Quick Questions , Quick Answers

I have a question related to resources.

Is there a way to quickly find a specific resource on the map? Like, say I wanted to find a coal deposit. When I discover the tech I find out it's not definitely not within my borders but maybe it's out there on some bit of uncolonized land, or within another empires borders. Is there some way to zoom to it on the map so I know where to find it? Or at least see if another civ has it?
There isn't, but it's a good idea that I'll keep in mind for further development.
 
I have a question related to resources.

Is there a way to quickly find a specific resource on the map? Like, say I wanted to find a coal deposit. When I discover the tech I find out it's not definitely not within my borders but maybe it's out there on some bit of uncolonized land, or within another empires borders. Is there some way to zoom to it on the map so I know where to find it? Or at least see if another civ has it?
I just turn on the display that shows the resources on the map and pan about to see if I can find the resource I am looking for.

I also use the trade advisor to see if other players have access.
 
Mmh, I am sure playing on a German computer, but I only ever play it in English?? :dunno:
There is also the language you chose when installing Civ 4 itself. For years I played english C2C on top of german Civ 4, but it was a bit confusing to get german tech quotes for vanilla techs and english quotes for "new" C2C techs.
 
There is also the language you chose when installing Civ 4 itself. For years I played english C2C on top of german Civ 4, but it was a bit confusing to get german tech quotes for vanilla techs and english quotes for "new" C2C techs.
True, but my install language is English. There are no tech quotes in German in my games.
 
Four quick questions about this most awesome mod:
1. One unit needed 7 turns to heal, so I moved it inside my cultural borders. And then it still needed 6 turns. I hoped the benefit of healing within cultural borders was bigger. Is this because it was at the start of the game ? Or because it is a Nightmare game ?
2. Is it possible to compare beakers in a graph (similar to gold and hammers and power etc) ? (Maybe with taking into account the handicap versus the AI?)
3. I started a new game without huts, but there are still many huts at sea ? Is this intentional ?
4. My capital city (on Nightmare) is wasting a lot of food. Settling a Great Hunter for example (+5 food) gave only +3 food and +2 wasted. Can I do something about wasted food (in prehistory) ?

cheers,
paul
 
One unit needed 7 turns to heal, so I moved it inside my cultural borders. And then it still needed 6 turns. I hoped the benefit of healing within cultural borders was bigger. Is this because it was at the start of the game ? Or because it is a Nightmare game ?
Game length has something to do with that. Also, don't neglect healer support.
Is it possible to compare beakers in a graph (similar to gold and hammers and power etc) ? (Maybe with taking into account the handicap versus the AI?)
I think you can mostly get the idea of where you're at with that with a Commerce graph, since MOST commerce becomes research usually.
started a new game without huts, but there are still many huts at sea ? Is this intentional ?
When the sea goodies was implemented via python, they didn't do it with any code to consider the 'no goodies' option being in play to shut that part off. I think there's a separate bug option somewhere about naval goodies maybe? Might also be that they don't actually do anything if no goodies option is on.
. My capital city (on Nightmare) is wasting a lot of food. Settling a Great Hunter for example (+5 food) gave only +3 food and +2 wasted. Can I do something about wasted food (in prehistory) ?
Food waste is more the more your food exceeds how much you need, so its mostly a way to keep growth from happening too fast, a way to apply a law of diminishing returns on excess. However, the more your population consumes the food it brings in immediately, the less it will waste, so as you do grow into the food production you have, you'll lose less from that as you go - so it's not pointless to keep pushing how much food you're bringing in but if you watch your food income closely, you can see when you might be overemphasizing it and losing a little efficiency as a result.
 
I think you can mostly get the idea of where you're at with that with a Commerce graph, since MOST commerce becomes research usually.

Yes, I know. But that graph has little meaning compared to AI players that need less beakers per tech. The human player graph should be scaled in relation to its handicap. (This is not a feature request, just an observation, I actually don't look at these graphs a lot...).

Thanks also for your other answers!
 
Yes, I know. But that graph has little meaning compared to AI players that need less beakers per tech. The human player graph should be scaled in relation to its handicap. (This is not a feature request, just an observation, I actually don't look at these graphs a lot...).

Thanks also for your other answers!
I suppose I found it mostly helpful when I was in a PVP game - round by round I would keep intense focus on where we were all at to the degree I could. I find when playing the AI, there are too many variables LIKE cost differences to techs, to worry toooooo much about those charts. They could be improved for the sake of difficulty variation and yes, I would've liked a direct research compare but sometimes being a LITTLE in the dark can be more fun.
 
Is there a way to put a NAMED [Lead-by-Warlord] (or any, actually) unit in a scenario file?
Ya know, the way the unit gets named by the Great General or Hero that joins it.
Can that be put in the created unit description somehow?
Would be useful for "historical" scenarios as well.
Especially if you could give personal names even to plain units as well.
 
This post of mine went unanswered, so I'll assume that such a thing isn't possible
Hello everyone, is there a way of granting an AI player a huge chunk of income through the world editor?
I was thinking of modifying the number of settled merchants in a city, but they increase food and potentially other stuff as well.
I want to provide said AI player with just a bunch of gold income, and nothing more.
Let's say I want to give an AI player a flat income of 100 gold, a way of going about it is using World Builder to give said AI player 17 settled great merchants in its capital.
The problem I see with this is that specialists provide other bonuses dependent on wonders and principles, namely, these 17 settle great merchants provide 17 food aswell.
Any better way to go about it then?
 
This post of mine went unanswered, so I'll assume that such a thing isn't possible

Let's say I want to give an AI player a flat income of 100 gold, a way of going about it is using World Builder to give said AI player 17 settled great merchants in its capital.
The problem I see with this is that specialists provide other bonuses dependent on wonders and principles, namely, these 17 settle great merchants provide 17 food aswell.
Any better way to go about it then?
Are you seeking income-per-turn specifically?
Cause it's much easier to just give them a chunk of gold once every several turns (or a hundred).
Still bothersome, but doable.
 
This post of mine went unanswered, so I'll assume that such a thing isn't possible

Let's say I want to give an AI player a flat income of 100 gold, a way of going about it is using World Builder to give said AI player 17 settled great merchants in its capital.
The problem I see with this is that specialists provide other bonuses dependent on wonders and principles, namely, these 17 settle great merchants provide 17 food aswell.
Any better way to go about it then?
In WB choose the player, click on Player Data, modify gold amount
 
Hi, is there a way to connect resources on islands to my empire without building a city on the island or using sea tunnels? Some kind of ferry connection?
 
Is there a way to put a NAMED [Lead-by-Warlord] (or any, actually) unit in a scenario file?
Ya know, the way the unit gets named by the Great General or Hero that joins it.
Can that be put in the created unit description somehow?
Would be useful for "historical" scenarios as well.
Especially if you could give personal names even to plain units as well.
BUMP.
Shouldn't be such a hard question, at least tell me NO, lol.
 
BUMP.
Shouldn't be such a hard question, at least tell me NO, lol.
Probably nobody who knew the answer noticed your question.
It is possible.
This is how it looks in the scenario file when saving a scenario where units have custom names.
Untitled-1.jpg
Here I just started a new game, renamed my ancestral band, entered worldbuilder, and saved it as a scenario.
 
Probably nobody who knew the answer noticed your question.
It is possible.
This is how it looks in the scenario file when saving a scenario where units have custom names.
View attachment 584071
Here I just started a new game, renamed my ancestral band, entered worldbuilder, and saved it as a scenario.
Thanks!
This will make my certain fooling around so much more *FUN*, hehehe.
 
I think connecting them to a Fort improvement on that island will count; can't recall if the fort has to be coastal or not, but I don't think so.
Thanks a lot! I will try that as soon as I can build forts. Currently it's only the wooden palisade, and that doesn't seem to do the trick.
 
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