Newbie Questions - ask here and get answers!

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Originally posted by willj
The manual says that you need to be at war to blockade an opponent, but I have heard of strategies involving blockading while in peacetime. Do you or do you not need to be at war to blockade?


The only thing I can think of is that perhaps you're getting trade embargos mixed up with blockades (I've never tried a blockade myself, nor have I heard them spoken about much here :confused: ).
 
Originally posted by Becka
The only thing I can think of is that perhaps you're getting trade embargos mixed up with blockades (I've never tried a blockade myself, nor have I heard them spoken about much here :confused: ).
No, I'm not mixed up (but maybe the manual is ;) ). The manual says on p. 84, I think, that you need to be at war with the civ to conduct a blockade. And blockading sometimes pops up on privateer discussions.
 
When you establish an embassy with another civ, does that give the other civ access to info on your cities or does that civ still have to establish an embassy of its own in your capital ?
 
Originally posted by Dran
When you establish an embassy with another civ, does that give the other civ access to info on your cities or does that civ still have to establish an embassy of its own in your capital ?
When you establish the embassy, you get a free view of their capitol even if you don't have it on your map yet. After that, the city investigation goes both ways, but you have to have discovered the city before you can investigate it. If you haven't traded maps yet, you may or may not be able to investigate all of their cities, and they may or may not be able to investigate all of yours.
 
Originally posted by Aggie
I read somewhere that irrigation is not very useful in CIV3 and that one should mine instead.
I suppose that it is not useful however to mine a square with 0 or 1 shields. Am I correct?

The simple rule is to try to get 2 food and as many shields as possible from each tile. In other words:

* MINE non-shielded grasslands and all tiles where Irrigations can´t be built (i.e. hills and mountains)

* IRRIGATE shielded grassland, plains and desert

The most notable exception to this rule is that is is a good idea to mine shielded grasslands during despotism, since you can´t get 3 food from them anyway.
 
Originally posted by willj
No, I'm not mixed up (but maybe the manual is ;) ). The manual says on p. 84, I think, that you need to be at war with the civ to conduct a blockade. And blockading sometimes pops up on privateer discussions.

Since a Privateer is "without" country, you can blockade with those even during peacetime, IIRC.
 
I downloaded the excellent Civ3data.xls-file,
a very useful document .

One thing I miss though, is the amount of beekers you need for each different technology.
Does anyone have any info on this?
 
Aggie: :( I'm afraid we can't help you. You can check the Technical Stuff forum: http://forums.civfanatics.com/forumdisplay.php?s=&forumid=48

post your exact crash kind and PC specs there and maybe someone can tell you how to fix it! :)

Willj: you can blockade trades only during war, but you can block luxuries (place Scouts on them) and similar stuff during peace. Alos, you can keep the enemy from building a road to somewhere using Scouts or even troops (in neutral land or by using RoPs).
 
Originally posted by spaps
I downloaded the excellent Civ3data.xls-file,
a very useful document .

One thing I miss though, is the amount of beekers you need for each different technology.
Does anyone have any info on this?

Multiply the cost of the tech with the world size modifier and then multiply with the % of civs that do not have the tech (you must have contact with those civs).

For example:

Literature costs 10, map size is standard (x24) = 240 beakers.
If 2 civs that you know of 8 already knows the tech, the cost drops to 6/8 or 180 beakers.

Note that I used data from the v.1.16 patch. The actual tech costs and world size modifiers are probably a bit different in the newest patch.
 
OK, thanks Hurricane, I see...

...but where do I find those parameters you mention:
- the cost for each advance
- the world size modifier
:confused:
 
Well, I can't open it using the editor, since the editor's not available on MacOS which is what I'm using :(,
so could anyone please post those parameters here? :p

tia
 
The situation: I had 2 silks. I receive 1 or 2 happy-faces? Then I traded 1 for somewhere. Will I receive less happy-faces or still the same 1 happy-face for this type of Luxury Resource no matter how many of them I have? (don't speaking about marketplace effect, it's clear)
 
1 lux or 8 lux of the same kind give 1 happy face.

1 or more of one kind and 1 or more of another kind give2 happy faces.

More, if you have many different kinds and Marketplace in the city. The third then gives 2m so does the 4th, then 3 for 5th and 6th and 4 for 7th and 8th. Thus, 8 different luxury kinds (and 1 of each is enough) give 1+1+2+2+3+3+4+4=20 happy faces.

Trading anything but your last of any luxury doesn't infgluence how many happy faces you get.
 
Is there any known rules of this disaster? How can I manage it? I have some pollution now (2-3 for turn), but I have a lot of workers, who clear all these stuff as fast as it's possible. So any time there are no more than 5 polluted ares. But some turns ago I received report, that some "Grassland...".. So what is the soluton? Now I can't build Recycling centers, but I have factories in all towns and Hoover Damb also - so there are some pollution from almost any town.
 
Does your accumulation of science beakers towards the next tech work in the same way as accumulating shields for a city's next unit/improvement ?

ie. if you need say only 3 shields for the next unit in a city but actually will produce 10 this turn, I notice the city production box is empty next turn when the unit is produced (rather than having 7 shields in it).
In the same way, if you needed say 30 beakers for the next tech and you were actually researching 50 per turn, would the excess 20 beakers be wasted ?

I ask this because I have noticed that I can sometimes drop my science rate towards the end of researching a tech without increasing the # turns it'll take me to get the tech, thus saving me some money - I was just wondering if I was losing out on research towards the next tech by doing this.
 
Originally posted by Alessandro
Is there any known rules of this disaster? How can I manage it? I have some pollution now (2-3 for turn), but I have a lot of workers, who clear all these stuff as fast as it's possible. So any time there are no more than 5 polluted ares. But some turns ago I received report, that some "Grassland...".. So what is the soluton? Now I can't build Recycling centers, but I have factories in all towns and Hoover Damb also - so there are some pollution from almost any town.

The visible pollution (i.e. the 5 polluted areas you mention) has NO effect on global warming. What matters is the amount of pollution points you (and the rest of the world) create, i.e. the yellow triangles you can see in your city display box (or check the demographics view).

Pollution is created by factories (hydro plants or hoover dams, however, negate this) but also by population. IIRC, each citizen over size 12 creates one pollution. This pollution can be negated by building mass transits.

In other words, build mass transits in your bigger cities.
 
Originally posted by Dran
Does your accumulation of science beakers towards the next tech work in the same way as accumulating shields for a city's next unit/improvement ?

ie. if you need say only 3 shields for the next unit in a city but actually will produce 10 this turn, I notice the city production box is empty next turn when the unit is produced (rather than having 7 shields in it).
In the same way, if you needed say 30 beakers for the next tech and you were actually researching 50 per turn, would the excess 20 beakers be wasted ?

I ask this because I have noticed that I can sometimes drop my science rate towards the end of researching a tech without increasing the # turns it'll take me to get the tech, thus saving me some money - I was just wondering if I was losing out on research towards the next tech by doing this.

No, beakers do not accumulate (they are wasted just like shields). So adjusting the science slider in order to not waste any beakers is a must for good performance. This will save you several hundred gold over the course of a game.
 
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