C3C Frequently Asked Questions

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The flak is the same as any land unit, but it has better anti air defense (meaning, this one shoots bombers down and a spearman won't). Set it to explore, and it will move around the map. Nothing fancy.
 
Originally posted by amtrick
Okay...still playing the Sengoku conquest and just had two AI civ workers attack one of my Ninja.:eek: Is anybody else seeing this kind of @#$%^& or am I just flashing back to my younger days? (PS....My Ninja kicked their butts, in case anyone is interested.

This happened to me as well. What happens is that since your ninja is invisible, the AI doesn't know its there and sends its workers to pass through the apparently unoccupied tile. Of course when they reach the said tile, they find only swift death.
 
Originally posted by amtrick
I'm playing the Sengoku scenario in version 1.12. I have neighbors (with whom I am at peace) who are infiltrating Ninja into my territory in a steady stream, knocking off workers and attacking cities. Fair enough. So I return the favor, sending my Ninja into their territory... workers are killed or captured, roads to luxuries and resources pillaged, etc. However, whenever I try to use one of my Ninja to attack their cities, nothing happens. No battle, no pop-up of any kind. Sorta the same response you get when you try to move a land unit onto a water tile...nothing happens. Is this a bug in 1.12? I don't understand why they can attack units in my cities with Ninja, and I can't do the same to them.:cry:

What's going on is that the ninjas attacking your cities are from civs you are at war with. If you are at war with your neighbors, you could attack their cities with ninjas. The other civs( there are a lot in the scenario) are sending their ninjas against you. It just seems they are coming from your neighbors land.
 
thanks for the info. I can't think of a real good reason to utilize this option, since I don't know for sure where the next bomber attack will be.
Another question though. Does the flak unit have a range of coverage beyond the square occupied?
 
Originally posted by rf9381

Another question though. Does the flak unit have a range of coverage beyond the square occupied?

No, it only protects the square its on. BTW Flak works a lot better in groups, more = better chances of shooting down ennemy planes.
 
short question

do you have to pay upkeep for workers captured from the Maya that they previously enslaved from my military units using their Javelin Thower? it was strange sight turning a war around, capturing my own workers
 
Originally posted by zurichuk
short question

do you have to pay upkeep for workers captured from the Maya that they previously enslaved from my military units using their Javelin Thower? it was strange sight turning a war around, capturing my own workers

As far as I remember, re-captured workers become of your nationality again. So you have to pay upkeep for them.
 
Simple question:

What new things can buildings produce compared to vanilla civ?

Example can building now produce one shield instead of giving certain percent of production bonus to city?

Can buildings produce Gold, food or example cause corruption?

Thanks in advance.
 
Originally posted by Sickman
Simple question:

What new things can buildings produce compared to vanilla civ?

Example can building now produce one shield instead of giving certain percent of production bonus to city?

Can buildings produce Gold, food or example cause corruption?

Thanks in advance.

To the best of my knowledge:
a) shields - no (btw, this is really a pity and lowers the options for mods significantly)
b) gold - no (this is a pity as well)
c) corruption - no
 
Like CB said, you would only get a bonus, i.e. you still need sort of a base production on which that bonus will be used upon.

However, wonders can produce 'free' units on a timely base (w/o any shield investment), so it's a bit different to the Academy (which only gives the option to build armies with shield investment). In the epic game, Knight's Templar and Zeus can pump units for free (Zeus needs ivory when starting that GW and to get the unit 'Ancient Cav' (ADM 3.2.2 +1HP) every 5 turns).

Then: specialist feature has been improved: taxmen give 2 gold, scientists three beakers each. Plus, there's a civil engineer who gives 2spt constantly and uncorrupted when producing a GW/SW or city improvement (bonus wasted when producing unit or city starves).
 
Aha! I didn't realize that civili engineers shields don't contribute to unit production. Makes sense tho'
 
hmmm i'm sure this has been asked before... what are future techs?

I'm currently researching Future Tech 1, and i have no idea what it's good for. I was thinking I could just lower my science research back to 0% after the last tech. I didn't know there were more...


Civilopedia gave no explaination....
 
Kvasir, Future Techs are like........ gravy. You don't "really" need them but then can sometimes be helpful. You'll gain no units or anything from it, but if you do research it then you get points added to your score at the end. Its good if you're running out of time and want to make sure you win on points, but personally if I ever get to the end of the tech tree I'll shove science to zero and rake in the gold.
 
I see... thankx!

Well i've already won the game and it's already way past 2050. Would I be more "scientifically advanced" by researching future techs? Do I get to trade them? (I assume Future Tech 2,3, etc come after.)
 
having more will only increase your score more. But if the game is already over, its pointless to do so as score isn't calculated anymore. Having future tech 2,3 will not make provide any tangible benefit and you can't trade them so in your situation, might as well set research to 0.
 
Hello!

I have 3 questions:

1. What is a "locked alliance" treaty in random game?

2. Can I destroy city improvement with artillery (or even lesser device such as cannon or trebuchet)? In PTW I could...

3. Multiplayer: I have the military alliance that lasted 20 turns but I want to cancel it and make a piece with my enemy. But when I bring down the trade screen->active and select the "alliance vs..." to remove it from the active treaties I suddenly get to war with my partner civilization. In single it works, is it a bug in multi ?

PS. my civ is patched to 1.15beta.
Thanks.
 
Sorry for this, forgot about this one:

4. Armies: why AI does not attack my Armies unless they have a little HP (less then 6 I think)? I infiltrated his territory during the war with a single Army consists of Swordsmen and Pikemen and went through his territory and destroyed his coal resourse !!! Yes, he had a Cavalry and Riflemen already but he didn't attack my Army!! Another bug ?
 
IIRC locked alliances don't exist in random games, they're only in scenarios.

You can destroy city improvements but only after the defenders have been redlined. They reworked bombardement so it would hit units first.

The AI doesn't attack armies unless it feels it has a reasonable chance to win. So a healthy army will hardly ever be attacked. Ideally the AI should realize that if it attacks your army with 4 cavalry units, it should win but it seems it calculates the odds one unit at a time.

Hope that helps you out.
 
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