Civ iv 1.61 crack
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Civ Revolution. Civilization IV. Sid Meier's Pirates! Civilization III. Civilization II. Civ City: Rome. Home Files Patches. Files Name. Posted by petarpecarski at Posted by tzachd1 at Posted by oomrri at Posted by VuckoSTG at Posted by adwuga at Posted by Partiz at Posted by b00ya Posted by anti Posted by Anonymous Posted by Argiod If anyone makes a good trainer for Civ 4, please email me with the link to the download.
This will allow the required traffic through. Although Civilization IV contains logic to negotiate around many firewalls and NAT devices routers , it can run into trouble under certain circumstances. The solution Civilization IV employs works with a vast majority of routers, but does not work with all brands.
Very old models may have more problems than newer ones. Additionally, Civilization IV will have problems negotiating through 2 levels of network address translation ie.
Also, negotiation may fail if you or an existing peer is running the game on a very large and busy LAN. Files Menu. Latest Files. It may make sense to whip a unit now, then take it off of the production queue, with the intention of finishing it after a change into civics which provide an experience bonus.
If you are intending to use the Slavery civic only for a short period of time, remember that you can prepare for it by investing a single turn of production in several builds prior to making the swap build queue management. When considering the production of a building where your traits give a production bonus, a little extra care may be called for,.
The math all works out fairly, as illustrated by the following example. Assume a spiritual civ trying to produce a Temple, in a city that generates one hammer per turn. The production bonus applies only to the hammers used to produce the temple, just as it should. With small buildings barracks, granary, lighthouse , the production bonus takes you from a two pop whip to a one pop whip.
It may be preferable to whip units, and apply the overflow to the building. For example, if you whip a barracks 1 pop , you get 10 hammers of overflow to apply to your axeman; but if you whip the axeman 2 pop , you get 25 hammers of overflow to apply to the barracks — more than enough to finish it with the production bonus. For expansive civs training workers, and and imperialistic civs training settlers, there is an additional consideration.
Hammers generated by whipping, however, do get the production bonus — this means that whipping gives a much better return on food invested than training the unit normally. Patch 1. The nature of the bug is that population and production bonuses, which are used in the calculation to determine how much population must be whipped, are not considered when calculating the yield.
Instead, the number of hammers you get is simply the number of hammers you need, rounded up to the nearest multiple of Now, this bug can work against you. For instance, if you try to whip an archer 25 hammers with nothing invested, two population are sacrificed. Instead, you get 30 hammers — the lowest multiple of 30 greater than If you instead whip an axeman 35 hammers with nothing invested, the bug breaks in your favor.
Two population are again sacrificed, so your yield should be 40 hammers. Instead, you are getting 60 hammers. In effect, the bug allows you to instantly whip axemen at no penalty. Where things get really silly is the case where you have a production bonus available. So if you invest a single hammer in an axeman, then whip, the game correctly recognizes that a single pop point will complete the unit.
But instead of 37 hammers, the bug gives you 60 hammers the lowest multiple of 30 that is greater than But have a care — if you invest 5 hammers in the axeman, the bug will reduce your yield to 30 hammers, rather than the 37 you are entitled to. Most of the time, it is best to rush the production of a build when the food bin is nearly full.
The exception to this rule is the Granary, which you will want to have in place as soon as you can manage it. The explanation is that the Granary requires a substantial amount of kept food to have any real impact, and even then it has no effect at all until your city grows another size. The second city has worked some extra tiles, at a cost of not yet having stored any food in the granary. However, because the amount of food stored in the granary is capped, the second city has precisely enough time to catch up before both cities together grow to size three.
A worker first build normally requires 15 turns to complete — 60 hammers at 4 food plus hammers per turn. This is about the amount of time required to research Bronze Working if you start with Mining. For these civs, there is an interesting optimization available when there is a 3F tile inside the inner ring of your initial city. A 3F surplus grows the city to size 2 in 8 turns, and 6 turns at 5 food plus hammers per turn reduces the amount of production required to a point where whipping a single pop will finish the worker.
As soon as Bronze Working is finished, revolt to Slavery and whip out the worker. The worker appears on schedule, but you have gained the hammers produced while growing to size two, and perhaps a bit of commerce as well. The exact timing will depend on the details of the terrain available, and whether or not you pay an anarchy penalty when switching civics.
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