Hi, a newbie question

NWOG

Chieftain
Joined
May 9, 2005
Messages
46
Hi, this is my first post.

I've started playing this game a few days ago, and I love it. Especially interesting is it when you are already interested in history and politics.

Anyways, I was somewhat dissapointed, because it seem that the game starts somewhere in BC, but ends in 2500 AD. Is there any way to change this? I just feel that it's really cool to play with MI, Tanks, Artillery and all that, and I feel it's a bit.. inconvenient, that the game has a time limit.

So, basically I was wondering if it is possible to remove or delay the time limit. And I also wonder, if it is not possible to change it, if anyone else feel it is a bit inconvenient?


Thanks,
NWOG
 
When you're starting the game, on the player setup screen, select Game Limits then increase the turn limit there.

(Although I'm not sure if this works in vanilla as well as C3C...)

And, welcome to CFC! :wavey:
 
Games start at 4000bc and end on 2050AD. C3C allows you to change the game limits, I think you have to use the editor in prior versions. In any case it can only go for 1000 turns.
 
Two tips for extending your ability to play with tanks, mobile infantry, and the like:

1) When you're setting up the game, turn off al victory conditions except conquest and domination. This will disable victory conditions -- in particular, space race and diplomatic -- that can cut short your ability to fully explore the Modern Era and the Future Tech era.

2) Play on a higher difficulty level and/or with more opponents and trade technologies around. On the higher difficulty levels, AIs research faster, which means that you can let them research Nationalism, for example, while you research Steam Power. On the lower difficulty levels, the AI is so crippled that you more or less have to do all the research yourself. Obviously, the better the AI is at doing research, the sooner you will get to the techs that allow tanks, etc.
 
Thank you :)

I did a new game today, but something wierd happened... I tried to build settlers, but something was wrong. I double clicked on the city, and it said something along the lines that city production has ceased. What does that mean?

I also noticed that I lost a lot of population when I produced a settler. Why is that?


Is it a very great advantage to start of as expansionist? Because expansionist civs have scouts, you can get more information on the terrain and resources, grabbing what is most useful?


Also, another question. If I start of with, let's say, industrious and scientific, does that mean I will have an easier time discovering new things (as in, like for example philosophy and republic?), and build faster (industrious), or am I completely lost?

Another... I started off in a higher difficulty, and immediately I noticed that per turn equal ten years? When I played before, I didn't see this, and I remember paying close attention to the historic time, and it went like
"1989-one turn-1990-one turn-1991"... But at the start now... Ten years per turn.. Then it seemed like it was slowing down, to something like.. I don't know, a few years per turn? What's going on?



I would also like to know what you're favorite government type and civilization is, and why.. If it's not too much to ask for, heh. It would be a lot of help..


Thanks
 
Republic probably.

im too lazy to answer the rest ;)
 
NWOG said:
I did a new game today, but something wierd happened... I tried to build settlers, but something was wrong. I double clicked on the city, and it said something along the lines that city production has ceased. What does that mean?
The city was size 1 or 2. It cannot build a settler until it is at least size 3.

NWOG said:
I also noticed that I lost a lot of population when I produced a settler. Why is that?
Settlers cost 2 population points.

NWOG said:
Is it a very great advantage to start of as expansionist? Because expansionist civs have scouts, you can get more information on the terrain and resources, grabbing what is most useful?
The main advantage with expansionist is that you cannot pop barbs from huts. You should aim to get as many huts as possible.

NWOG said:
Also, another question. If I start of with, let's say, industrious and scientific, does that mean I will have an easier time discovering new things (as in, like for example philosophy and republic?), and build faster (industrious), or am I completely lost?
Industrious = faster workers, extra shield in city tile (size 7+ ???)
Scientific = half price libraries, universities, research labs, +one free tech when you advance to the next tech era.

NWOG said:
Another... I started off in a higher difficulty, and immediately I noticed that per turn equal ten years? When I played before, I didn't see this, and I remember paying close attention to the historic time, and it went like "1989-one turn-1990-one turn-1991"... But at the start now... Ten years per turn.. Then it seemed like it was slowing down, to something like.. I don't know, a few years per turn? What's going on?
From the CFC Info Centre:
4000 BC - 2750 BC 50 years per turn
2750 BC - 1750 BC 40
1750 BC - 750 BC 25
750 BC - 250 AD 20
250 AD - 1250 AD 10
1250 AD - 1750 AD 5
1750 AD - 1950 AD 2
1950 AD - 2050 AD 1
 
The time frames can be set to other values as well, so those times are the default ones.
 
The game "ends" in 2050AD, after 500? or so turns. But you can still keep playing. It just stops recording your score and disables other victory conditions. It's great for when you are just learning and want to explore modern era warfare and nukes.
 
Zakharov said:
The main advantage with expansionist is that you cannot pop barbs from huts. You should aim to get as many huts as possible.

Yep, expansionist is one way to get a leg up on tech - if you're lucky, by popping as many barb huts as you can in the hopes that you'll be rewarded with a free tech If I'm playing an expansionist civ, I build two or three more scouts (depending on map size) and then send 'em out with no other intention than to scoop up free techs. The down side with this trait is that it becomes pretty much useless after the inital expansion phase.
 
Expansionist civs also start with Pottery - so you can get a very early Granary to help with your growth...
 
Another advantage of the Expansionist scouts in the early part of the game is being able to see more of the territory around you earlier. You can sometimes make better choices of where to send your settlers.
 
Shiit...here is my problem but first..I'm not newbie do this great game, or I thought I wasn't....I downloaded last patch 1.29f from official site, and everything works perfect...until of course I didn't try to capture city...damn...I can capture only main city, others are burned...God damn!!!In version 1.07f you could capture any city..and now...God damn!!please help.... :sad: :nuke: :nuke: :nuke: :cry: :confused:


Moderator Action: Warned - language. Please don't swear here.
Please read the forum rules: http://forums.civfanatics.com/showthread.php?t=422889
 
Not rep, attitude. A lot for the target civ and a little for the others.

@namliaM: 1 or less? Hm??
 
furion said:
Shiit...damn...God damn!!!...God damn!!

*krhm* Cussing... *krhm*

You've got the City eliminization on from the game rules.
I almost didn't help you because of your terrible writing...


NamliaN, that's because everytime you capture a city it loses population.
 
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