Quick Questions , Quick Answers

Does Mastery Victory condition override all other victory conditions?

I had a warning about an impending domination victory (I forgot to turn that off, apparently) and have spent a fruitless hour or so trying to work out how to edit/change the victory conditions (I'll spare you the details here, as that would entail more than a quick question); at my current stage of investigation, I am at the point of booting up a new game with Mastery turned off, and I can actually see the others. If Mastery does indeed overright the others (and I'm correctly understanding that it, like means you go all 8000 turns on marathon and win if you have the highest score?) then I can just go back to my game an not worry about Accidently A Victory at the very start of the ancient era (and just not worry about that domination victory warning.)

(The warning was "your population 18, plus growth 1 (31.67%), will exceed the Domination Limit (31%)," which I assumed was a dominatuion victory warning?)
 
Mastery is challenging you to win them all so it does turn on domination victory notifications. Doesn't mean it will end the game if you hit the domination point though.
 
Does that mean you have to win all of the victories to win mastery, or most?
No... but you get rated on how many of them you do win when the time runs out.
 
No... but you get rated on how many of them you do win when the time runs out.
Eh?
I thought it was simply "end game best wins".
So it actually is cumulative.
Interesting, interesting.
Though the ton of warnings that clog your screen feel ANNOYING, lol.
And this point applies not just to this topic - some of those messages are both useless, abundant, and impossible to turn off in BUG.
Thus - mega annoying.
But whatever.
 
Right, okay! Can carry one without a panic, then!

(Honestly, with this year being what it is, a minor bit of time lost to not quite getting the rigth end of the stick is getting away lightly...!)
 
So most then? If I win Conquest and Domination while my rival wins Cultural and Diplomatic, is the winner determined by whoever can win one more victory like say the Time victory?
Because Mastery is currently broken, culture and number of cities are really all that matter to it. It gives 30 points for each Phenomenal city, which by the 4th city is more than you can get any other way, and by the 30th is basically the only significant contributor to your score.
 
It is possible to build more than one culture? I am sort of heming and hawing around culture (and to a degree religions as I think I disconnected them from the tech tree...) as I picked Aztec as my nation (aliber with a different leader...!) and sort of what to get that, so I've not tried building any of the others. But I'm not sure if c2C cultures work like religions.corps (in that they spread) or just as buildings you can build lots of. (It doesn't, I think specifically say you can only build one, but I still wasn't sure).
 
It is possible to build more than one culture? I am sort of heming and hawing around culture (and to a degree religions as I think I disconnected them from the tech tree...) as I picked Aztec as my nation (aliber with a different leader...!) and sort of what to get that, so I've not tried building any of the others. But I'm not sure if c2C cultures work like religions.corps (in that they spread) or just as buildings you can build lots of. (It doesn't, I think specifically say you can only build one, but I still wasn't sure).
You can have as many culture wonders as you want.

Those are buildings.
 
So most then? If I win Conquest and Domination while my rival wins Cultural and Diplomatic, is the winner determined by whoever can win one more victory like say the Time victory?
Yeah but it scores you even deeper than just binary as to whether you win one or not based on how... strongly you win them by.
 
Okay, there is an annoying exile somewhere around one of my cities that keeps destroying my improvements. I can't see it, and it does not appear to be the in the city. (I have one enforcer unit there, but that's it.) How do I find it to kill it?

Edit: Okay never mind, I apparently just moved my enforcer unit right on top of it and it died. So apparently blindly searching around until you run over it, then...!
 
Okay, there is an annoying exile somewhere around one of my cities that keeps destroying my improvements. I can't see it, and it does not appear to be the in the city. (I have one enforcer unit there, but that's it.) How do I find it to kill it?

Edit: Okay never mind, I apparently just moved my enforcer unit right on top of it and it died. So apparently blindly searching around until you run over it, then...!
You can, depending on options, probably put an enforcer in the city onto a buildup that grows the ability to see through disguise, which would help to make Exiles easier to spot.
 
You can, depending on options, probably put an enforcer in the city onto a buildup that grows the ability to see through disguise, which would help to make Exiles easier to spot.
Dogs are a big help.
 
Dogs are a big help.
On H&S, dogs are irrelevant to exiles as they hide through disguise rather than camo. LE units, however, are good at spotting through disguise.

Some exiles may develop some camo hiding and if they do, the LE units aren't enough - but a scout or hunter or strike team unit can probably counter that small degree that thieves and exiles will use in that style of hiding, up until dogs are earned. Yes, at that point, canines are the superior camo see-through, which is the strongest hiding method most stealth units employ.
 
I'm still too lazy to invest enough time to play this through systematically enough, but I won't stop praising your mod nonetheless.
It's just so marvelously BETTER / WIDER / DEEPER than basically anything that has the name Civ to it (and many more that don't), loool.
Even those "magical" mods (like Fall From Heaven) are still much less developed feature-wise, or it definitely feels that way to me.

That said, I had another idea how you could improve the Cultures mod-comp (at least for an Earth map mod-mod, given how we have a great map already).
Namely, introduce the RFC-style AREAS (forgot the actual name) as the prerequisites for namesake Cultures (with or without the resource prerequisite on top of it).
In fact, this gives me an incentive to look into (and ask your help understanding) the programming behind the AREA feature itself.
If I can more or less "easily" grasp how it's added to the map, I could MAYBE fiddle around with it to some FUNNY degree.
MAYBE.
I first need to UNDERSTAND it to begin with, loool.
Ah, never mind me - or NOT. :crazyeye:
 
What's RFC?

An Area, as defined in code, is a contiguous section of land or sea domain tiles. An island is an area. A continent is an area. An ocean fully encased in land surrounding it is an area, while an ocean with many segments all connected is all one area. Only a total break in land/sea domain on the tile will define the border of an Area. Thus, on Earth, North AND South America are one singular Area unless you are somehow showing a true water tile width where the Panama canal sits. And Africa, Europe, and Asia would all be one area but England would be its own area too, being completely surrounded by water. The 7 Oceans would all be one giant area too.
 
What's RFC?
R U kidding me?
Civ4 - Rhye's and Fall of Civilization | CivFanatics Forums
I've definitely mentioned it previously as well, when speaking about "making a Real World scenario".
It has "core areas" for nations on the map, which could be easily translated into Cultures needing not resources, but literal geographic spots.
Again, you might simply not WANT it, so that's that - and I understand it.
But to me, it'd be a great implementation of Cultures being represented by geography itself.
It would certainly feel more "realistic" to be able to gain Cultures by territorial conquest, as opposed to random resource hoarding.
Better yet, if it was made dependent on having a city in that Culture's "core area" - which is more or less how Real Life Cultures work in the first place.
And/or you could make Settlers carry more than just Major Culture Groups with them, but actually Minor Cultures as well.
That's how actual migration works to begin with - and it'd be a great point towards "immersion" in regards to Cultures.
Oh, and I do realize that all of that would ONLY work on a pre-made Earth map - but we have a great one already, and it could be a mod-mod in the first place.
But, again, if you are NOT interested in any of it - it's YOUR mod, so that's that.
Sorry, I'm just getting overly exited over such stuff, lol. :crazyeye: :scan:
 
A side question (though inspired by the previous post).
Is it hard to implement "Promotion => Unit Evolution"?
Like, say, ["Brute" + "Club" Promotion => "Clubman"].
As opposed to the typical ["Brute" + "Club" Tech => "Clubman"] instead.
The point being something like making Cultures influence Promotions of the units built in the city.
So you don't have, say, "Neanderthal Clubman" as a stand-alone unit option, but you just have "Clubman", which can get "Culture Promoted" to "Neanderthal Clubman" either on birth or on city entering.
That way you could have much less units in your Building Screen, and actually be able to even switch a unit's Culture around on a whim (using something like a "Re-Trainer" unit that would "share" its Culture with its trainees, lol).
Again, wild ideas all over the place, sorry.
But you never know.
 
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