Hi, new to civ III with questions

This has always annoyed me, especially since it is not documented and it took me a long time to stumble on it. F9 and F12 do nothing. Isn't that a better way?
 
culture flipping drives me insane. especially in war and especially when it eats a big piece of my army. what kind of sense does that make anyway? we're in frigging war and entire armies just decide on a whim to change sides because the citizens are enomored with THEIR OWN DAMN CULTURE. gay.
 
I always envisioned it has the towns people rose up and killed them. Anyway it does not have to make sense, it is just a convention.
 
vmxa said:
I always envisioned it has the towns people rose up and killed them. Anyway it does not have to make sense, it is just a convention.

well one would like it to make more sense than less. but ur right it being a computer game it could be written with any rules imaginable by people.
 
so I eventually won, killing my own units is kinda annoying but whatever. my next game I started though I got a small island. is it practical to continue? I'm only gna get like 5 cities w/in 4-7 spaces of my capital and everything else will have to be on some other island and I was thinking wow how will I ever build anything consequential? if I could luck into a great leader I could rush the FP and that would give me hope but whats the chance of getting a great leader? I'm gna be genuinely behind when I find other ppl and who's to say my island even has iron?
 
Well if you can disband your capital and jump it to the other landmass as soon as you conquer enough land there. If other landmasses are not reachable before navigation then its a bigger challenge. Squeese as many cities as you can, build harbours and work as many coastal tiles as you can. Squeese every beaker and get Navigation ASAP. Then do the same as in the first case.

The chanve of getting a leader in an elite win is 1/16 and 1/8 if you are militaristic. If you build the Heroic Epic it becomes 1/12 and 1/6. If the victory is defensive each of those numbers is halved.
 
Obormot said:
Well if you can disband your capital and jump it to the other landmass as soon as you conquer enough land there. If other landmasses are not reachable before navigation then its a bigger challenge. Squeese as many cities as you can, build harbours and work as many coastal tiles as you can. Squeese every beaker and get Navigation ASAP. Then do the same as in the first case.

The chanve of getting a leader in an elite win is 1/16 and 1/8 if you are militaristic. If you build the Heroic Epic it becomes 1/12 and 1/6. If the victory is defensive each of those numbers is halved.

conquer with what though? and if I disband wont my new capital still be on the same island? I mean thats where all my good cities would be eh?
 
Conquer with arhcers if you don't have anything better. They are good enough against spears and if you do everything right you should be able to start the attack before they get pikes.

There is a formula that determines where your capital will jump. It depends on population and number of troops stacked in the city. I don't remember the exact values, but utilities such as CivAssist II will tell you where the capital jumps.

The palace jump is worth it even though your old cities will become corrupt because you can now build many more then 5 cities. And if you do get a leader after the jump you still loose nothing because now you can rush the FP in the capital of your next victim and have 2 good cores :)
 
Obormot said:
Conquer with arhcers if you don't have anything better. They are good enough against spears and if you do everything right you should be able to start the attack before they get pikes.

There is a formula that determines where your capital will jump. It depends on population and number of troops stacked in the city. I don't remember the exact values, but utilities such as CivAssist II will tell you where the capital jumps.

The palace jump is worth it even though your old cities will become corrupt because you can now build many more then 5 cities. And if you do get a leader after the jump you still loose nothing because now you can rush the FP in the capital of your next victim and have 2 good cores :)

so I bring over butloads of archers and a few settles, conquer someone then stack all the archers into a city, disband my capital and hope the capital moves to the archer stack?
 
Yes, that's how it works :) But check it with civassist, just to be sure. It will tell you how many more archers are needed if you are short of them.
 
Obormot said:
Yes, that's how it works :) But check it with civassist, just to be sure. It will tell you how many more archers are needed if you are short of them.

that work for mac?
 
It doesn't as far as i know. But IIRC there is a version of MapStat that does. Try looking for it in the utilities forum.
 
Obormot said:
The chanve of getting a leader in an elite win is 1/16 and 1/8 if you are militaristic. If you build the Heroic Epic it becomes 1/12 and 1/6. If the victory is defensive each of those numbers is halved.


Are you sure about mil civs having better chances to get a leader? (I actually told people before that this was not the case :( )

 
Lord Emsworth said:
That is the only one I know of. Can tell you how close you are to the dom-limit and not much else:
http://forums.civfanatics.com/showthread.php?s=&threadid=18243&pagenumber=8
You've got to be kidding. CrpMapStat automatically notifies you whe a town will go into disorder the following turn, tells you when new techs, workers, lux and resources are available for trade (and when they are no longer available), how much gold the AI's have in their treasury, flip risks and the size garrison needed to prevent flips, how many specialists you have in each town and which type, how many happy/content/sad/resisting citizens you have in each town, and yes, how close you are to the dom limit. It's all in an easy to read format, and it saves you endless hours checking with towns, advisors and diplo to obtain the same information.
 
Being military civ will not alter the odds of getting a leader from an elite combat. However having an increased chance of getting a promotion, it follows that you should end up with more elites and more elite combat will increase your chances of a leader.

So to me I like the military trait for AW as the most important thing to me is to get vets and elites early and try to get a very early leader. If i have more elites, I have more chances.
 
gmaharriet said:
You've got to be kidding. CrpMapStat automatically notifies you whe a town will go into disorder the following turn, tells you when new techs, workers, lux and resources are available for trade (and when they are no longer available), how much gold the AI's have in their treasury, flip risks and the size garrison needed to prevent flips, how many specialists you have in each town and which type, how many happy/content/sad/resisting citizens you have in each town, and yes, how close you are to the dom limit. It's all in an easy to read format, and it saves you endless hours checking with towns, advisors and diplo to obtain the same information.


CrpMapStat is not available for Mac though. Only this small JMapStat.

 
I find the knight to be a pretty unuseful unit. taking the first guy out with it is just waiting too long and the middle ages go by in a complete blur. unless u had a bunch of horsemen and cash sitting around to upgrade and go quick I have no real use for knights. by the time I get like 10 knights I am getting cavalry.
 
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