C3C Frequently Asked Questions

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I play C3C v1.22

When a city grows, I want that the new citizen works the tile with more shields than the one with more food (forest instead of grassland). I read somewhere in the forum that I have to turn on the governor and mark the option to increase production (don´t recall exactly the name). I did that, but still the new citizen works the grassland :sad:.

I read also (IIRC in the COTM 17 pregame thread) that when the excess food is 3 or more the new citizen works forest instead of grassland, and yes (IIRC), in my game it works forest instead of grassland.

So, How I can put the new citizen to work shield's tile? Or I need the 3 excess food for that?
 
You need excess food when growing to a new size so that when you work a forest, you still have >= 2 food per turn in the city. If you only had 2 food per turn before growing, working a forest would put you at 1 fpt, instead of the 2. So unless you have more than 2 food a turn when growing, you can't change it.
 
What is the best option when you only have 1 food and the city will grow. Should you cut down forest and irrigate, build a worker or just let things stay as they are. That is considering that the city is close to as large as it can get anyway.
 
Luthor_Saxburg said:
When you use a unit with "hidden nationality" to attack an AI ally, you won't get any rep hit, will you?

watorrey said:
You'll get an attitude hit because the AI knows it's you.

With an invisible unit, does the AI know its you? Or an invisible along with hidden nationality?

If so, is there a way to attack them without revealing your actions?
 
Yes, there is a difference between attitude and reputation. You might suffer an attitude hit, but you won't suffer a rep hit.

Keep in mind, they may be furious with you (attitude), but they'll deal GPT with you, which means your rep is still intact.

Likewise, you can have a bad rep (no GPT), but they can be Polite towards you.
 
@Ginger Ale,
Thanks for your reply, but now I believe is more complicate. I checked in my COTM (sorry, no screenshoot), with 3 surplus before grow, between grassland and forest the new citizen works forest, so after grow the city has 2 excess food. But with 3 surplus, now with a free irrigated wine grassland (3 food under despotism), the new citizen worked the irr wine grass, and after grow the city has 4 excess food.

Also I tested a few things. Working the irr wine grass (4 surplus) the new tile worked is forest instead of grass (after grow 3 surplus instead of 4). It seems like the city choose work 3 foods and no shields instead of 1 f and 2 s, and work 1 f and 2 s instead of 2 f and 1 s. Of course I don't know if this is valid for every class of tiles, or the wine grass is different, or...

Ok, now I know one thing more...or less:rolleyes:
 
scloopy said:
What is the best option when you only have 1 food and the city will grow. Should you cut down forest and irrigate, build a worker or just let things stay as they are. That is considering that the city is close to as large as it can get anyway.
It really depends on the situation... therefore, a screenshot or something would really be of help here. I can't really give you any "general" advice as it is, because the advice varies depending on the situation. (For instance... if the city is a very large metropolis, spending the [very long] time to get that extra citizen [which would be a specialist] would probably be worthless, and a silly move to make. On the other hand, if the city is size 5 without an aqueduct [so size 6 is the "max"], then getting that extra citizen will most likely be very worth it. ;) )
 
Lord Parkin said:
It really depends on the situation... therefore, a screenshot or something would really be of help here. I can't really give you any "general" advice as it is, because the advice varies depending on the situation. (For instance... if the city is a very large metropolis, spending the [very long] time to get that extra citizen [which would be a specialist] would probably be worthless, and a silly move to make. On the other hand, if the city is size 5 without an aqueduct [so size 6 is the "max"], then getting that extra citizen will most likely be very worth it. ;) )

Going back over the cities I have that would be in a shortage situation if a new citizen comes about, I see what you mean. Totally depends on the situation. Thanks
 
FacuK said:
@Ginger Ale,
Thanks for your reply, but now I believe is more complicate. I checked in my COTM (sorry, no screenshoot), with 3 surplus before grow, between grassland and forest the new citizen works forest, so after grow the city has 2 excess food. But with 3 surplus, now with a free irrigated wine grassland (3 food under despotism), the new citizen worked the irr wine grass, and after grow the city has 4 excess food.

Also I tested a few things. Working the irr wine grass (4 surplus) the new tile worked is forest instead of grass (after grow 3 surplus instead of 4). It seems like the city choose work 3 foods and no shields instead of 1 f and 2 s, and work 1 f and 2 s instead of 2 f and 1 s. Of course I don't know if this is valid for every class of tiles, or the wine grass is different, or...

Ok, now I know one thing more...or less:rolleyes:

Are you sure you have the "Favor Production" (or something like that) option selected in the Governor for that city? Right click on your city's graphic on the map screen, select Governor, and make sure it is selected. Then try again - I'm pretty sure it won't work the wine, unless there is no tile with at least 1 production ... it may work the wines because it has lots of food + commerce. The governor is weird. ;)
 
Ginger_Ale said:
Are you sure you have the "Favor Production" (or something like that) option selected in the Governor for that city?

Yes, I'm sure. I checked again. "Emphasize production" yes, all the rest no. And again, it works the irr wine grass.

Ginger_Ale said:
it may work the wines because it has lots of food + commerce.

Yes, maybe, the irr wine grass is working with or without road (3 f, 0 s, 1 c), instead of river forest (1 f, 2 s, 1 c)

Never use the editor, so I post the save, is the present COTM, 3700 bc, settle in place and irrigated the wine grass (hope the GOTM staff allowed that, I think no spoiler info, except the 25 tiles around the city. If not, I will remove this).

Moderator Action: I removed the save - prefer it not to be put here, and I think your question can be answered without it. :)
 
To Facuk: I don't know what you exactly expect of 'emphasize production' but it will not emphasize production onto the point where your city stops growing or grows very slowly. I've never tested it exactly, but I believe the governor wants a certain minimum level of population growth. Probably that minimum level is 3 food per turn and it chooses tiles accordingly (so with wine grass it is above this lower limit and with river forest it is below this lower limit). This is not the only criterion because very high yield tiles (food + production + commerce) are also favoured above low yield tiles (but the yield is the same in both tiles mentioned by you).

I also use the emphasize production setting because the city uses the production after growth during the turn that the city grows, but I also adjust the tiles used by a city after growth. Civassist 2 is a nice program that can alert you to the fact that a city has grown. You can find it here: http://forums.civfanatics.com/showthread.php?t=118540
It is spoiler free and may be used for the Game of the Month competition.
 
Sry to interrupt your previous discussion but I have a quick question (only if a quick answer is possible). I was building settlers with my capital. At first when I switched from the Pyramids to settlers, building one settler only takes 3 turns. But after I have produced two of them, the turns it takes has risen to 5. I don't know how did this happen so if anyone willling to help, I appreciate all your effort.

I am so confused with the production of the squares... sometimes they produce extra shields, foods, and golds, and sometimes they produce less...
 
There are 2 possibilities i see right away. 1) You were in a golden age and it ended, thus production decreased. 2) City size decreased due to building settlers (-2 population points per settler) thus you had less citizens working tiles.
 
watorrey said:
There are 2 possibilities i see right away. 1) You were in a golden age and it ended, thus production decreased. 2) City size decreased due to building settlers (-2 population points per settler) thus you had less citizens working tiles.

So your city population decreases when you are building settlers. No wonder why I can never build a settler right after establishing a city since the game always tells me that the city cannot finish settler without higher population. Thanks a lot for giving me that advice =]
 
Hi all, wonder if anyone can clear this up for me.. I just got conquests installed. I played one of the introduction conquests which was very fun with the new techs, city improvements, etc. Then I started a standard new game but I still have the old Civ3 tech tree, standard improvements. Is there any way I can play a normal game with the new techs, improvements, etc? Im a little confused..

Thanks very much for any response.

Yaffle.
 
It depends on what you mean by the new tech tree. Some Conquest are mods that have their own tech trees and it is not part of the normal game.

If you mean the tech tree that goes with C3C, then be sure you use the correct executable.
 
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