Double Your Pleasure

Another idea for a very useful and worthwhile unit:

Scout ship... a very fast, very weak ship with a big radar range (if possible). Better yet if it can be a bit like the protoss detectors in SC and invisible (I saw the option in the editor). The idea is that you should be able to build up your scout ship network and after that you don't need to wander your ships around so much to follow enemy ship movements.

Another good possibility would be a sonar buoy, that you can load onto other ships, that has no defense or attack or movement, but a large range of vision.

All these should be available reasonably early (once radar is discovered) as they are immensely useful...

Here's a better idea even... buoys are invisible but don't detect invisible, and don't move and have large range of normal vision. They have no defense and can be captured by offensive units, just like canoes can.
Scout ships are highly mobile (like 10 mov or something) and able to detect invisible units like the sonar buoys. They have no attack, though, and only 1 defense (basically they should not be able to capture buoys, only to locate them).

Any thoughts anyone?

Daniel
 
Here's another question.
From Despotism I went to democracy. I was building barracks under the new Democracy in Bangalore which would be completed in the next 40 turns. Under Despotism they were ready in 13 turns. The only advantage democracy had over despotism was the fact my income increased from +7 per turn to +27 per turn. Reading the civlopedia it said democracy increased production, despotism had a worser effect.

Also I asked a question about the shamans Vs missionaries on the bottom of the last page...dont forget about it now its not visible on this page :)
 
Ganja:

Morbius already answered your question, but I guess you didn't notice :)

The AI didn't expand properly with a 2-pop requirement for the first Settler-type unit, so we decided to help it a bit by making an early "cheap" unit which is only available for a limited time - for the human player, this is of course an advantage which you have to make the best of as it will go away once you discover Dynasticism.

About Democracy, the Civilopedia is outdated, as that record was written before we introduced the Chiefdom government, which kind of took the place of Despotism. Now Democracy and Despotism have the same worker rates, but Democracy has lower corruption and a trade bonus. It also uses Paid Labor rather than Forced Labor for rushing improvements. Note that we are talking about ancient democracy here, not the modern one.
 
Ok first Isak Thanks for the link is downloading as we speak

second on the view of scout ships.

i have made two better siling ships int he form of civ units
phoenicians get a galley that can travel seas

and portuguese get a ship like magellans caravals basicaly a fast moving caraval that can go anywhere. but doesnt carry alot.

now ran into a small problem with the abyssinians its not lack of info... its too much info

so it hought i would ask you guys what i should include.

first and fremost the leader.

i thought at first queen yodit which was important in form f forming the mroe modern abyssian nation

then there was king Ezana which was the msot important ruler as to due with size

now abyssinia has three names ancient was aksum middle to modern was abbysinia present is ethiopia

now Aksum was the msot powerful controaling ethiopia somalia djibiti and parts of yeman across the red sea. i would make them religious and commercial.

religious as to being the constent importaence of the bible and christianity int heir culture *kings of abbysinian beclared themself dirrect decendents of the queen of sheba*

and commercial because the controal all traffic throught he red sea to india for a long time

now though my questions are.

what ruler? queen yodit or king ezana
and what name. aksum abbysinian or ethiopian

and what captial? ancient ok aksum? middle ages had many or modern of addis ababa

and cities? i am thinking of listing them oldest to modern. but should i jsut ist modern? or lsit the ancient as well.

and also when to start the coutry? most powerful in ancient times but also important in middle ages.

well your thoughts on this would be helpful since this is for you *LOL*

will wait for imput before i implement it
 
Moribus & Isak - thanks for clearing that up, I have sometime on my hands as of now :) so I'll keep playing the mod. I wasnt sure what Moribus had meant with his two line reply, I didnt know it was as an answer to my question, apologies.
 
I've been playing through a nice .84 game as the Egyptians and have reached around 1750 A.D. I will post some notes I've taken along the way regarding game play, but this one got me to chuckle a bit. (Now maybe this is related to the Theocracy bug, but I haven't been following the thread here closely.)

A few turns ago I get the message "The rampaging Germans have destroyed the Germans," or something like that. Maybe it was the late hour, but I had this wonderful vision...

"Herr General Rommel, you must proceed to attack the Babylonians."

"Ja, Herr Bismark, Vee shall take no prisoners."

"First infantry line, five paces forward."
"Second infantry line, two paces forward/"
"First infantry line, about face."
"Fire!"

Anyway, I'm not sure if this type of thing has been reported yet. Maybe it was only funny if you were there.
 
LOL, s2m04

Yes, I've seen that happen also. I think it's because the AI decides that it's most efficient option is to disband it's only city while building a worker unit :rolleyes:
Thus, it ends up destroying itself. Unhappiness is a possible cause too, caused by hurrying a build, as the center tile only produces 2 food in chiefdom.

In the next version you won't be able to hurry builds in chiefdom.
 
No, the real funny thing about this was that Germany was in the number 3 slot in a 14 civ game at around 1700 when the AI decided that implosion was necessary.

When I have a chance, I will go back to the save games and see what was going on in the Germany cities. I probably will find an excessive construction of Beer Halls and the small wonder of Sauerkraut.
 
s2m04, please send that save game to Isak. He'd love to examine it and we need every bit of help in figuring out how to placate the AI.
 
Thus, it ends up destroying itself. Unhappiness is a possible cause too, caused by hurrying a build, as the center tile only produces 2 food in chiefdom.

This is also a problem trying to KEEP a city that you captured. The 1 citizen is unhappy so he becomes an entertainer. Next turn, he starves to death and the city vanishes into thin air! :rolleyes:

Have you guys had any second thoughts on the colors to choose for each civ? I'm playing the 180X180 map and Greece, Rome, and Germany are really difficult to differentiate. They all start real close together and the sky blue, light grey, dark grey all are pretty close in color I can't tell where any borders start/end unless I take a real close look.
 
ok found out something....

ai has no idea what the do with sea going special units.

in last long game the phoenicians. had many port towns.

yet they ahd produced none of their special galleys

i went to trade area since i ahd extra timber but timber trade didnt come up.

so im sure they had timber.

they were crushed at the end of a land i think sending sea units would have helped. maybe it was jsut this time willt ry and see what else happens. but its jsut weird they wouldnt send ships to sea when they needed more land
 
Chaotic Wanderer... that's actually something I've noticed with sea units in general... and I'm not really sure it's linked to DyP, either... someone do a normal game on archipelago to check maybe?

It's been a while since I've seen the AI build any number of naval units at all... Occasionally I see a trireme or a canoe or something stupid and backwards like that. Yet I distinctly remember games, a long time ago (on a different patch, without DyP) where I was actually impressed and annoyed with the fact that the AI had a big lead on the sea, and kept on bombing my shores with 20+ ships that took ages and made lots of annoying noise (and were woefully ineffective at destroying my improvements, too). So what happened to all those navies???

About the Abyssinians:

I reckon you keep them called "Abyssinians", because that is the name everyone will remember and it is more of a "tribe" than the "Ethiopians". No one's heard of Aksum, so you should make that their capital city - spread some culture around :-) Start with the most ancient city names you find, then progressively, as you move through the list, go towards more recent city names - but don't repeat a city (eg if you have Aksum don't have Adis Abeba).

Good luck with it all, keep up the good work, I want some new civs to kill >:-)

Daniel
 
ChaoticWanderer, the AI in Civ3 is not very good at using sea units :(

You might try using the editor to tick the "Naval unit" box in the build preference list for the Phoenicians (on the Civilizations page IIRC). Who knows, it might just help a little.
 
im only playing with one conected land mass, cause civs that are on other continents are irrelevant. they are too dumb to come over and attack me.
but i remeber that it had once worked (i think it was the standard civ3).
they did come over and they were landing several units per turn (i was at war with about 5 civs on another continent).
civ3 is somehow capable of using naval units. warships and transports, i think.
but i cant offer a solution, no idea how. sorry.

edit:

as an afterthought, i think i can even remember big naval battles with civ3. im not entirely sure, but like 95% that it was civ3.
dozens of ships on my side, and even more on the AIs side ...
destroyers, battleships etc.
 
Just wondering, dos the DYP mod make it so your invisible units are actually invisible. Becuase I had a few units that I mad invisible and I would run around cuasing havic everywhere,and only everyonce and a while they would get attacked.


It could just be that they were to conserend ith the 2 nations I got to go to war with them on there continent.I just dropped off a few of my new spec ops I built. I made Spe Ops for every single nation as a UU. Well 8 nations.
 
Morbius: I remember struggling to get my navy going too... I was building destroyers but the AI had so many ships (of an earlier, wooden hull type, but still strong enough) that I couldn't leave my destroyer out of my town or it would get wiped out (even if it took a couple of AI ships with it). Was a tough job to get rid of those AI ships...

Haven't seen that for a while, though.

Daniel
 
Ok i have finished 5 civs for the game i have the art files the diplomacy file fix. and the civ link zipped but its too big to post here *SIGH* anyone have any ideas?

not sure it works perfectly yet but this is for this games leaders testers mostly. i may have to e-mail to whoever through yahoo i think it will let me on that file size not sure though.

well i can try if someone would send me their e-mail adress to whoever gets this

likes the abbyssinian special unit just wish i had a better graphic for it *SIGH*

and it is a true unit of theirs found it in a large article it was intresting ok my brain is dry so ill be back later.
 
I think that the problem may be that the Age of Sail navies all require, IIRC, 3 resources to build, and the AI doesn't know to collect those resources. I am betting that is what is causing the problem.

We shall see.
 
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