Quick Questions , Quick Answers

I have won my current game but am wanting to play it more so i am planning on merging the remaining 12 AI's into a single team but as there is a tech penalty per member in a team this will not help the AI a lot(i own about 40% of the world one AI 25% and the rest is owned by a lot of 3 to 10 city AI players). what do i need to change to remove the tech penalty for teams?
 
I have won my current game but am wanting to play it more so i am planning on merging the remaining 12 AI's into a single team but as there is a tech penalty per member in a team this will not help the AI a lot(i own about 40% of the world one AI 25% and the rest is owned by a lot of 3 to 10 city AI players). what do i need to change to remove the tech penalty for teams?
There is no longer a tech penalty for teams. That was eliminated a long time ago here.
 
There is no longer a tech penalty for teams. That was eliminated a long time ago here.
You sure, doesn't tech cost double for each team member in a team? That's not entirely correct stated though. . . I mean three team members triples the beaker cost of techs, four quadruples, and so on.

Or isn't this global define modifier in use anymore?
Code:
    <Define>
        <DefineName>TECH_COST_EXTRA_TEAM_MEMBER_MODIFIER</DefineName>
        <iDefineIntVal>100</iDefineIntVal>
    </Define>
Ah, maybe you don't see that as a penalty, only fair, I remember you changed it from 133, or 150, down to 100, so maybe that's what you meant.
 
You sure, doesn't tech cost double for each team member in a team? That's not entirely correct stated though. . . I mean three team members triples the beaker cost of techs, four quadruples, and so on.

Or isn't this global define modifier in use anymore?
Code:
    <Define>
        <DefineName>TECH_COST_EXTRA_TEAM_MEMBER_MODIFIER</DefineName>
        <iDefineIntVal>100</iDefineIntVal>
    </Define>
Ah, maybe you don't see that as a penalty, only fair, I remember you changed it from 133, or 150, down to 100, so maybe that's what you meant.
Yeah, that's just an equal offset for having 2 sets (or more) of researching members in the pool. It was once like 150 I think.
 
Which units from the atomic era (if any) can transport missles? On a side note, where can i find information on various missiles? I couldn't figure out the blast area (without testing), damage output, and what (if any) effect on defenses.
 
Why my empire sudenly spawning militia (pre-gunpowder) ? Did i miss something in civics or any new feature? They are appearing on plots with my workers.
 

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I think the mercenary military civic causes militia to be created along with every built farm, it's an old feature, but it got some bug fixes not that long ago.
 
One of my cities (a mountain city) is next to a fresh water lake, but it doesn't have fresh water. With the artisan well obsolete, how do I provide the city with fresh water? Why doesn't the lake provide fresh water? Can mountains not have fresh water?
 
How do I obtain settled citizens in v40?
For the record: settled citizens are not the same than just "citizens" which can be obtained as normal specialists or through hero units.
 
How do I obtain settled citizens in v40?
For the record: settled citizens are not the same than just "citizens" which can be obtained as normal specialists or through hero units.
I thought that was something a freed slave could become... but I'm not sure it currently has an application in the game.
 
How do I obtain settled citizens in v40?
For the record: settled citizens are not the same than just "citizens" which can be obtained as normal specialists or through hero units.
I think heroes can become settled citizens, although there's several better things they can do. How did you used to get them (inferring/assuming you did)?
 
I think heroes can become settled citizens, although there's several better things they can do. How did you used to get them (inferring/assuming you did)?
If my memory isn't failing me settled citizens could be obtained through captured civilians that the player may obtain through defeating civilian units or razing cities, I suppose this is a problem because if you raze a city with 50 pops you directly get 50 specialists for free, which may completely destroys the balance and is an extremely cheesy exploit.
And as far as I am aware, there is no way now to get them unless someone tells me otherwise that is, and no, heroes cannot settle as "settled citizens" they settle as "citizens", these are two completely different types of specialists, though they both use the same icons.
Settled citizens reduce food by 2 and provide 2 GP points and hammers.
Citizens don't cost any food and just provide hammers.

As side note: Most of the time I settle my heroes as noble specialists once I used them for long enough because I want more Great Artists to be born.
 
Citizens giving GP points sounds like a bug, not just an exploit, don't you agree?
 
Yes, Settled Citizens give unspecified GP points, just like the Philosophical trait does too or similarly how Settled Slaves reduce them.
 
Is there a way to capture cities with culture when the other side has fixed borders?
 
It should be possible

I have a couple cities of my peaceful neighbor completely surround by my culture tiles, and my culture within the cities is 70%+, but they never rebel. The AI changed its civics and went into anarchy which triggered rebellions, but as soon as the anarchy was over and fixed borders came back, the rebellions stopped.
 
I have a couple cities of my peaceful neighbor completely surround by my culture tiles, and my culture within the cities is 70%+, but they never rebel. The AI changed its civics and went into anarchy which triggered rebellions, but as soon as the anarchy was over and fixed borders came back, the rebellions stopped.
Maybe you have culture flipping options off - they are vanilla options.
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