Civ 3 Quiz

Oh, sure - the injured conscript barb generates a leader as a result of his win (tenacious little bastard, isn't he?). And this while not being a military civ and not having heroic epic. Quite the feat.


btw, not sure if it really matters at this point of ridiculous impossibility, but I think we forgot to make the defender an army of (four) (elite) mech infantry instead of just a single one.
 
Oh, sure - the injured conscript barb generates a leader as a result of his win (tenacious little bastard, isn't he?). And this while not being a military civ and not having heroic epic. Quite the feat.

Yeah, that is what I was thinking about. Before someone remineded me that this is Vanilla only, I had a javalin thrower generating a worker and a leader, but that is C3C only. So well done Sparta.

No. Besides that, it doesn't really matter if a leader was generated, as it is irrelevant to the question.

I sort of meant by "combat result" to include all possible results of the combat, but hey <shrugs>.

[edit]
I do not think barbs can generate a leader.
 
I can't believe I said a barb was generating a leader; that was pretty dumb :blush: . Not to mention his 'civ' not having heroic epic or being militaristic :rolleyes: . So actually, I believe Arathorn was totally correct before (sorry) - getting the chieftan barb bonus every round would far outweigh the 1/16 leader chance.

And btw, I'm sorry mormegil - I hadn't had much time to browse the earlier posts, and somehow missed yours (and Arathorn's mention too?!?). I was probably too busy at work to have reasonably jumped into the whole debate. Sorry for the debacle all.

Anyway, since that was pretty sketchy (and this already happened) and I'm short on ideas, here's an easy one:

Which unique units require no resources to build?
 
:eek: You posted that 10 seconds after me... If we're right, you can ask the next question. I can't think of one.
 
On the first turn (assuming no goody huts), which civs have the most build options (units, improvements, and wonders)?
 
So, What is the two best starting tech?
It's Bronze Working (Spearman and Colossus) and Masonry (Pyramids, Palace, Walls).
Scientific and Industrious: so Persia...

EDIT: Add America with Masony (Pyramids, Palace, Walls), Pottery (Granary) and scout. I dont know if I am right about the Palace, well you cant build it in your capital, and in the first turn, you have only that city...
 
Vizurok said:
So, What is the two best starting tech?
It's Bronze Working (Spearman and Colossus) and Masonry (Pyramids, Palace, Walls).
Scientific and Industrious: so Persia...

EDIT: Add America with Masony (Pyramids, Palace, Walls), Pottery (Granary) and scout. I dont know if I am right about the Palace, well you cant build it in your capital, and in the first turn, you have only that city...

Correct :goodjob:

Basic builds for every civ (Warrior, Settler, Worker, Wealth, Barracks)
America has 9 builds. (Add: Pyramids, Walls, Granary, Scout)
Persia and Russia also with 9 but depends on if starting near a coast for The Colossus.
 
There are my questions:

What is the best upgrade counting gold cost and stat increase?
For example: warrior 1.1.1 10s --> swordsman 3.2.1 30s is 60g for 3 increase, its 20 and 1, so the ratio is 20.

But you must answer this question, too:
The Wonder Knights Templar produces a Templar unit in how many turns?
 
Vizurok said:
There are my questions:

What is the best upgrade counting gold cost and stat increase?
For example: warrior 1.1.1 10s --> swordsman 3.2.1 30s is 60g for 3 increase, its 20 and 1, so the ratio is 20.

But you must answer this question, too:
The Wonder Knights Templar produces a Templar unit in how many turns?
Upgrading a Warrior to a swordsman should cost you 40 Gold.
 
Let's try a KNIGHT to CAVALRY
20 Gold only to go from 4.3.2 to 6.3.3. (+3 for 20 gold) Ratio is 6.67

Found another one
TANK to MODERN ARMOR
40 gold to go from 16.8.2 to 24.16.3 (+17 for 40 gold) Ratio 2.35
 
Vizurok said:
But you must answer this question, too:
The Wonder Knights Templar produces a Templar unit in how many turns?

There are no Knights Templar or Templar units in vanilla CivIII.
 
Good question, Vizurok. I think tank->MA would trump knight to cav: 16.8.2->24.16.3 = 8+8+1= 17 increases for a 20 shield upgrade (= 40 gold in civ3 vanilla, right?). So we're paying 40/17 = 2.35 gold per point. I think that would be the best option. And Knights Templar produces a unit every five turns I believe, but I'm not sure that was in vanilla civ3.


JMK - I didn't catch your edit until after I had been fact-checking my stats - sorry about that. It's all yours; well done.
 
Arathorn said:
How about 17 points for 10 gold? That's gotta be even better.

Arathorn

Huh?

Not sure what you could be referring to, Arathorn.

For that matter I'm not even aware of any upgrade that only has a 5 shield difference?

But I've certainly been wrong before....
 
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