C3C Frequently Asked Questions

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TruePurple said:
Are foreign scientists and civil engineers broken or something? They don't seem to be producing any science or shields. Foreign Tax'rs do seem to produce gold though.

As was pointed out, the civil engineers only help for buildings. The science advisors are probably producing science points, but the extra science usually doesn't help unless you get enough to change the number of turns to complete the next tech.

One way to check. The science advisors should increase the science in the city they are in. Go to the city (use, 'zoom to '). See the science produced. Change the scientist to an entertainer. Did the science go down?

Breunor
 
As far as civil engineers, their production isn't shown visually in the town window like other specialists do.

As far as the foreign science specialists, their production showed in the city window but not in the domestic science adviser window. I could have sworn I had other science specialists effect that number but reloading the game I guess not.. I guess science specialists simply don't show in the domestic window.
 
No, the CE production isn't shown like other production is. I suspect because it's dependant upon what you're building. If you see two sheilds under the CE, you get those added to your production box. If there aren't any sheilds, then you're wasting your worker.
 
Turner_727 said:
Civil Engineers add two shields to any non-unit production...
Does that include Wonders?
Turner_727 said:
...and Policemen lower corruption.
By how much exactly?

:)
 
Lord Parkin said:
By how much exactly?

By not enough, sometimes they can sub for a entertainer and I might use them then, in a city loaded with science improvements. From what I've seen they typically reduce 1 commerce corruption and 1 shield corruption. Not even sure if its one commerce, 1 commerce point in a heavily developed city should give more science/money then the police offer seems to give. Plus they seem to cost 2 gold a turn. How much corruption reduction exactly? Not sure.
 
Lord Parkin said:
Turner_727 said:
Civil Engineers add two shields to any non-unit production...
Does that include Wonders?
Yes, it does.
Lord Parkin said:
Turner_727 said:
...and Policemen lower corruption.
By how much exactly?

:)
Can't say, exactly. I've been playing RnR for so long, and it changes the usefullness of the corruption-reduction. For instance, in a city with lots of production enhancing improvements, policemen generally give about five extra shields under Constitutional Monarchy.....
 
TruePurple said:
RnR? Without production enhancers I've never seen a policeman reduce more then one shield of corruption. Though I tend to use republic, not sure if it makes a difference as far as police effectiveness.

The policeman specialist makes 1 corrupted commerce and 1 corrupted shield become uncorrupted. Because the science/money/entertainment and production enhancements apply to every uncorrupted commerce and shield, this means that the difference in science/money/entertainment and production can be greater than 1.

For instance, a city produces 48 base production of which 24 is corrupted. The city has a factory, coal plant and manufacturing plant, so the remaining 24 uncorrupted shields are increased by 150% to 24+1.5*24=60 shields. Now we add a policeman to the city. It decreases the corrupted shield from 24 to 23 and thus increases the base uncorrupted shields to 25. The production enhancing buildings increase this to 25 + 1.5*25=62.5 (=62 rounded down).
The effect on science/money/entertainment is calculated in the same way, with the exception that you need to find out if the extra uncorrupted commerce is distributed towards science, money or entertainment. This of course depends on the slider settings in the Domestic Advisor.

In the mod Rise and Rule, the policeofficer has the same effect, but there exist more buildings that increase production and science/money/entertainment in that mod, so the policeofficer seems to be more effective.

You can change the effectiveness of the policeman with the editor from 1 to 10, with the standard value of course being 1.
 
Thanks, Roland... that makes things a lot clearer. :) So police officers are more effective in large, well improved cities?
TruePurple said:
Isn't there a bug where if you destroy a civ your at war with, you can never make peace and the war weariness never goes away?
Not that I've ever heard of...? :confused:
 
I've been here http://www.civfanatics.com/civ3/strategy/war_weariness.php
But it seems out of date, for example, i've been told to keep my troops out of enemy territory to keep war weariness down. But this article makes that a minor factor in war weariness, where unless everyone is out of everyones territory it has no effect at all.

It also says that you don't get the war weariness reduction benefit of the AI starting a war if a failed spy mission was the cause. I've heard otherwise in other parts of the forum.

Can anyone clear this up for me? Point me to another article on war weariness, maybe one specific to conquest?
 
I'd go by what that article says. Anything else you have been told is most likely the result of years of misinformation. Although i personally would swear i have experienced war happiness from failed spy missions, there no reason to believe my memory is correct.

Troops in enemy territory can add up in a long war. It has long been known to affect WW but unless one read the article, one wouldn't know how much it helps, only that it does. Thanks for pointing out the article.
 
article said:
Subtract 1 wwp if level >= 1, no enemy inside your territory and no units in enemy territory.

Thats the extent of it according to the article. In otherwords, keeping troops out of enemy territory does not prevent war weariness, unless the war is cold. (noone in any one elses territory) And even then, not alot of effect.

Its a important point, all this time trying to move boats out of enemy territories for end of turn or using temp cities so troops spend less time in enemy territory thinking it would help war weariness when it doesn't.

But the article could be wrong too, specifically it could be written for plain civ and it could have been changed in conquest. Does anyone know for sure on these things?/ Know of any other articles?
 
Lord Parkin said:
Thanks, Roland... that makes things a lot clearer. :) So police officers are more effective in large, well improved cities?

More effective? Yes and no, it depends how you look at it. The absolute increase in production/commerce (caused by police officers) is increased by the buildings present in a well improved city and is thus greater in a such a city. But relative to the total amount of production/commerce in a well improved city it is about the same. (1 shield out of 20 or 2.5 out of 50, what is more effective?)
 
TruePurple said:
I've been here http://www.civfanatics.com/civ3/strategy/war_weariness.php
But it seems out of date, for example, i've been told to keep my troops out of enemy territory to keep war weariness down. But this article makes that a minor factor in war weariness, where unless everyone is out of everyones territory it has no effect at all.

It also says that you don't get the war weariness reduction benefit of the AI starting a war if a failed spy mission was the cause. I've heard otherwise in other parts of the forum.

Can anyone clear this up for me? Point me to another article on war weariness, maybe one specific to conquest?

All War Academy articles end with a link to the original discussion that led to the creation of the War Academy article. Often this discussion continues after the War Academy article is created and new discoveries are made. The authors of the article often edit the first page of the discussion with the new discoveries but these new discoveries aren't added to the War Academy article.

In this case the War Academy article has last been edited on 12/8/03, while the first page of the discussion has last been edited on Apr 23, 2004 at 02:25 PM. In the discussion it is mentioned that the war weariness tests were repeated for the latest expansion pack "Conquests" so I guess it isn't out of date.

War Academy articles tend to be correct (backed up by scientific testing) while people on the forums use hearsay and their own memory as the truth (except me of course, I alway speak the truth, you can trust me :p )
 
Keep in mind too that the policemen affect commerce and shields, not just shields like a civil engineer does. Both are useful, you just need to figure out which is going to work best for you.
 
Roland Johansen said:
More effective? Yes and no, it depends how you look at it. The absolute increase in production/commerce (caused by police officers) is increased by the buildings present in a well improved city and is thus greater in a such a city. But relative to the total amount of production/commerce in a well improved city it is about the same. (1 shield out of 20 or 2.5 out of 50, what is more effective?)
But it's 2.5 for every one police officer, rather than 1 for every one police officer. ;) Thus, I would class the police officers in the larger cities as "better". :)
 
This might be an obvious question but can any one tell me how to cancel the Right of Passage once you have established it. I am sick of my opponent crossing my boundary since I have circled an area over two-thirds of the map to control.

BTW, how can you trade certain world maps or peace treaties? Many thanks. :-)
 
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