Quick Questions , Quick Answers

I have also observed in the games I have played recently that there are quite a lot of penguins. But well, there could be worse things happening ;) ...
Good point - could be penguins with "friggin' lasers on their head"! :lol::lol::lol::lol:

Actually, I just upgraded to the latest SVN version (11315) and after re calibrating my saved game, most of the penguins are gone from around the city in my example. Will be interested to see if I settle a new city near the south pole.
 
I am not sure if bug or feature so will post here. War was declared on me, I took 1 and razed 1 city and then asked for peace from enemy. He granted it but now all my cities are starving and having major crime waves. At first I thought it was because of criminals but there are criminals only in the city I took. Any help would be appreciated.
Edit: A recalc fixed it, that was weird.
 
I recently got into the mod and have been hugely enjoying it! I hit Sedentary Lifestyle for the first time in my first proper game yesterday and immediately got a huge boost to science, going from +0 to +40 from "TD/WFL." I'm the most advanced civ I've yet met, and I have 4 cities with a total of 13 pop and am in the top 1/3rd for score globally according to Flexible Difficulty. It doesn't seem like I should be getting that bonus, especially not so suddenly?

The only causes I can think of are that
  1. I beelined a little to Sedentary Lifestyle, skipping the useless-to-me bottom half of the domestication techs which my neighbors are picking up.
  2. The diplo screen indicates that my Malinese neighbors have met America somewhere out there. Could Lincoln have a huge tech lead on me that didn't kick in until the Ancient Era?
I'm posting at work, so can't get version numbers or screenshots for a bit, but I suspect I'm just misunderstanding how TD or WFL work.
 
I recently got into the mod and have been hugely enjoying it! I hit Sedentary Lifestyle for the first time in my first proper game yesterday and immediately got a huge boost to science, going from +0 to +40 from "TD/WFL." I'm the most advanced civ I've yet met, and I have 4 cities with a total of 13 pop and am in the top 1/3rd for score globally according to Flexible Difficulty. It doesn't seem like I should be getting that bonus, especially not so suddenly?

The only causes I can think of are that
  1. I beelined a little to Sedentary Lifestyle, skipping the useless-to-me bottom half of the domestication techs which my neighbors are picking up.
  2. The diplo screen indicates that my Malinese neighbors have met America somewhere out there. Could Lincoln have a huge tech lead on me that didn't kick in until the Ancient Era?
I'm posting at work, so can't get version numbers or screenshots for a bit, but I suspect I'm just misunderstanding how TD or WFL work.
No one can get TD and WFL bonus until Ancient era.
 
No one can get TD and WFL bonus until Ancient era.
He asks WHY he gets it at all, I think?
As in, if you're one of the more advanced civs, you shouldn't get bonuses to research.
Unless he's NOT actually more advanced, lol, cue beelining and all.
 
No one can get TD and WFL bonus until Ancient era.

He asks WHY he gets it at all, I think?
As in, if you're one of the more advanced civs, you shouldn't get bonuses to research.
Unless he's NOT actually more advanced, lol, cue beelining and all.

Exactly - although thanks raxo for confirming that! I'm also confused about whether TD applies from civs you haven't met; if it does, that would explain it, since I'm pretty sure I'm only especially "advanced" by the standards of my little island continent.

As a side note, I love this mod for making a Civ game feel like you actually can fall behind and catch up without conquering everyone ahead of you. Unsure how much that's actually true, but with the eras being so distinct, it certainly feels like each one is a new chance.
 
Exactly - although thanks raxo for confirming that! I'm also confused about whether TD applies from civs you haven't met; if it does, that would explain it, since I'm pretty sure I'm only especially "advanced" by the standards of my little island continent.

As a side note, I love this mod for making a Civ game feel like you actually can fall behind and catch up without conquering everyone ahead of you. Unsure how much that's actually true, but with the eras being so distinct, it certainly feels like each one is a new chance.
I literally wrote on a poll of "games you can win without killing anyone":
"Civ 4: C2C - and I dare you to do it", lol.
Because, well, you CAN!
Though only if you're extremely lucky, since it takes a huge while until you can implement diplomacy in C2C, compared to Vanilla.
So, yes, with a TON of luck you could rule the world through diplomacy alone - but the bigger question would be to survive UNTIL you get there.
Also makes it "strange" with stuff like "is self-defense allowed", since you would need that against Barbs and/or angrier neighbors.
But if we limit "killing" to literally wiping out entire civs (or at least attacking units on your own initiative) - then it's easily doable with enough skill.
Now, the MORE LITERAL challenge (even WITH self-defense allowed)... not so easily.
Not impossible, again, with crazy luck on your side, but really hard to do, unless you play with [No Barbs] and on a [Small Islands].
And even then, your goal isn't to SURVIVE - it's to WIN, ya know.
LOL!
 
I recently got into the mod and have been hugely enjoying it! I hit Sedentary Lifestyle for the first time in my first proper game yesterday and immediately got a huge boost to science, going from +0 to +40 from "TD/WFL.
TD/WFL currently has some really odd functionality. As Raxo said it effectively only triggers on entering Ancient, but also far more heavily depends on overall civ population and number of cities than actual tech level (effect of "Win for Losing" is much greater magnitude than "Tech Diffusion"), so it's possible one of the other civs is much larger than yours, if not necessarily higher tech (because tech at that stage is basically tied to subduing animals, not civ size).

I think TD does not apply to unmet civs, while WFL may or may not apply to unmet, I can't recall.
 
Tech diffusion (TD) only gives a tech modifier if you have met a civ that has invented the tech you are currently inventing. No matter how advanced you are, you will get some tech diffusion when inventing a tech another civ already has.
The more civs that have the tech you're inventing, the more TD you get.

The more player you have met who has the tech, the more TD you get, open borders increases the rate; war increases it a bit as well.
If 66%, or more, of the teams in the game are civs that you have met and which has the tech, then you get triple the normal amount of TD. (That sudden tripling seems a bit random to me though.)
If 33% or less, of the teams in the game, are civs that you have met and which has the tech, you will barely get any TD, 1/100 the normal amount at that threshold.

Wind for losing (WFL), is based on total population and number of cities, the less you have compared to the others, the more research help you get, current tech level is irrelevant for WFL.
WFL does not care if you have met civs or not, it simply compares your pop and city count with the player that has the most pop, and with the player that has the most cities.

Tech diffusion is active from turn 0, WFL is inactive throughout the prehistoric era.
 
Last edited:
Tech diffusion (TD) only gives a tech modifier if you have met a civ that has invented the tech you are currently inventing. No matter how advanced you are, you will get some tech diffusion when inventing a tech another civ already has.
The more civs that have the tech you're inventing, the more TD you get.

The more player you have met who has the tech, the more TD you get, open borders increases the rate; war increases it a bit as well.
If 66%, or more, of the teams in the game are civs that you have met and which has the tech, then you get triple the normal amount of TD. (That sudden tripling seems a bit random to me though.)
If 33% or less, of the teams in the game, are civs that you have met and which has the tech, you will barely get any TD, 1/100 the normal amount at that threshold.

Wind for losing (WFL), is based on total population and number of cities, the less you have compared to the others, the more research help you get, current tech level is irrelevant for WFL.
WFL does not care if you have met civs or not, it simply compares your pop and city count with the player that has the most pop, and with the player that has the most cities.

Tech diffusion is active from turn 0, WFL is inactive throughout the prehistoric era.
Thanks for superb explanation. :thumbsup:
 
Wind for losing (WFL), is based on total population and number of cities, the less you have compared to the others, the more research help you get, current tech level is irrelevant for WFL.
WFL does not care if you have met civs or not, it simply compares your pop and city count with the player that has the most pop, and with the player that has the most cities.
If you're getting a Win for Losing benefit, you're relatively small by pop and size to some player out there. If you continue to find you steamroll the game at some point, try playing with 'no tech handicaps for humans' which will shut that off for you while giving the AI players the potential benefits from Win For Losing and Tech Diffusion.

From a RL model perspective, WFL is in place to help represent that in all honesty, smaller nations aren't really THAT often incapable of keeping up with and even forging ahead into new techs, perhaps in part because their smaller size manages to keep things simpler for its people to live within and excel in research individually.
 
Tech diffusion (TD) only gives a tech modifier if you have met a civ that has invented the tech you are currently inventing. No matter how advanced you are, you will get some tech diffusion when inventing a tech another civ already has.
The more civs that have the tech you're inventing, the more TD you get.

The more player you have met who has the tech, the more TD you get, open borders increases the rate; war increases it a bit as well.
If 66%, or more, of the teams in the game are civs that you have met and which has the tech, then you get triple the normal amount of TD. (That sudden tripling seems a bit random to me though.)
If 33% or less, of the teams in the game, are civs that you have met and which has the tech, you will barely get any TD, 1/100 the normal amount at that threshold.

Wind for losing (WFL), is based on total population and number of cities, the less you have compared to the others, the more research help you get, current tech level is irrelevant for WFL.
WFL does not care if you have met civs or not, it simply compares your pop and city count with the player that has the most pop, and with the player that has the most cities.

Tech diffusion is active from turn 0, WFL is inactive throughout the prehistoric era.

Aha! Thanks so much for the details! It sounds like I'm in for a challenge once I get out into the wider world (which I more or less expected, since my start was pretty hostile.)
 
I have a question are thugs are valued highly by the AI? I have killed a lot of them and it is not unusual for me to kill 700 to a 1000 per game. Also why do Early Mountain Mines not upgrade automatically, it would really help if they did because of the constant pillaging the thugs do I do not bother sending out workers to rebuild improvement. Instead I let them upgrade automatically except for Early Mountain Mines which I have to escort workers to rebuild them.
upload_2021-4-27_7-46-36.png
 
Also why do Early Mountain Mines not upgrade automatically, it would really help if they did because of the constant pillaging the thugs do I do not bother sending out workers to rebuild improvement. Instead I let them upgrade automatically except for Early Mountain Mines which I have to escort workers to rebuild them.
View attachment 595071
They upgrade
<ImprovementUpgrade>IMPROVEMENT_MOUNTAIN_MINE</ImprovementUpgrade>

Improvements upgrade only when citizens are working on them.
 
They never upgrade for me. I have citizens working them. They actually say no upgrade available.
 
I would really like transports to be much less vague about their capacity.
This includes their promotions that "adding +1 cargo", which is totally ambiguous as far as actual boarding units go.
Should really systemize this better, or make it more transparent for the player.
 
Forgot to include a screenshot of the city screen. All tiles being worked by the city.
Spoiler Screenshot :
upload_2021-4-27_11-2-49.png

 
Top Bottom