Quick Questions , Quick Answers

1. I think I need to add some info about city maintenance increase for founding city in a specific plot, formula is a bit too complicated to briefly explain in a way that would help you.
2. If you have both "Divine Prophets" and "Pick Religion" options on, I think it's by design that you can pick any religion in the game, Scientology in prehistoric if you like.
I never play with either option, so I'm a bit fussy about what they do and what their design intent are though.​
 
2. anyone knows how it's possible that someone has founded rodnovera religion (image), if all the other AI are not yet in classical era, and technology is still possible to be researched on my tree? divine prophets option is on. I had same situation in prehistory with druidism, someone founded it and has holy city without technology researched, then I researched tech and got free great prophet, but could only spread religion normally, not as holy city
Toffer is correct that with choose religion on, you may select any religion with your prophet. And you have also correctly observed that just because a religion has been founded somewhere doesn't stop you but you don't get the holy city from it - the objective there is simply to pick up a distant religion that you may not otherwise be able to get access to.
 
Back with another map question. Using C2C_PerfectWorld2f map gen and I like the resource distribution but a lot of the continents have the centers almost completely desert and sometimes just has wasteland and barren peppered throughout the good lands. Is it intended to be a harsher kind of map generation so that you value every single good tile or is there a way to improve these tiles enough to work cities off of them that I'm missing.
To my knowledge this is intended to have some challenge in the game. While you can't do a lot with these tiles at the start of the game you can work them later on when better technologies are researched.
I haven't played PerfetWorld2f for a long time but maybe there is a setting (like in the "World" map generator) that gives you a wetter climate (e.g. tropical) that gives better land if you prefer this.
 
To my knowledge this is intended to have some challenge in the game. While you can't do a lot with these tiles at the start of the game you can work them later on when better technologies are researched.
I haven't played PerfetWorld2f for a long time but maybe there is a setting (like in the "World" map generator) that gives you a wetter climate (e.g. tropical) that gives better land if you prefer this.

So the weather option for the map gen is grayed out and I can't change it. Were you talking about that or using the actual worldbuilder?
 
So the weather option for the map gen is grayed out and I can't change it. Were you talking about that or using the actual worldbuilder?
You can't change those for scenarios, only when you play on generated map
 
I'm using custom game setup and the climate is stuck on temperate.
I guess then its controlled by Humidity or Temperature, as some maps use more detailed options
Climate setting itself then is redundant.
 
Hm, so is there no way to change the climate with PerfectWorld?
Its called Temperature and Humidity, its somewhere lower.
No idea why this button isn't outright removed, maybe its EXE limitation.
 
Its called Temperature and Humidity, its somewhere lower.
No idea why this button isn't outright removed, maybe its EXE limitation.
Sorry, these are the only options I'm seeing for the custom game setup.
 

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Ah, sucks to hear. I like the resource generation of PerfectWorld just not the climate as much. Thanks.
This is quite strange and probably a bug:
When configuring a map select "C2C_World" and choose e.g. "Cold" climate. Now select "C2C_PerfectWorld2f" and you can see that climate now still shows "Cold" (greyed out). Switch back to "C2C_World", select "Tropical" and back to "C2C_PerfectWorld2f" and now it is "Tropical". Seems like this has no effect on the final map but it is strange that the settings from "C2C_World" switch over to "C2C_PerfectWorld2f" even if it is only the display.
 
Why i can´t bombard the city defence with my bombard mammoths ? It is written, that i can bombard with them the city defense but now it isn´t possible anymore ?
Are you not getting the option or are you not having any success when you do? Also, there is a point where the city is at minimum defense, so have you already bombarded the city down to the point you just can't any further?
 
Upload save
seems that I don't have save from this time anymore, maybe you know if it's possible to store more than 5 autosaves from every 4 turns? which allows only up to 20 turns back if no manual saves from that time. I however went back to save from prehistory, but situation with druidism did not repeat in same turn as before, I would not know how to replicate it.

I upload current save in which it's visible that other civilization has rodnovera religion and it's already on map, but my tech tree still has it possible to research, also if you see any mistake in gameplay, would be awesome to learn how to do something better:) this time I didn't build cities as densely as possible and rather looked more at map features (coast, rivers, farm places) planning more ahead. Again callendar is not matching to era, got renaissance in BC years, maybe it's because of upscaled research cost turned on

one more issue, I don't know why AI relative power is almost always in red, they send threats and declare wars even though would have no chance to capture any city or to defend, it happened that civilization which had only one city declared war and brought one atlatlist and one battering ram to battle against longbowmen and high walls/castles
 

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seems that I don't have save from this time anymore, maybe you know if it's possible to store more than 5 autosaves from every 4 turns? which allows only up to 20 turns back if no manual saves from that time. I however went back to save from prehistory, but situation with druidism did not repeat in same turn as before, I would not know how to replicate it.

I upload current save in which it's visible that other civilization has rodnovera religion and it's already on map, but my tech tree still has it possible to research, also if you see any mistake in gameplay, would be awesome to learn how to do something better:) this time I didn't build cities as densely as possible and rather looked more at map features (coast, rivers, farm places) planning more ahead. Again callendar is not matching to era, got renaissance in BC years, maybe it's because of upscaled research cost turned on

one more issue, I don't know why AI relative power is almost always in red, they send threats and declare wars even though would have no chance to capture any city or to defend, it happened that civilization which had only one city declared war and brought one atlatlist and one battering ram to battle against longbowmen and high walls/castles
1. Seems like world tech doesn't work if AI researches it first.

2. Upscaled Research being on would increase tech costs, but you were way too fast.

3. AI is simply broken - it is incapable of concentrating effort on singular cities
 
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