a bunch of newbie questions...

Mongol

Chieftain
Joined
Mar 11, 2005
Messages
45
i was playing my first civ3 game and came with these questions... hope you can help me with them:
1. as i understand, desease strikes a city only if there are workers (and/or units also??) standing/working on jungle/floodpains(only jungle after sone technology)? so how come my cities were striken with desease when i had no jungles at all in their radius? i've converted it to grasslands long time ago!
2. what does police station do? does it reduce war weariess only? or corruption also? a little bit off the topic, but why communism lets you build police stations!?!? now i used to live under communism back in the soviet union days, and this sounds almost like an insult :) every country has police force!
3. has anybody ever had problems with building railroads? yesterday, i couldnt even build a railroad within city radius!!! on one particular square, not all of them, thanks god. that was unpatched version of the game though, hopefully 1.29f patch fixed it.
4. after invention of railroads, does it still take a colony and a usual road (not a railroad) for the luxuries to be considered connected to your capital?
5. also about luxuries, does it matter, in terms of how many citizens become content or happy, if i have 1 dye or 10 dyes? and how exactly? or the number of one particular luxury is only good for trade purposes?
6. do roads on the enemy civ territory work for my units also? or i move there as if there are no roads at all?
7. armies can attack only once even if they consist of modern armors solely??
8. what's the big deal with the armies then?? i'd rather have 4 elite modern armors and be able to attack 8(!!!!!) times in one turn rather than only once!
this gets even better if you bring some artillery with you!
9. how do i build embassies? do i have to find their capital and double-click on it( as it says in civilopedia)? or there is another way?
10. can anybody prove or disprove that a particular unit type can give only one leader??? it seems to me that i got two leaders from wins with elite modern armors...
11. can ships heal if they rest for a whole turn? doesnt seem so...
well, that's it for now :)
thanx!
 
1. Flood plains also cause disease.
2. It also reduce corruption. Part B, because of nothing.
3. You need iron and coal...
4. Yes.
5. One luxury is as good as ten.
6. You do not get the benefits of enemy roads and rails without a Right of Passage.
7. No, I believe it got fixed in a patch. All armies have blitz.
8. See 7.
9. Right click your capital and select "Conduct Espionage".
10. You can only get one leader from each unit as it is. If you upgrade a unit that has produced a leader, it can produce another one. I'm not sure how this works in previous patches, but in 1.29, elites that have generated leaders are "Elite*".
11. Only in harbours.
 
thanx, tomoyo!
a few more comments though:
1. isn't there a tech or a wonder that eliminates desease from flood plains?? and i am sure i had it in that game.
3. i did have iron and coal because i could build railroads in other squares around that city, except that particular one. eventually, i could build a railroad there, but only after i build a road on a mountain adjacent to that square, but outside the city radius. i think it was a bug in this case, because i was building that road to luxuries and though they already had usual roads connected to them, they didnt show up in cities luxuries part of the screen until i built railroads to them... weird.
10. thanx for this clarification - i was reading about this elite and elite* stuff and was looking for *'s on my elite units - well, suffice to say it was unpatched version :)
 
and another little question...
if i move a scout through another civ territory, does it piss them off?
 
i think i know what you are talking about regarding the unbuildable railroads. i could be wrong but ive had squares where i could not build a railroad. i started very closely at the square and could not see even a speck of anything that could pass as a railroad already on it. but once i built a railroad next to it the truth came out: that the square in question already had a railroad and was now connected to the new square. sometimes it doesnt draw right. is there any possibilty that this was your problem?
 
no, this was something else, because eventually i COULD build the road, not that it appeared there...
and i already had 2 or maybe 3 squares close to it with railroads on them, and there were no connections to the square in question...
 
Mongol said:
no, this was something else, because eventually i COULD build the road, not that it appeared there...
and i already had 2 or maybe 3 squares close to it with railroads on them, and there were no connections to the square in question...
... which means it isn't connected to coal and iron...;)
 
Grille said:
... which means it isn't connected to coal and iron...;)

Errr-- I thought what he was saying was that everywhere else he could build railroads, with the exception of this single square - that would seem to me that he had iron and coal. Apparantly after building a railroad next to the square in question, he was then able to build the RR - is this right?

If so, I've never heard of it - bad luck :(
 
Sanitation removes disease from flood plains.

I suppose you are playing vanilla civ? IN C3C there is an Espionage button under the Diplomacy one which lets you build embassies and such.
 
Tharak said:
Errr-- I thought what he was saying was that everywhere else he could build railroads, with the exception of this single square - that would seem to me that he had iron and coal. Apparantly after building a railroad next to the square in question, he was then able to build the RR - is this right?

If so, I've never heard of it - bad luck :(


Could be I misunderstood something as I stumbled across this.:hmm:
and i already had 2 or maybe 3 squares close to it with railroads on them, and there were no connections to the square in question...


Iron and coal must be "delivered" to the tile in question; i.e. you need a complete trade connection from that specific rr-project tile to both your sources of iron and coal.
 
8. The big deal with armies is defensive units. The AI is so terrified of armies composed of contemporary defenders that you can normally consider such creations to be invulnerable. Use them to escort those 4 elite modern armours unmolested up to an AI city, or trundle around their territory pillaging it at will - nice for cutting off the capital of a large empire, breaking their international trades and luxury/resource supplies. The only annoyance is that defensive units tend to be comparatively slow...
 
Tomoyo said:
1 If you upgrade a unit that has produced a leader, it can produce another one.
Are you sure about this Tomoyo? I've never tried it... It seems a little against the spirit of the leaders
 
Yes, it's true. When you upgrade a unit, if it's an elite unit it will reset it to a Veteran unit. This also has the effect of stripping the Created_Leader Flag (or whatever it's called) and the unit is now eligible for creating a leader again when it makes elite status.

So theoretically you could get up to six leaders from the same unit: Spearman - Pikeman - Musketeer - Rifleman - Infantry - Mech Infantry.
 
Thanks Turner_727, well I wont disband obsolete units that have allready generated a leader.
 
Mongol is confusing unit type with unit. A unit (not unit type) can only create one leader. Theoretically, every unit of the same type could each produce a leader.
 
Mongol said:
5. also about luxuries, does it matter, in terms of how many citizens become content or happy, if i have 1 dye or 10 dyes? and how exactly? or the number of one particular luxury is only good for trade purposes?

Just to clarify, it only takes one Luxury to gain the happiness benefit from it. Anything above that becomes a trade good.

7. armies can attack only once even if they consist of modern armors solely??
8. what's the big deal with the armies then?? i'd rather have 4 elite modern armors and be able to attack 8(!!!!!) times in one turn rather than only once!
this gets even better if you bring some artillery with you!

Armies have been changed quite a bit with Conquests. They now have the Blitz ability, meaning they can attack until they have no movement points left. Plus they move one square more than the unit that is in them. So a Medieval Infantry Army would move two squares, a Cavalry Army would move 4. They can also pillage without any loss of movement. As well, they can heal behind enemy lines, and do so much faster than in previous versions.

9. how do i build embassies? do i have to find their capital and double-click on it( as it says in civilopedia)? or there is another way?

In vanilla Civ, I believe you can press CTRL-E to set up an embassy. With Conquests it's now SHIFT-E.

10. can anybody prove or disprove that a particular unit type can give only one leader??? it seems to me that i got two leaders from wins with elite modern armors...

Any unit can produce a Leader, provided it is an Elite unit that hasn't produced one already.

11. can ships heal if they rest for a whole turn? doesnt seem so...

Ships don't heal in open water, they need to be in a city. A Harbour will only make them heal more quickly.
 
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