Quick Answers / 'Newbie' Questions

I have upgraded the Barbarian ship to the Privateer along with increasing it hit points and combat data. Privateers built by me and the AI civilizations do periodically Enslave loosing ships turning them into additional Privateers. My Barbarian land units are increased hit points Celtic Swordsman and increased hit points Russian Cossacks. Theov does have a mod with specific Barbarian Land Units.
 
You can find the discussion thread about this topic here: https://forums.civfanatics.com/threads/allowing-barbarians-to-enslave-units.677365/

The result was, that units owned by barbarians cannot enslave, while HN units owned by normal civs can enslave (per example the Privateer in the normal game and the enslavers, priests and lawyers in CCM). It would be nice, if Flintlock would find a way to enable the option to enslave even for Barbarians.
 
In two of my games I found in some cities some unexpected "we cant forget the cruel oppression etc" unhappy citizens. I had not whipped. I think they lasted for more than 20 rounds also (but not sure). Some time later I found an old thread where someone had said that unhappy citizens in an abandoned city get transferred to the closer city. Didnt make much sense of course, but then another one said something similar about unhappy citizens specificaly from pop rushing. Is this or something similar to this true?
 
In two of my games I found in some cities some unexpected "we cant forget the cruel oppression etc" unhappy citizens. I had not whipped. I think they lasted for more than 20 rounds also (but not sure). Some time later I found an old thread where someone had said that unhappy citizens in an abandoned city get transferred to the closer city. Didnt make much sense of course, but then another one said something similar about unhappy citizens specificaly from pop rushing. Is this or something similar to this true?
This is my understanding. If a city is raised, either by enemy action or owner abandoning, the whip unhappiness is transferred to the closest city owned by the same civ.

This is particularly relevant when attacking a civ that is still in despotism. You frequently auto raise their cities, and they frequently whip defenders as you approach. This can result in whip unhappiness building up and becoming massive in the remaining cities. So if you capture the last city of a civ after raising a load of their cities it may have enormous levels of unhappiness.
 
Is it possible to review the events (a volcano erupted etc) of the current move somewhere? I mean something like an event log.
 
Is it possible to review the events (a volcano erupted etc) of the current move somewhere? I mean something like an event log.
Civ5 has an event log that the player can see; so does BERT. Civ6 has one; I can't remember if Civ4 had one.
 
Civ5 has an event log that the player can see; so does BERT. Civ6 has one; I can't remember if Civ4 had one.
Civ 4 has a log, but this is Civ 3 and I do not think it has. You have to keep an eye open during the end of turn.
 
Civ 4 has a log, but this is Civ 3 and I do not think it has. You have to keep an eye open during the end of turn.
Yes, that's what I meant to add before clicking "post reply." Thanks!
 
There's the playback at the end of a game, but that goes by date not turn, and doesn't go into much detail: IIRC, all it gives is the dates that towns were founded/ captured/ razed, when Wonders were built, and when MGLs were generated. And AFAIK, the only way to review that text is to read it line by line as it plays, you can't get it directly from any text-file that I'm aware of.

Though thinking about it now, I have a vague memory that someone might have written a homebrew utility for recording at least their own moves, for use in GotM and/or Succession Game turnlogs. But I'd have to search the Downloads section to say for sure...
 
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Thanks. CRpSuite looks like a generally useful set even though logging only events shown in the end of the game. And it shows them all at once without any waiting time.
 
When considering the possibility of a SGL, does it apply only to the first to breakthrough if it's a mandatory tech, or does it also work for optional ones. Playing Iroquois (at Emperor) and I have one waiting for me to built ToE, but I'm pretty even near the front of the pack and am hoping (perhaps against hope) to get another (to use on the UN to prevent an errant Diplo loss).
 
It is possibly to get more than one SGL per turn: Get one for philo and one for republic as bonus tech. A tech being optional does not matter for the spawning of a SGL.
Thanks. Oy, if only I'd gotten the slingshot... :undecide: Oh well, still doing all right albeit not fantastic (I'm the one with all the money again thanks mostly to tech sales),and getting ready to wipe out India (maybe followed by Rome?) which ought to help.

Assuming time to play, which is sometimes challenging.
 
Ok, another one. I'm worried I'll be beat to SciMethod & ToE - it's close - and Electricity is going to be an astonishing 10 turns with the Sci slider at 90% (100% doesn't change it) and Lux at 0% (I have 7 luxes due to imports). I tried turning a bunch of citizens into scientists, but it didn't help. What am I missing (aside from being too lazy to conquer territory, which is next on my list anyway)?

(ETA: no one else actually has Electricity yet, so there's a little time.)
 
Ok, another one. I'm worried I'll be beat to SciMethod & ToE - it's close - and Electricity is going to be an astonishing 10 turns with the Sci slider at 90% (100% doesn't change it) and Lux at 0% (I have 7 luxes due to imports). I tried turning a bunch of citizens into scientists, but it didn't help. What am I missing (aside from being too lazy to conquer territory, which is next on my list anyway)?

(ETA: no one else actually has Electricity yet, so there's a little time.)
Even if one of the AI beat you to *researching* SciMethod, you can ensure that they don't beat you to *building* ToE.
Pre-builds! The AI will only start building ToE once they have the tech. You're welcome to set some scientists if you want, but make sure that your biggest production city (not the capital) starts a prebuild on the Palace at least 10 turns before you start researching SciMethod.

Yes, conquering some more AI cities and maximizing scientists there will help with your research rate (beakers per turn).
 
Even if one of the AI beat you to *researching* SciMethod, you can ensure that they don't beat you to *building* ToE.
Pre-builds! The AI will only start building ToE once they have the tech.
Rats! I always forget about pre-building. At least I have a SciLeader to hurry production once I get it started, though if I plan well enough I guess I can save it for the UN.
 
It is possibly to get more than one SGL per turn: Get one for philo and one for republic as bonus tech. A tech being optional does not matter for the spawning of a SGL.
Does this mean, that there is a theoretical chance on THREE SGLs in 1 turn? With the full sling, plus trades for the remaining AA techs to get you into the MA, so a third one on receiving your free MA tech as a Sci tribe?
t_x
 
Ok, another one. I'm worried I'll be beat to SciMethod & ToE - it's close - and Electricity is going to be an astonishing 10 turns with the Sci slider at 90% (100% doesn't change it) and Lux at 0% (I have 7 luxes due to imports). I tried turning a bunch of citizens into scientists, but it didn't help. What am I missing (aside from being too lazy to conquer territory, which is next on my list anyway)?

(ETA: no one else actually has Electricity yet, so there's a little time.)
There is a cheezy way to help win a wonder race: Sign ROP with the AI who could beat you (investigate city to check), and send your workers over to irrigate all their mined flatlands around their wonder city, hurting their production.
 
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