Frequently Asked Questions

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About Leaders:
Actually, I produced several Leaders using the Military Academy small Wonder, and perhaps that is why I cannot use those Leaders to rush projects.

However, wasn’t it supposed to be the same, creating a Leader through the small Wonder or through a battle? Aren’t they supposed to be the exact same thing?


You produce Armies, not leaders. Leaders isn't armies. You can either produce an army or rush something with the leader.

A new question:
How can I call for a United Nations meeting in order to make a vote?

If I can’t, than how much time do I have to wait for another meeting, after I build it?


You get a call to vote every 11 Years, I believe.
 
Why are colonies so totally useless??

If you create one near a town, when the town/city expands the colony becomes absorbed and the worker is lost.

If you build one far from a town another civ merely has to plunk down a settler and start a new town and you lose the colony.


Solution: if a colony is absorbed into a city you get back your worker. Also, a rival civ's new town should will NOT cause your own colony to vanish - and building a town next to it is an act of war.
 
Colonies should have it's own Borders, and can't flip.

Maybe even have it's own production...
 
if that´s what you want: build a city...:rolleyes:
 
Originally posted by Zouave
Why are colonies so totally useless??

If you create one near a town, when the town/city expands the colony becomes absorbed and the worker is lost.

If you build one far from a town another civ merely has to plunk down a settler and start a new town and you lose the colony.


Solution: if a colony is absorbed into a city you get back your worker. Also, a rival civ's new town should will NOT cause your own colony to vanish - and building a town next to it is an act of war.

And the editor should have an option to make a colony behave just like that?
 
so what´s the discussion about...? :crazyeyes


Originally posted by Killer


that`s his point, isn`t it???
[/QUOTE
 
Originally posted by WUM
so what´s the discussion about...? :crazyeyes


Originally posted by Killer


that`s his point, isn`t it???
[/QUOTE

he says "colonies are useless" meaning that they could be eliminated from the game and there wouldn`t be a difference since you then would have to build a town - which is exactly what you end up doing now.

So colonies are just somehting to look good on the back of the carton the game comes in.....
 
so what´s the discussion about??:confused:

we all agree, don´t we? this is almost as time-consuming as the civ-serie itself :lol:
 
I am sort of new to the game (just played a couple of games so far). Was wondering if anyone can tell me how the game works out the commerce calculations (both in a city and overall for the civ). I mean, my city display windows often show more gold being produced than the number of gold icons i can actually see being produced on the actual city map. Now, I do have marketplaces, banks etc. in the city, but this should only increase the tax revenue, right? And not the actual amount of gold being produced? One more thing - how does the conversion from gold to beakers( i.e. science research) work - the number of beakers being showed in the city display window doesn't seem to equal (or have any identifiable relation to) the 'total commerce multiplied by the percentage science research' you have set! Any clarifications, please?
 
Commerce is multiplied by Marketplaces and Banks, so the commerce you get from the worked tiles is multiplied by the bonuses from Banks and Marketplaces.
 
Thanks a ton grey fox, but, um, are you sure the ENTIRE commerce production gets multiplied by a 50% factor if one puts in a marketplace or bank. Seems to be a glitch in the civilopedia then, because that says very specifically it is only the TAX REVENUE that gets the boost. If the entire commerce gets boosted, then it would help on the science and entertainment front too when one built these improvements, right?

I basically got thinking because of the advice a lot of helpful people (on this forum) had been giving beginners to roll back the science spending when only one turn remains for the next advance to get researched. As they pointed out, often one can roll back the spending by as much as 30 percentage points and the advance still remains only one turn away. Now, it is easy to see why this must be so - presumably the game sets a certain number of gold or beakers (beakers would make more sense) for researching an advance. When you set a rate (which can only be varied in discrete amounts) it gives you the advance as soon as you cross this total number. Hence in the last turn if you are only a couple of gold/beakers away from the advance, you can roll back the percentage a long way and still make the threshold (and in the process avoid a lot of the gold/beakers being wasted, because apparently unused research points don't carry over to the next advance). Now, I suppose one can also do this on every turn, of course (check to see if the advance remains as many turns away if one reduces the science percentage by 10 percentage points, for example) and then check again the next turn and so on. I don't know if this would be mathematically equivalent to doing it only on the last turn (someone make a spreadsheet and try this, please!). But it would also depend on how the gold-beaker conversion works (hence the point for my questions - can't find much of an explanation in the manual or the civilopedia). Where would we newbies be without this forum??:love:
 
Hey there, I'm a pretty new player (2 months give or take) but I've played all the other games in the Civ series except CTP. I've been trying to figure it out for a while but I can't, how do you destroy civs completely, so they dont respawn anywhere else, I can't find the rule to disable it like Civ 2's "Don't restart eliminated Players" any help would be greatly appreciated.
 
The enemy civs respawning is really annoying...

To avoid it, try to have units seeing the entire Island, like wariors on some mountains and hills around. So if almost no tiles are grey or black, the shouldn't restart.

They will only respawn on the same island as they restarted on, and never after 10 AD(I think?).


Sometimes it's a good Strategy to let 'em respawn, and then you wait until they have built another city, and you demand that city for peace. Then you try and build some offencive units in that city an take their last city once again.
 
Originally posted by Grey Fox
The enemy civs respawning is really annoying...

To avoid it, try to have units seeing the entire Island, like wariors on some mountains and hills around. So if almost no tiles are grey or black, the shouldn't restart.

They will only respawn on the same island as they restarted on, and never after 10 AD(I think?).
Recently had one respawn in 1200's AD. It was very annoying. They respawned to an island on the other side of the world that had just been discovered. I think the only criteria is to have territory in the fog of war.

On second thought, this could have been a "settler on a boat" and not a respawn. I'll see if I have a save from the appropriate time and take a look with Gramphos' tool.
 
..... cause Communism is sucks in Civ3 ...
i started war in Democracy ///
hm.... and .... after destroing all cities of enemy civilization ...
i still can not get a peace treaty! :crazyeyes
is there hidden ways to make peace treaty??
..... Help! i cannot wait.. my impery is down.....
 
"..... Help! i cannot wait.. my impery is down....."

What a chilling final transmission!
:lol:
 
AH OK, another ultimate newbie question:
Small wonders... can two same small wonders exist in the game e.g.: tow forbidden palace, one built by myself and the other by another civ?

ty ty :D
 
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