you're going to be somewhat limited, because by the sizes you need to get only specialists, you're more likely to be using up 3 food per citizen than 2.

Also, by allowing a city to be unhealthy, you forgo the We Love You, meaning no free maintenance turns.
 
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