Newbie Questions: Ask here and get answers!

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@ hbdragon: I've never heard of any dependancy on the type of government of the succes of planting a spy. I do know that if you attempt to plant a spy and it fails, it fails the next time the same turn with the same civ.
One word: RNG. I don't know the chances either, but why bother?
@ hygro: I believe it stops all nukes, although the text says "75% chance of intercepting ICBM attacks", so I really don't know.

Hmm...

Feel a little bit ignorant today:rolleyes:
 
Originally posted by DiamondzAndGunz
I think you've got it a lil bit backwards. On cheftain and warlord, the human player has the advantage, in terms of research, happiness, etc. The AI starts to gain an advantage on Monarch.

True... Sorry for that... Had some tough time last night...
:band: [dance] [party] :beer: :crazyeye: :vomit:

:D
 
Hi I am a nebie. Is it good to wait for government change from Despotism to Monarchy so that I can rush buy courthouses with the lives of the people?
 
Originally posted by el_kalkylus
Hi I am a nebie. Is it good to wait for government change from Despotism to Monarchy so that I can rush buy courthouses with the lives of the people?

if you have very low production and too many people - yes!

Courthouses are expensive to rush with lives though, and in monarchy you'll be able to earn quite some money, so ou might be better off buying them.

basically, do NOT let corruption get so out of hand that you really depend on the courthouses. Large towns should be able to build them normally, and that should be enough. Go to Monarchy, trade around, earn money, buy courthouses.

use the Forbidden palace wisely, place it well (maybe start a war so you can get a leader to rush-build it?).
 
Yes, the cities in the outer-circle never have more than 1 in production no matter what government because of the corruption in version 1.29 (the only version I tried to play though).

I only have around 300 gold at 110 bc, so I don't know how good it is to make a revolution.

Thanks for your advices.
 
Originally posted by el_kalkylus
Yes, the cities in the outer-circle never have more than 1 in production no matter what government because of the corruption in version 1.29 (the only version I tried to play though).

I only have around 300 gold at 110 bc, so I don't know how good it is to make a revolution.

Thanks for your advices.

if you post a savegame I'll have a look.,....
 
Thanks that would be really helpful. Ónly problem, I don't know how to upload and I am leaving soon so I won't be back until a couple of hours.
 
Originally posted by el_kalkylus
Yes, the cities in the outer-circle never have more than 1 in production no matter what government because of the corruption in version 1.29 (the only version I tried to play though).

I only have around 300 gold at 110 bc, so I don't know how good it is to make a revolution.

Thanks for your advices.
Making a 'civ3-revolution' is different from civ1,2. You don't have to spend money for keeping up cities' improvements during anarchy (and being religious your anarchy only lasts one turn). Unless you have no gold-per-turn-deal with another civ (where you do pay to others) you don't run out of funds by changing gov.
corruption: let those cities grow & get some more shields for prod (of course: absolut waste is very high though)
 
OK, you're looking good. Do NOT attack across rivers if you can avoid that.

Your inner core is a bit tight, sometimes, one more space would have been better.

Look at the map and imagine a good spot for the FP and palace long-term! You are pushing the low-corruption area against the sea atm! Better go souht of Moscow with the FP, then jump the Palace further down later on.

On corruption: that's OK as it is! Refrain from rushing Courthouses for more than 1 pop. With Hanging Gardnes (I'd let them get built, then change gov; they help a lot during transition) and 3 MP you can get towns into WLTKD easily. Then, buy courthouses where you really can't wait.

BTW, it is often a good idea to stop science all the way for a few turns if you need money. 3 turns @ 0% is better than 30 turns with 10% less than you would go otherwise. Chunks of cahs are good for snapping up hte one or two techs you miss out on, and the effect of courthouses will soon give you back in science what you lost. People are not good material to rush with, they'll remember :( So never more than one if you can help it. This holds true unless it is for culture in flip-risky areas!
 
Hehe, I didn't plan to build forbidden palace so close to the capital. It was just automatic after a troop was built, and I seem to have forgot to change the production.

Thanks for the tips, I think I have better idea about certain tactics now.

Btw, this game is from gotm 15
 
Perhaps I should limit my questions to one or two per post - when I get more than that some of them get missed! :eek:

1) I can only get the index of Cracker's toolbox strategies. Can anyone tell me where to find the actual explanations for things like pop slamming, barbarian farming, etc. ? :confused:

2) One of the strategies mentioned in some threads about managing corruption is building the FP early and moving your palace later on in the game. What I want to know is, if you move the palace do you lose the culture bonus for age - i.e. does the palace's culture value start over when you build it in a new city? (IMO that would be a problem with the build FP/move capital strategy if so). I have also considering moving the capital over close to my border to try to encourage some AI cities to flip, but if the culture value resets it may not be worth it.

3) Can you rush a palace? Seems like the last time I tried to do it, the advisor said something like "Now, you know we can't rush PALACE!" She didn't say I needed more gold, she just flat told me I couldn't do it.

If CIV III were more realistic, we should have some way to replace our advisors. Let's see, for despotism and monarchy we could have beheadings, and under democracy we could have an election and change all of our govt. officials .... ?? :mischief:
 
1) don't know, have to check

2) check the FAQ ;) you only loose the age bonus for 1000 years (i.e. 1000 culture poits max). The one it HAS already produced stays stored (as for all buildings).

3) yes, with a leader.


that is one reason for the build-FP-close-rush-Palace-in-distance strategy: you can build the FP with low corruption and benefit from it, then once you fought some wars and your territory expands (that is you now know where the Palace would be nice to have) you will also probably have gotten a leader.....
 
Originally posted by Shabbaman
@ hbdragon: I've never heard of any dependancy on the type of government of the succes of planting a spy. I do know that if you attempt to plant a spy and it fails, it fails the next time the same turn with the same civ.
One word: RNG. I don't know the chances either, but why bother?
@ hygro: I believe it stops all nukes, although the text says "75% chance of intercepting ICBM attacks", so I really don't know.

Hmm...

Feel a little bit ignorant today:rolleyes:

Supposdly, this is how it goes:

Anarchy: very easy
Despotism: easy
Monarchy: medium
Republic: medium
Democracy: hard
Communism: very hard

To plant a spy.

It just stops ICBMs, not tactical nukes.
 
Originally posted by Hurricane
The advisors can say strange things. :)

Or maybe you kept the 350 gold cash deal on the table, and together with a gpt deal it grew to so much that they wouldn't accept it anyway. Anyway, it's no big deal.
Thanks, Hurricane.:goodjob:

Still don't understand why AI would rather pay an immediate 350 gold than of a couple of golds per turn (without the 350 gold on the table). Well, I guess the only explanation is that they couldn't afford any gpt (hard-coded not to run any deficit), and the advisor went nuts...;)
 
How do I get the diplomacy screen to show all the leaders in the game? There is only space for 7 leaders plus myself.


Found the answer on pg 5 of this thread. THANKS!

nice little easter egg i guess :rolleyes:
 
@ Hbdragon

With PtW the new espionage screen tells of your spying level. All levels are expirienced except communism which is veteran.
 
@Hygro,

Those that you mentioned are the 'spy attack' chances.

@hbdragon88

The 'spy defense' stats are still in the 'myth' category. I have to confess that I have supported that myth for a while but until someone manages to prove by a relevant trial that the stats are true we can't be sure.

And I remember that there is no defense difference between Democracy and Communism (both on hard) and it refers to defense against all spy missions including spy planting.

I test this 'myth' by always trying spy missions while the enemy is in anarchy with 'medium' chance. My results are only marginally better than I would expect so far and I cannot tell for sure that the 'myth' is based on true facts.
 
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