Discussion in 'Civ3 Strategy Articles' started by Lanzelot, Oct 14, 2011.
I'm not at all convinced that completing techs will make any difference, as like Spoonwood, my military victories involve heavy use of build-phase upgrades. But we'll be doing plenty of disconnect/reconnect in the Asterix game I think, so I suggest we watch out for opportunities to double-check.
One can always spare 3 or 6 workers, but upgrading is expensive. Since Emsworth Agreements were banned in GOTM, I don't have the cash spare to upgrade units while keeping research at max speed.
On Deity and Demi-God, you can get a fair amount of cash from sometime in the middle ages on just from selling techs without using any sort of breaking of trade routes (note, I'm not sure if what I referenced exactly uses an "Emsworth Agreement", as it doesn't add any free money into the economy... though you can get a lot of money, techs, and military alliances for free this way... that said, maybe it does qualify as one). You can especially get more money by selling techs on larger map sizes.
I had a situation today that might also prove enlightening for this thread. I built the SoZ, then a rax. The rax completed on the same turn that an AC was produced. The AC was a regular, not a vet.
If so, should the effect of the wonder (i.e. only SoZ and KT) be added after shields and project completion?
Then gp from tourist attraction would still be added in commerce phase?
It seems then, that with different effects affecting one city or all on the continent, calculation/check is made in different times during interturn. Sometimes with surprising, or maybe just not expected results.
Yes, this is regular commerce, just like the stuff that comes from your tiles. I think it even gets corrupted doesn't it?
Tourist income is, indeed, corrupted.
That is not exactly true. Every city has an intern 9 bit number, the well known 512 possible cities. When a city is founded the lowest free number is assigned. So you might have three cities with numbers 1, 5, and 9. Then the capital of a another Civ is razed by a third Civ. This capital had the number 3, which is now free. So you found a new city with the intern number 3. And then your fourth city is proceeded before your second city.
I guess this is the lack of refreshment. If you use a method to get IBT into the city zoom you might switch to every city, take a citizen from its tile and immediatly relocate him to it. So you manually refresh the happyness state and might profit from the wonder immediatly. This might be banned by some rulesets.
And so might this.
Does any one know how golden ages work with interturn mechanics, say the trigger wonder completes in the 7th city in the queue.
All cities after that will profit from the higher production and in terms of happiness/lux spending even from higher commerce. This mean that starting a GA with wonders mean less than 19.5 turns of GA. Only using the unique unit will allow you a full scale GA of 20 turns.
Some interesting info here, justanick, thanks a lot!
So if the AI triggers your GA by loosing against your UU, you also get the full 20 turns, because the AI movement phase is before your build-phase. Or does the AI attack still count for the previous turn, where you already had your production phase the turn before, and consequently you loose a full turn of GA?
A similar thing probably happens in multiplayer, if an enemy, who comes after you in the turn order, triggers your GA? You already had your turn in that turn, so you get only 19 turns GA?
The way i see it you always get a full GA if triggered by the unique unit. The disadvantage in GA by being attacked is that you can hardly adjust your economy to the new boost properly.
''Afterwards the next phase starts, and the following steps are performed for one city at a time, starting with your capital and then moving through the list of cities in the order they were founded. All these steps are completed for one city and then the algorithm moves on to the next city on the list, performing the same steps for that city, etc. ''
This is so important, actually. Some of this stuff should be in bold(like the example above).
Anyways, there are so many variations to use the interturn for our own gain, i may end up doing a summary/guide of that(including cheaty ones).
One op example is to use specialists for the commerce/science phase in almost all cities, when for example the capital should produce something the next turn. Then after capital builds something, zoom into the city and then readjust all cities to normal production(only food and shield is important, except when there is luxury tax involved, which is another trick to use; hint - expenditure is at commerce phase while the effect of luxury tax(also entertainers) comes in the production phase).
Lanzelot, thank you very much for your summary about the interturn mechanics in C3C.
Besides saying thank you, the reason for my post is the following:
The mod CCM and many other mods of the epic C3C game are haunted by the so called 'Houseboat Bug'.
When the last city of a civ is conquered, the game is not finished if that civ has a settler on a boat. In the interturn phase of the game the game is freezing when the AI of that civ moves its units.
Until now, nobody has found a way to stop that bug. May be in this forum there is a civer, who has an idea how this bug can be fixed.
For Civ 3 Vanilla there is a note about the fix of a similar bug.
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