C3C Frequently Asked Questions

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Yep, it's 4, 7 & 9. Workers finish their jobs at the end of your turn, after you hit enter. food, shields, commerce, etc are calculated at the start of your next turn. Same deal for cleaning pollution, if you know the workers are about to finish, work the polluted square, as by the start of your next turn when food, etc is calculated, it will be a productive square.
 
Bombardiers (cannons etc) don't count for preventing flip chance, right? Does that mean they don't count towards war weariness when in enemy territory as well? What about ships? Planes?

Does a unit being out of your territory cause war weariness, or just it being in enemy territory that causes war weariness?

All the same for plain civ?
 
All units count for war weariness if they are in enemy territory. Planes work different so won't count. It's the same for all versions. And right, units w/ no attack and/or defense value don't count for MP duty.
 
I want to say yes....I'm pretty sure that the spy missions are available any time, whether at war or not. I'm thinking the only restriction would be if there was no captial, only a settler wandering around somewhere.
 
Well I guess Ill go for that tech & small wonder then, but last game I could have sworn the option was grayed out when I was at war with a nation (that I had a embassy with) Also you can't establish embassies with countries your at war with. And you can't spy on someone you don't have a embassy with, right?
 
Let the AI research it, and trade for it. But yes, it's worth it.

You're right, you can't establish embassies or do any diplomatic missions while you're at war with that civ. But spy missions are different. When at war, the diplo missions are greyed out. But the spy missions should always be available.
 
But Turner, remember that stealing tech isn't just a Spy mission - it's also an embassy option. (It becomes a Spy mission - always available - once you've got a Spy planted.) So, before you've discovered Espionage, built the Intelligence Agency, and planted a Spy in that civ, you CAN'T steal techs from the civ you're at war with. ;)

Hope that clears it up. :)
 
Still, it's quite a way into the game before even the AI reach Espionage, even on the harder levels. So that's still quite a lot of the game where you can't steal techs from a civ you're at war with. ;)
 
When planting spys is it better to plant in capital or a new village in the hinterland outskirts ... with better I mean easier for missions to succeed without being detected?
 
I'm fairly sure it makes no difference whatsoever where you plant the spy. ;)
 
Civil Engineers won't work if you're building a military unit. As for scientists not producing science....not sure on that one.
 
Can someone remind me what Civil Engineers and Police Officers do exactly? Thanks in advance... :)
 
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