Quick Answers / 'Newbie' Questions

I really enjoy these two scenarios, I want to know what to do to make them playable on random maps, I think I may have discovered the problem, but im not sure, I think the problem is the placement of required strategic resources. it doesnt seem to place them on the random maps. Is this a probability issue? Im just not sure if thats it? any feedback would be appreciated.
 
The only reason for you not seeing this option that i can think of
is that you are taking the wrong icon as the terrain icon. If i remember correctly its the first of the 4 icons in the bar just at the Top of the map. Click that green flat square icon and there you will find the option for terrain.

Thank you, Atishay Jain. I have not yet returned to try out the various answers to my question. I shall be back here soon enough if still vexed.
 
So its not limited by how many times a particular civilization respawns ?

Respawns can happen only once per civ.

Doesn't the respawn probability get zero'd when there are no free 5x5 tile areas left, i.e. no places where a newly founded capital city can grab a full 21 tiles in its BFC after its first border-pop (10T after founding, from the Palace)?

Probability might not be quite the proper term, but yes that is the way it works.

http://wiki.civforum.de/wiki/Neustart_vernichteter_Zivilisationen_(Civ3)
http://forums.civfanatics.com/showthread.php?s=&threadid=25149
 
Respawns can happen only once per civ.
Probability might not be quite the proper term, but yes that is the way it works.

http://wiki.civforum.de/wiki/Neustart_vernichteter_Zivilisationen_(Civ3)
http://forums.civfanatics.com/showthread.php?s=&threadid=25149
Thanks for the reply. I an unable to draw any conclusion from the thread you pointed of to. There cracker is saying that he has seen the AI respawn mere than once while the person from Firaxis says that we can respawn only once. Could you please explain this to me.
 
I have to admit that i did not read the thread at CFC. The thread at civforum from 13 years ago states that only those civs can respawn that have not respawned before. For a civ to respawn there needs to be a tile on the same continent that has no units and no culture on it and allows to found a city. Further within a distance of 5 around that "city tile" every tile must be free of culture and free of units.

As respawning on another continent does not work and as a continent is usually settled fast the opportunities for respawning are rather limited. Also units can spread out to prevent respawning. For a Pangea on a standardmap with 100x100 halftiles less than 62 units are needed to prevent respawning. Usually it is much less, because of the 5000 tiles on standardmap around 70% are water and of the remaining 1500 tiles around a third would be covered by culture, so only around 1000 tiles would need to be covered by the 81 tiles within the 5 tile radius of a unit. So around 13 units suffice to prevent respawning. Horsemen can achieve this quite well. It is relativly easy to achieve early conquest victories. On higher difficulties it will be tougher, though.
 
So the conclusion is that a civ can respawn any number of times provided the conditions are met, right ? Thanks for the help
I was curious, so I read through that thread as well. And the take-home message seems to be, respawning is really only likely to have a significant impact on a game if the player is aiming at a really early (say, Ancient to early Medieval) Conquest VC, playing...
  • On a ≥Standard and/or 60-70%-water Map (takes longer to fully colonise, so more likely to have free space remaining at early stages)
  • On a Continent/Pangaea map (since AI-respawning is limited to the same landmass, and Arch-Maps tend to have smaller landmasses)*
  • At high difficulty levels (where the AIs get large numbers of starting-units)
In which case, the player could either switch off AI-respawns in the opponents/rules-setup screens, or do one (or more) of the following:
  • Avoid razing captured cities (or replace them immediately with their own) to reduce the amount of unclaimed space
  • Plant a cheap fast-unit in every colonisable 5x5 culture-hole just before an AI's last city is attacked
  • Leave the AI's last surviving city in place until the continent is fully-occupied
  • Mod the game to reduce the number of potential city-sites (e.g. making Desert, Jungle and/or Tundra uninhabitable)
Bear in mind also that (as far as I can tell), that thread was written for Vanilla 1.21, not Vanilla 1.29 -- PTW and Conquests hadn't even been released yet. Point is, the respawning rules may have been changed (again) since then.

*
Spoiler :
'Settler-on-a-boat' is -- I think -- a separate problem, which presumably can be avoided if you can prevent the AI from sending out a boat to a nearby island/continent before you kill their last city.
 
Lately, I've been thinking of attempting an OCC victory. I've been trying to find thread for these from people who have done it earlier but to no Avail. So can someone point me in the right direction. Also it will be great if anyone who has attempted such a victory could share a few Tips here. I'm planning on playing at regent or monarch (will go higher if I'm successful)
PS: I did find an article on 5CC victory in the strategy articles forum so please don't point to that one.
 
Kulko, I. Larkin and myself once played OCC Conquest on Deity:
OCCC1- One city Conquest

There should be many more in the Stories forum and the Succession Game forum. I remember reading OCCs for 20K, Diplomatic and Space Race victories back in the time. (100K and Domination might be a bit "difficult" to achieve in OCC... :D)

Ah, here is one for 20K on Monarch: BAD start Sumeria, 20k OCC Monarch

And one for Space Race on Monarch: Monarch Pangea OCC Space Game

There should be more.
 
if you are playing modded versions where units have the stealth attack option , you can definitely see all the units that can be "picked off" . Also possibly exists in the Sengoku scenario , but there are units which are not chosen in the editor . Or you can steal the military plans , that lasts only for one turn and in 5 years of almost nonstop Civ playing ı have only managed this feat only once . Playing at the Monarch level , too . If there is any other way ı would like to hear that as well .
 
You can spy out the enemy city. As this is riskfree it is a very convenient method to determine the garrison of a city. If not at war this can even be done with embassy only.
 
how can i see how many units are stacked in an enemy city?
In addition to the above, if you have a sufficiently large stack of bombardment units within range of the city (and are already at war, obviously!), then bombing the city and counting each successful hit on a previously healthy defender, until the top defender is one of the bomb-damaged units, will at least tell you how many 'strong' defenders are in the city. Depending on techs/resources available to the AI, this method might not tell you anything about the low-D, high-A 'attack' units in the city (unless you have sufficient Arty/ Bombers to damage them as well, after redlining the defenders) -- but attack-units are usually (much) easier to kill using comparatively weaker attackers (e.g. your Armies+Cavs+Knights can take out their Infs+Rifles+Pikes, then your Maces+LBMs+Swords can mop up their Cavs+Knights+Spears+Maces+LBMs).

Also, possible general rules of thumb, based on my experience (so good up to Emperor level at least). AICivs will:
  • try to build (or retain) 1-2 defenders per town, 2-3 defenders per city, 3-4 defenders per metro (exact numbers depend on gov-type, build-priorities for that AICiv, era, and whether or not it has had any wars recently)
  • double those numbers for capital-cities during the early game, possibly for every core-city by the late game (NB if you capture the original AI-capital, the 'jumped' capital will therefore have far fewer defenders for the next couple of turns -- although those units will all now gain the 'capital' defence-bonus)
  • build 1 additional defender for each Wonder built in that city (if it has been allowed to accumulate enough shields to do so after building that Wonder!)
  • use conscription (if available/possible) to keep the above numbers constant (e.g. after you've killed some of the defenders)
  • not (AFAIK) do 'piecemeal' individual-unit upgrades, but will upgrade-all units of a specific type if it has sufficient gold available to do so in a single turn (this is why you can sometimes find a single AI-city defended by units from multiple eras, e.g. a city with a Spear, Pike, and Musket -- and why you should keep any prospective targets poor!)
  • immediately and (semi-)permanently fortify units with only the 'defence' AI-strat flag (e.g. Enkidus, Spears, Hoplites, Pikes, SwMercs) in the city which built them -- AICivs will only move dedicated defenders out of cities
    1. to defend D=1 attack-stacks (e.g. Warriors, Archers, LBMs)
    2. to accompany D=0 units with the 'escort' flag (e.g. Settlers)
With respect to that last point, some 'defender' units also have the 'attack' AI-strat flag (e.g. Rifles, Infs, MechInf -- possibly also Musketmen/ Musketeers, not sure). Such units will be permanently flagged as EITHER a defender OR an attacker on build-completion, and used ONLY in that role thereafter (i.e. EITHER fortified in the build-city, OR sent out to invade/ attack).

When such 'attacking-defender' units are damaged on the battlefield, they will then try to retreat to the nearest friendly city (which may not be the building-city) to heal. If that city is then attacked (either by another AI or the human), the higher D-value of a damaged attacking-defender may be enough to float it to the 'top-defender' position after all the 'official' defenders have been damaged, but before healthy attack-only units with lower D-values (e.g. Maces, Swords) are put up. This will also depend partly on HP, though -- e.g. a 4/4 HP D=3 unit will probably be preferred over a 1/4 HP D=6 unit
 
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