help for civ3 newbie on island

They have a zone of control effect on the water tiles. This means they hit hostile units that pass them. They do not hit units that move directly at them or directly away, only units that pass them. And only within a 1 tile radius.
The AI is programmed to avoid this if possible, and that needs to be only a small zigzag, so the AI will only pass them if they are forced due to other ships placement and land formation.
But how often does it happen that the AI really, really, need to pass a city with a fortress?
 
jtdog one of my very first games on cheiftain level I had this same exact game. I wiped out Cleo to the tune of about twelve cities worth, plus two of my own I had to recapture when she snuck me. Later on I did manage to build the Great Lighthouse and explore the world (on Ocean squares-this early version of Civ3 had many flaws) but I made no friends because I didn't know about embassies or much of anything else. I decided I didn't need any friends. ....

Sometimes war mongering is the way to go but in this situation you should be diplomatic.

Great feedback. I don't want to quit, its all learning and its just a game, but I had my first "wt* I hate this game" moment last night. I finally made a beachhead in Aztec land and had gained one of there size 6 cities, I had the galleon, caravel convoys going with new units and was feeling pretty good THEN I had civil disorder in all my cities (shutting down my production) , followed one turn later by my fort city flipping to the Aztecs. I think they call this a culture flip. What amazed me was that I settled the city and had a Leader in the city, one turn from barracks, and worst of all had just drop off 7 units. I assume all my cannons, knights, legions and musketmen in that city are now Aztec units. This represented half my invading army.
Question

1. I don't really know what I'm doing when their is civil disorder. I just increase my entertainment spend to 20% and wait. any better methods?

2. Did the fact I had been waging a war for umpteen turns cause the civil disorder or is it chance?

3. Culture Flipping - I assumed it could happen in a captured town, but this was my settler and we were starting to win to the point where the CIVs where asking for peace treaties and I was getting greedy. What can I look for to know when I'm vulnerable to a culture flip?

4. Because of the flipped city, and my perception of its military strength, I'm ready to quit the invasion. Should I be able to get a good peace treaty out of giving the Aztecs back their city or does the AI know I'm stuck and I should be happy with anything they offer?

5. Any chance or method to make my fort city flip back to me?
 
1. I don't really know what I'm doing when their is civil disorder. I just increase my entertainment spend to 20% and wait. any better methods?

The system is very simple: In a city, when there are more unhappy people than happy people, it will be in disorder the next turn.

So if a size 12 city has
6 happy and 6 unhappy people, it will be fine.
If it has 4 happy 4 content and 4 unhappy, it will be fine.
If it has 4 happy, 3 content and 5 unhappy, you'll get disorder.
If it has 5 happy and 7 unhappy, you'll get disorder.
If a size 11 city has 5 unhappy and 6 unhappy, you'll get disorder.

Specialist always count as content.

By keeping watch over the amount of happy and unhappy pop in each city, you should be able to almost always prevent any disorder from happening.

Beyond a certain number of pop (4 in chief, 2 in regent, 1 in empire and beyond) all pop will be born unhappy, you'll have to counter this either by making content pop happy or unhappy pop content.

In addition, there are things that cause additional unhappiness. Pop-rushing, drafting, and WW. Also, if you are at war, pop from your enemy nationality will be unhappy. (never join barb slaves you capture with the Maya, you are always at war with the barbarian) This must be treated as if the city had extra population.

The LUX slider turns commerce into happiness. Its effectiveness depends on how much commerce a city makes. So this won't work very well for highly corrupt cities. It will also work better in repulic/demo than in other governments. In individual cities it may help to use specialist. Just by turning a citizen int oa specialist you already make one unhappy pop content, this could be any specialist. The entertainer will also generate a happy face on top of that.


2. Did the fact I had been waging a war for umpteen turns cause the civil disorder or is it chance?

Unhappiness caused by war weariness is only in effect in some government forms. (mild in republic and feudalism and very badly in democrazy) In other government types it is build up in the background, but not in effect.

TO answer the question directly: just being at war does not cause WW!
WW points are given for things such as #your units being attacked, #attacking and losing the battle, #losing a city to a conquering enemy. Different amounts of WW points are given for each of these events. Do a search for more info on what causes WW.
In short: if you are good at war, you should be able to war a lot in republic, and even in democrazy, without noticing much of it. But if you lose a lot of units and even a couple of cities, your pop will become very unhappy, very quickly.

If you know you are going to be in a war that will involve countless losses for a long period of time (example, you are planning an always war variant game) then you might want to plan for monarchy instead of republic.

3. Culture Flipping - I assumed it could happen in a captured town, but this was my settler and we were starting to win to the point where the CIVs where asking for peace treaties and I was getting greedy. What can I look for to know when I'm vulnerable to a culture flip?

Culture flips only happen if the city has tiles in its radius (the 2 tile city radius, not the culture radius) that do not belong to its culture. And if you have citizens in a city that are not of its current owner nationality.
If you don't join slaves in your cities and don't place cities so close to AI cities that its 2 tile radius overlaps with the AI city, your own cities will be 100% save.
For the cities that are not 100% save, the chance is based on:
How many Foreign citizens are in the city.
how many tiles within the 2 tile radius are covered by a Foreign culture.
Your civ-wide culture VS the AI civ-wide culture.
How many military units are in the city. (units without a def value don't count)
Resistors in captured towns and civil disorder will also influence the chances in your disadvantage.

Its possible to reduce the flip chances to 0% with enough units, but this can be impractical as it sometimes requires hundreds of units.

4. Because of the flipped city, and my perception of its military strength, I'm ready to quit the invasion. Should I be able to get a good peace treaty out of giving the Aztecs back their city or does the AI know I'm stuck and I should be happy with anything they offer?

The AI willingness to give something to you in a peace treaty, or demands something for it, depends on how badly it is hurt vs how badly you are hurt. (the amounts of lost cities and lost units)
The AI is unable to see your strategic position though, its not intelligent enough for that.

You can not trade cities, you can either give them or demand them, but if you ask for cities while giving something other than only peace it will be an impossible deal. Also, if you give cities, you can't ask for anything other than only peace.
This restriction was made to prevent an exploit, in some early patch versions, its possible to trade cities.

--> If you want to ged rid of the "back-flipping" of captured cities for sure, then just conquer or destroy the previous owner completely. If the other civ no longer exists, then its cities can't flip back.
This is the method I usually use!

5. Any chance or method to make my fort city flip back to me?

Increase civ wide culture and pressure them by building cities real close to their borders. But I don't advise that, its much easier to just take them by force.
 
Culture flips only happen if the city has tiles in its radius (the 2 tile city radius, not the culture radius) that do not belong to its culture. And if you have citizens in a city that are not of its current owner nationality.
If you don't join slaves in your cities and don't place cities so close to AI cities that its 2 tile radius overlaps with the AI city, your own cities will be 100% save.
For the cities that are not 100% save, the chance is based on:
How many Foreign citizens are in the city.
how many tiles within the 2 tile radius are covered by a Foreign culture.
Your civ-wide culture VS the AI civ-wide culture.
How many military units are in the city. (units without a def value don't count)
Resistors in captured towns and civil disorder will also influence the chances in your disadvantage.

Its possible to reduce the flip chances to 0% with enough units, but this can be impractical as it sometimes requires hundreds of units.

MAS - good stuff. So here is my confusion. my fort city would be within two tiles of 2 Aztec cities (=bad), the Aztecs had more culture (=bad) HOWEVER I built it with my own settlers (=good) and had at least 10 units (& a Great Leader) in it (=good) - so I don't know how I would have gotten foreign citizens or slaves. it was population 1 still after 18 turns. Could the settlers have been of a foreign CIV? I built over a mined piece of grassland hill, could there have been some foreign unit I couldn't have seen? Is it possible to flip without foreigners inside the city?
 
It is possible for cities populated entirely by your own citizens to flip. Foreign citizens increase the likelihood of a flip, though. There could not have been any foreign unit in the tile where you built the city. Only units of the same civ can occupy the same tile.

Edit: The only way that I know of that your settler could have been a different nationality (& I've never done this myself, so I'm not entirely sure), is if you built a settler out of a captured city.
 
Being within two tiles of a foreign city is technically not bad, as long as you can control all the tiles in your city radius. However if the AI cities have lots of culture, this is probably not possible.

What I always do with distant isolated cities on an other land mass that I don't intend to conquer any further: I rush build a lot of culture in them.
Normally I consider culture not very useful, but in such specific cases, it helps. By reducing the amount of tiles in the city radius under AI control, I'll also reduce the amount of units I need to keep the pop under control. For this purpose, I usually leave my city at pop1 and turn that one into a specialist.

That said, most of the time I try to conquer entire landmasses or islands. I'll have less to worry about that way.

This advice won't get you your lost cities back though. If you want that, I still say you should just conquer them.
 
I would also add this: when a city of yours flips, the units inside are just gone. The country it flips to gets 1 free regular (vet if town has a barracks) unit, best defensive unit available with whatever resources that are hooked up (spear/pike/musket/rifle/infantry/mech infantry) plus anything they can rush or draft. Your units within are not captured, they just vanish. So at least you won't have to fight your own troops to get it back. Culture flips are about the most hated aspect of this game, it pretty much makes everyone :mad:.
 
aabraxan, mas, others,
Thanks - I did eventually figure out what you had posted on what military remains in the flipped city and it was just one unit (a musketman in this case, of which I had lost two). Which took away some of my fear that the Aztecs had acquired 9 of my units. In your other responses several have used the phrase "rush". I've only twice looked at hurrying production and my advisor says you'll lose 2 workers/population (or 1 in the other case). Is that a rush? Is there a rush where you pay gold? Also I have a great leader but I can't seem to get him to help with production (my advisor still says I'll lose the population). Is there a certain way to click on the Great Leader to get him to bu useful? Does the he have to be in a city to build an army?
 
If your government is despotism, feudalism, communism, or fascism, then you'll lose population to rush-build something, this is also called pop-rushing or whipping. Its 1 pop for every 20 shields. (21 shields cost 2 pop, 1 for the first 20 and one for that last shield) but if you haven't collected any shields yet, the cost is doubled.
I would think twice about using this, it generates unhappiness that s difficult to get rid of.

If your government is republic, monarchy, or democrazy, you can rush things by spending gold that you've collected in your treasury. Its 4 gold per shield, and double if the shields bin is empty.

In both cases you can do this by clicking on a little square button in the city-screen, next to the build project, above the food bin.

Disbanding a unit you no longer want while its on a city-center tile will add 1/4th of its shield cost to the shield bin.
Cutting a forest near a city (not jungle) will add 10 shields to the shield bin, but this can be done only once per tile.

To rush with a leader: move the leader unit inside the city where you want to rush something, then a special action button will appear on the main screen, if the leader is selected. This option belongs to the unit, and not to the city.
In the "conquest" expansion, there are 2 types of leaders, and military leaders can't rush great wonders. But they can still rush all other structures. In other versions of Civ3 a leader can rush any structure, including wonders.

Wonders can not be rushed (except by leaders) and if you rush soemthinf, you can't switch to a wonder before getting rid of what are sometimes called "tainted" shields.

Use rushing very selectively.
 
In a new game, but it is an "island" question.. so here it goes..
My Roman empire shares the continent with the Greeks/Eqyptians and all seem to be at the Galley phase(so pretty early to identify resources). Near a peninsula that concidently is a convergence of a city from each of the 3 CIVs (greeks in the middle and closest) There happens to be a small island that is 3 coastal tiles from the larger land mass. It is appx 16 tiles by 12 tiles, not settled by any CIV, game and fish and all grassland. In real life this seems pretty cool, but in Civ3 is this just a trap - some money pit that will take too many resources to grow and protect? Anyone have some recommendations?
 
Colonize it,if its near your capital. If it has resources,its pretty useful. Take it though,as a war outpost maybe,and don't sell maps to any other civ unless its completely colonized,civs are cheats and will steal any territory they can.
 
A city cost no upkeep, and even if it is at its maximum corruption level, it will still generate at least 1 commerce and one shield. Let it build wealth and its and extra gpt.
Turn the place into a specialist farm and you'll gain even more (specialist output is never corrupted)

Every new city gains something.

It will only become a money pit if you construct useless city improvements in those cities.

The question is: will you be able to completely claim the island before the AI does?
Sharing a landmass/island (other than where your core empire is) with other civ becomes a defensive headache.

But if you can claim it quickly enough, sure, go ahead and do so!
 
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