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#61 | |
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Young Hunter
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Quote:
2) Use some program like MapStat or CivAssist, I prefer mapStat - these just show every turn changes (like if city grows and if it become unhappy). 3) Have citizens working on roads that get more commerce (food = yellow bushels, production=blue shields and commerce= (can't recall what) ) Most players tend not to notice this, as experienced players always road their lands and tiles they are working on. 4) learn using luxury slider. F1 brings you tax menu with two sliders Science and luxuries, (third, invisible slider is tax), Moving luxury slider by 10% is sometimes enough to make several cities happy. 5) Remove some citizen from working in rioting town and make him specialist (making him into joker is usually waste of resources) 6) Single temple in big town can help very much, I don't recommend building temples in every town however.
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Playing House of Hyppean in ImmacuNES IIB. Ancient traditions of Serfdom and Belief in Pancreator are what keep our flame burning bright. Farea in End of Empires - N3S III. We, the successors of the mighty Empire of Helsia, shall rebuild it, and then Peace shall dominate this world! Evolving slime in Tuxlife, to become the ultimate life form of all. Moderating NWolfNES III - Be part of the crew that builds this new world! |
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#62 |
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HOFer: Milk-Cow?
Join Date: Jan 2002
Location: Miami Beach FL Denver CO USA
Posts: 1,831
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7. If the AI declares War on You:
A. You get your war. B. Your people will experience "War Happiness"!
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#63 |
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Chieftain
Join Date: May 2009
Posts: 16
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I'm getting a button that says Pillage Improvement for some of my units. What does that do?
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#64 |
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the InBond
![]() Join Date: Dec 2001
Location: Omaha, Nebraska USA
Posts: 13,997
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It destroys one tile improvement (Mine/Irrigation/Road/etc.) for the tile you are on.
You don't want to do this in your own territory.
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1st Lieutenant, USAF (Retired) Registered Linux User #233241 My View Ramblings of a Professional Computer Geek-- My Blogs. |
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#65 |
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Mid-level Micromanager
Join Date: Jun 2006
Location: Arkansas
Posts: 5,030
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Somehow, I was thinking that it destroyed all of them. . . Am I just experiencing faulty memory?
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Multiplier Buildings: A Practical Primer An Archive of Training Day Games Avatar by Jamesds |
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#66 |
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Schweinhund
Join Date: May 2004
Location: Hinter feindlichen Linien!
Posts: 7,241
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Aabra is correct IIRC. You need to pillage twice though if there's a rail on the tile too...
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Going for 160k as the Sumerians (Emperor C3C, final patch) Avatar by Mistfit. |
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#67 |
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Chieftain
Join Date: Feb 2009
Posts: 58
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About RoP and other Agreements.
How exacly its happening, that "I wont sign %%%%% because i remember how you betrayed people of &&&&& before with same kind of deal"??? In theory i thought that you sign RoP, Peace, MPP, luxury/resource trading or an Alliance vs common enemy and that deal lasts for 20 turns. If you break any of those then AI wont sign with you same kind of deal again(or will ask crazy value in return). In reality it appears that if i break peace, people dont want to sign RoP with me neither. Breaking alliance appears to affect MPP. And also if i cancel/end RoP, AFTER 20 turns have passed, and attack enemy it will count as if i would have broken it. It also appears it has something to do with the fact if my units are inside their territory when i peacefully end/cancel or not. If i end agreement, wait 1 turn, and then attack, it still counts as if i would broken. If i end agreement, wait 3 turns and attack still no difference. I think some recent game i tryed to wait like 6 turns or so, but still no luck. I'm becoming so paranoid that i'm starting to think that maybe i should wait 10 turns after ending agreement... So underline and question of this: Which of my assumptions are correct and how that actually works? And most important, why after SIX FLIPPING TURNS it still doesnt let me attack in diplomatically correct manner?????? |
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#68 | |
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HOFer: Milk-Cow?
Join Date: Jan 2002
Location: Miami Beach FL Denver CO USA
Posts: 1,831
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Quote:
Advanced Tip: Sometimes during the game, you quickly need to produce a unit or perhaps a cheaper unit will suffice. For example, lets say you are at a point where the game produces Cavalry but for whatever reason a horseman will suffice for some cities and cavalry for others. If you have 1 connected saltpeter tile with workers + unit(s) on it, you can disconnect the saltpeter (by pillaging) to produce horsemen, and re-connect (by re-building a road) to produce cavalry. On the surface this sounds academic but I have used this tactic in many competitive games. (I.e. GOTM, HOF.)
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#69 |
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Mid-level Micromanager
Join Date: Jun 2006
Location: Arkansas
Posts: 5,030
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Yes, THAT'S what it was.
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Multiplier Buildings: A Practical Primer An Archive of Training Day Games Avatar by Jamesds |
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#70 | |
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PC > Mac
Join Date: Mar 2009
Location: In a place.
Posts: 981
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Quote:
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A Civilization 5 Nuking Montage...set to the 1812 Overture! : http://www.youtube.com/watch?v=JoEyRQn2nf8 Life is not a journey to the grave with intentions of arriving safely in a pretty well-preserved body,
but rather to skid in broadside, thoroughly used up, totally worn out and loudly proclaiming ... WOW! What a ride!" - Unknown |
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#71 | |
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Emperor
Join Date: Sep 2005
Location: On a shipchain
Posts: 1,920
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Quote:
But the first statement may well be the solution to SleeperLv's problem. |
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#72 | |
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Deity
![]() Join Date: Apr 2002
Location: Randomistan
Posts: 25,973
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Quote:
I do this to even out the food production in my tiles. I could just try and balance it out, but I'm more concerned about growth until just before the city maxes out. |
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#73 | |
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HOFer: Milk-Cow?
Join Date: Jan 2002
Location: Miami Beach FL Denver CO USA
Posts: 1,831
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Quote:
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#74 | |
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Grand Philosopher
Join Date: Apr 2008
Location: Ohio
Posts: 4,442
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Quote:
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#75 | |
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Chieftain
Join Date: Feb 2009
Posts: 58
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Quote:
Hmmm can you say this statement in different words?? I dont quite seem to catch what you mean... My only guess that i have to exit from their territory before ending RoP? If yes then i've tryed it. In fact i very rarely have units inside their territory when under RoP agreement. I just make agreement for diplomatic protection, you know - like diplomatic games where you dont build units and just hide behind RoP. Its really powerful tool. People cant make as powerful alliance as they would want... Last edited by SleeperLv; May 29, 2009 at 10:30 AM. |
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#76 | |
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Emperor
Join Date: Sep 2005
Location: On a shipchain
Posts: 1,920
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Quote:
I doubt that there are any consequences for attitude any more than from other kinds of DoW, but that not so easily testable. A little bit more furious may still come out as cautious. |
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#77 | ||
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Grand Philosopher
Join Date: Apr 2008
Location: Ohio
Posts: 4,442
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Quote:
Quote:
Almost everything in the game comes as situational. Without a save and more information than you've given us, most of what can get accurately said should sound like "academic free-thinking". I can't tell you exactly what's going on without information from the 'trade' section (which details current x-turn deals) of the trade advisor... either via screenshots or a save. |
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#78 |
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HOFer: Milk-Cow?
Join Date: Jan 2002
Location: Miami Beach FL Denver CO USA
Posts: 1,831
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Thanks Lord Emsworth, that work you did on the ROP/DOW will be most useful!
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#79 |
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Chieftain
Join Date: May 2009
Posts: 10
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I get the feeling I should probably ask/find the answer to this question in a different forum, but I am a forum noob and I need help, so, here I am.
How do you 'unlock' the Austrian civ from Conquests and use them in the normal game? Thanks in advance. |
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