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#1 |
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Deity
![]() Join Date: Apr 2002
Location: Randomistan
Posts: 25,973
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Quick Answers / 'Newbie' Questions
Quick Questions & "Newbie" Questions
You want to know something and can't find it in the FAQ? Ask here! Got a 'newbie' question? Ask here! Don't bother to read through the entire thread, just ask! Lots of people are willing to help. Please DO read throught the relevant section of the FAQ thread (which is also a sticky) before you post though. (If you really want the previous thread, it's here.) |
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#2 | |
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Emperor
Join Date: Sep 2005
Location: On a shipchain
Posts: 1,920
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Quote:
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#3 |
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Chieftain
Join Date: Apr 2009
Posts: 8
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Missed this thread... can you please check out my 8 questions here:
http://forums.civfanatics.com/showth...75#post8017175 Thanks! |
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#4 |
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Schweinhund
Join Date: May 2004
Location: Hinter feindlichen Linien!
Posts: 7,241
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I posted in your thread azzaron. A short version at least.
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Going for 160k as the Sumerians (Emperor C3C, final patch) Avatar by Mistfit. |
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#5 |
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Prince
Join Date: Mar 2009
Location: Great Britain
Posts: 582
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oooh shiny new thread,
anyway, my question; I have some fighters on a carrier they are doing 'air supiriority', I then move the carrier, are the fighters still doing their thing, thanks in advance |
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#6 |
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Schweinhund
Join Date: May 2004
Location: Hinter feindlichen Linien!
Posts: 7,241
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Yup! Still on AS. Bombers must be activated again after the carrier moved though.
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Going for 160k as the Sumerians (Emperor C3C, final patch) Avatar by Mistfit. |
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#7 | ||
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Chieftain
Join Date: Feb 2009
Posts: 58
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Quote:
Quote:
But i'm only like 1-2 teches ahead. Each new discovery has a chance to pop SGL and i can sell new tech to civs for additional money. If i change to democracy i will waste like 8 turns or so and lose tech lead. Thats just too big price to pay. If i'm not tech leader, i cant do much enough to impress other civs, economy will be ruined(cos i cant sell teches anymore), and might even be late on UN. So those 8 turns are just too big of a price.... I dont know in fast-tech games(space ship with bigger empire), althou suspect same, but in diplo games democracy isnt an option, at least for non-religious civs... so if its only thing you can think where it would be good i can pretty much tell you that by my expirience - its not an option:P If you do it, it might just cost you game!
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#8 |
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Overseer
Join Date: Feb 2007
Location: Ohio
Posts: 5,077
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It is too bad that the later governments are really not worth it in the cost/benefit analysis. If Democracy had huge benefits, like 4 commerce per tile or free upkeep on courts and police stations or significantly reduced corruption. A wonder I miss from Civ2, the Statue of Liberty which gave you a short anarchy, would be needed to help convince me, even with the extra benefits. Communism is another that with extra benefits might be worth it. Right now, I'll stick with Republic or Monarchy.
__________________
If life hands you lemons, set up an international lemonade conglomerate ![]() Scores for SGFN series 1: 5452 2: 6846 3: 7505 4: 6822 5: 8605 7: 9088 Well-played, teams!
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#9 |
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King
Join Date: Jul 2002
Location: Earth. Unfortunately.
Posts: 813
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Is there any way to fix Coastal fortresses, or am I right in assuming that it's a code problem?
The reason I ask is because a scenario I play gives the CF some other bonuses, but I'm reluctant to construct it a workaround hasn't been found. |
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#10 |
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Deity
![]() Join Date: Apr 2002
Location: Randomistan
Posts: 25,973
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It's a coding issue.
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#11 |
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King
Join Date: Jul 2002
Location: Earth. Unfortunately.
Posts: 813
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Nuts.
Thanks, Turner. |
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#12 |
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Chieftain
Join Date: Apr 2009
Location: Arkansas
Posts: 5
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Hello! I no this is a nub question, but how do I stack units? I have tried in so many ways, but can not figure it out! If some one will help me that would be awsome!
Conquerer |
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#13 |
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Deity
Join Date: Feb 2004
Location: Oviedo, Fl
Posts: 13,257
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Just move a stack onto a tile that has another stack. They will be added. If you are really talking about moving them in unison, then use control J, if you have Conquest.
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#14 | |
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Chieftain
Join Date: Feb 2009
Posts: 58
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Quote:
But i might have been playing old version or something so who knows. Not that i played it yesterday and not too many times too
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#15 |
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Emperor
Join Date: Sep 2005
Location: On a shipchain
Posts: 1,920
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<j> will move stacks of like units, (but it has got to be Vanilla 1.29f.) I think it might be the same for PTW.
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#16 |
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Overseer
Join Date: Feb 2007
Location: Ohio
Posts: 5,077
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In Conquests, X and J move all units in a stack, Ctrl-X and Ctrl-J move the same type of units within a stack.
__________________
If life hands you lemons, set up an international lemonade conglomerate ![]() Scores for SGFN series 1: 5452 2: 6846 3: 7505 4: 6822 5: 8605 7: 9088 Well-played, teams!
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#17 |
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Chieftain
Join Date: Feb 2009
Posts: 58
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btw why would you push "j" instead of "x"??? x is near "a" for workers to automate, z for zoom, f1, escape, near ctrl to move units of same type, and you can keep your thumb on the spacebar to end turn. I think it has like 1 million reasons why to use x, why use j?
When i saw it first time in the game, i thought wtheck? Why they made two buttons? And who will use the "j" one anyway lol;D
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#18 | |
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the InBond
![]() Join Date: Dec 2001
Location: Omaha, Nebraska USA
Posts: 13,997
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Quote:
When they released the expansion packs (PTW and C3C), they made the primary stack-function key "X". But they kept the "J" functionality to help all of us Vanilla players who were already used to using that key.
__________________
1st Lieutenant, USAF (Retired) Registered Linux User #233241 My View Ramblings of a Professional Computer Geek-- My Blogs. |
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#19 |
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Chieftain
Join Date: Feb 2009
Posts: 58
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Ahhh, i had a suspision about something like that... hehe. To think of that its kinda nice from sid mayer or whoever thought of that thing...
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#20 |
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Emperor
Join Date: Sep 2005
Location: On a shipchain
Posts: 1,920
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My j-button has some sort of dot on it so you can feel where to put your hand without looking.
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