Newbie Questions: Ask here and get answers!

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Nope once you build the last part you must launch it. This is true for non-PTW Civ3. Don't know about PTW's case.
 
after airlifting a bunch of tanks to another continent, i was able to gain a foothold and would like to develop the continent quickly by airlifting settlers and workers in. however, when i put one of these units in a city with an airport, i'm not given the option to airlift it.
 
So ,here is my newbie's question :) : after a couple of tentative games where the best I could achieve by the endgame was the gunpowder tech (at chieftain) now I'm doing fine (crossfingers :D ) : my civ leads tech mil and cult if for a short measure,I'm still in 1450 and my roman knights are preparing to cripple the americans...but I did notice a weird thing: one of my city does not *expand* :confused: :confused: :confused: ,that is , it has grown up to 12 pop, it produces 24 foods with 8 labourers, but the city borders are still 3x3 squares and I can't use the other 4 citizens but as specialists :confused: :confused: :confused: ...
I can't figure it out why that's happening:it can't be (obviously)the fresh water\acqueduct problem ,neither am I hindered by other cities...Thx :( .
 
The city borders are determined by the culture that city produces. To expand its borders beyond those 8 spaces, to the 'fat X' shape, and allow the rest of the citizens to be laborers, build a cultural improvement, such as a temple or library. That'll generate culture gradually, and after a few turns, the borders will expand.
 
Are you positive about that?I mean ,I thought that city radius and cultural borders were similar but different things in that cr was determined by demography while cb by cultural achievements(although I must admit that I recall now that with the very first cr improvement I got a pop-up which stressed its cultural origin).
Btw my city has only a harbour and a courthouse with 0 cult value so I'll try to build a temple :king: .
 
Yes, I'm positive. The only difference is the city radius will never be bigger than the size it expands to after the first expansion. That is, the city radius will always be the 'fat X', no matter how large the cultural borders get. Temples are inexpensive, and provide 2 culture per turn, so you should be able to build them in most cities, and expand your borders.
 
Civ3 is called 'vanilla' to differentiate between that and PTW. Vanilla is usually 'plain' or the 'original', and PTW is extra flavor/an addition to the original.
 
Originally posted by Torrence
Are you positive about that?I mean ,I thought that city radius and cultural borders were similar but different things in that cr was determined by demography while cb by cultural achievements(although I must admit that I recall now that with the very first cr improvement I got a pop-up which stressed its cultural origin).
Btw my city has only a harbour and a courthouse with 0 cult value so I'll try to build a temple :king: .

Torrence, if you want to improve your score, you have to build city improvements like temples and libraries. When your city is size 12, you are very late to start these kind of improvements. I normally first build a temple in a new or conquered city (maybe after a defence unit).
 
In this game I'm not really focusing on culture rather on tech advance (considering how poorly I have done in my previouses games). I try to improve culturally only to avoid cf and to get a better grip of the territory(anyway the advisor tells me that the other civs are in awe of our cult 'cause I have built almost all the gw :D ).I'm playing moderately aggressive in an archipelago map so my priority is harbour then courthouse to thwart corruption but the real problem is that I have realized too late that harbour and courthouse produce no cult and that cult is needed to expand the city to the* harvestable* (? can we say that?)"fat x" :(
 
If you have gold, rush a temple for 240 gold (conquering and establishing too many cities :wallbash: has bombarded me with these #s) and then build a courthouse and a harbor, to thwart corruption.

If you're in a high-culture area with tons of AI cities, then building/rushing the temple should be #1 to thwart a culture flip.

If the area is really corrupted, then courthouses - if you can, rush them first.
 
Originally posted by hbdragon88
If you have gold, rush a temple for 240 gold (conquering and establishing too many cities :wallbash: has bombarded me with these #s) and then build a courthouse and a harbor, to thwart corruption.
IIRC, rushing shields costs 4 gold per shield. Rushing when you have no sheilds in the production box always costs double. This is why in a religous civ rushing a temple first turn costs 240 (30 x 4 x 2). If you are not religous rushing a temple first turn will cost 480 (60 x 4 x 2)
 
Ahhh...

That's why sometimes it cost 480 to rush a temple. But because I play with religious civs more often, the 240 sticks in my head more than 480.
 
I am currently playing Persians. My archers took over a German
city in ANOTHER island that has access to iron. I can build Immortals in that German city. It has a harbour too.

My Qn : Why can't I build immortals in my own cities in another island but has harbours? I checked the civilopedia and it tells me i need to have trade routes. Doesn't harbour establishes trade routes over seas?

Next Qn : Golden Age? What's the benefit to my civilization?

Thanks for any help I can get.

Cheers :)
 
Hi All

No need to reply to the Golden Age question. I found the answer in an earlier post :blush:
 
Originally posted by persian
I am currently playing Persians. My archers took over a German
city in ANOTHER island that has access to iron. I can build Immortals in that German city. It has a harbour too.

My Qn : Why can't I build immortals in my own cities in another island but has harbours? I checked the civilopedia and it tells me i need to have trade routes. Doesn't harbour establishes trade routes over seas?

Harbours only establish trade routes over coast/sea/ocean that can be safely travelled at your tech level.

So until you get Astronomy, you can only trade along the coasts. And until you get Magnetism you can't trade across oceans.
 
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