Newbie Questions: Ask here and get answers!

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I think it's pretty true. I acquired a game once that was a huge map, tightly built (so there was hundreds of cities). It took 7 turns of anarchy before I got to pick governments. Same level, standard map, way less cities, about 3 turns.

It also seems to go up with level. In GOTM15 I had a really small territory, standard map, monarchy level though. It was smaller than the one mentioned above (3 turn anarchy) but I spent 4 turns in it. :mad: Maybe happiness does have something with it. (widespread - couldn't get luxs)
 
Does declaring wars(outside borders) have rep hit. And does drag a civ into war as your ally have rep hit. And how does scientific research work. How do those libraries and wonders help on this? Do they work like invisible gold.
 
Iz:

Can't help you on the rep questions, I wish I knew myself!

Science though I know a little about :)

To learn a technology you need to accumulate a certain number of science "beakers" - the number is dependent on some values set in the editor as a base for the tech, plus a factor based on how many civs, that you know, already have the tech - so it's cheaper to research a little behind the AI than to try to lead them.

You accumulate "beakers" by buying them (essentially) through your science %age. That determines what percentage of your gold, calculated separately for each city, goes to buying beakers. The fact that it is done separately for each explains why it seems a little uneven. If you have a total of 100 gold spread across your cities, 50% likely is not 50 gold - it could be more or less depending on how the rounding works - 50% of 5 might be 3, etc...

To complicate things, one gold does not need to give you one "beaker". Libraries etc act to give you proportionally more "beakers" for each gold.

And corruption will reduce your total amount of gold to start with.

An example:
Your citizens in city X are working 6 tiles with a total of 12 gold in them. Your city is only mildly corrupt, so you have 2 lost to waste and 10 usable. (I like easy maths!)

So for each %age*10 you set science to, that city will buy one gold's worth of "beakers". If you have no buildings which affect science, that's all that happens.

If you build a Library, the effect of which IIRC is "science output increased by 50%". Since I think it rounds up - someone correct me please if otherwise you'll now get:

10% = 0.1*10 usable = 1 gold for science = 1 * (100+50)% = 1.5 rounds up to 2 beakers
20% will be 3; 30% -> 5; 40% -> 6; etc.

The percentages for all the buildings or wonders just go where the "+50%" is in that equations.

So if the same city had a Library (50%), University (50%), Research Lab (50%), Newton (100%), copernicus (100%) and SETI (100%) your toital bonus would be 450%; in other words each gold devoted to science would earn 5.5 beakers -(100+450)% - in that city.
 
Originally posted by lz14
Does declaring wars(outside borders) have rep hit.

Nope, as long as you declare war the turn before any combat occurs, and if you have no deals with the civ (trade, ROP, etc.), you should be fine. Also, if you had recently signed peace with the civ, you need to wait 20 turns since peace was last signed to declare war again to avoid a hit.

And does drag a civ into war as your ally have rep hit.

No, it doesn't. They might get a rep hit, though, if they violate any deals with the civ.
 
Originally posted by DiamondzAndGunz
Nope, as long as you declare war the turn before any combat occurs, and if you have no deals with the civ (trade, ROP, etc.), you should be fine.

This is probably an unnecessary precaution. You can declare war and immediately attack your enemy without a rep hit, as long as you don't brake any deals.

Understanding rep hit is actually pretty easy if you skip logic and think entirely in game terms. Any action you or any other player does that brakes an active deal between you and any other civ will result in a rep hit for you. Examples include:

* You declare war on somebody you have a ROP with.
* You make peace with somebody when you still are allied with somebody else against that civ. Same applies for MPP:s.
* A civ you have a gpt trade with is destroyed.
* You are attacked, and the only route for an active trade route was through that enemy's territory.
* You are attacked, and the enemy pillages one of your traded resources. Same applies for changed borders or destroyed/abandoned cities.
 
Science comes from commerce. To know what commerce is view this picture:
Commerceinfo.JPG

Anyway, a certain amount of commerce, depending on your taxes, (in the case of this picture 60%) goes into science (represented by the beakers). The commerce is 1 to 1 from the tiles worked by laborers. Once placed into the proper location, (treasury, science, luxeries) it is the further multiplied by libraries, universities, and research labs (for science) or market places, banks and stock markets* (for the treasury). Each of these buildings increases the base commerce of it's allocated type by 50%. If your science section gets 20 commerce a turn (in the case of science it is refered to as beakers), a library will boost that to 30 beakers, (50% times 20=10 so add 10 to 20) And a university makes it 40 beakers (20 commerce, an extra 10 for the library, another 10 for the university).

Now, why does this matter? Each technology costs a certain amount of beakers. If you have a city making 40, another making 37, and another 4 making 6, that totals to 101 beakers a turn. If a technology costs 1000 beakers, then it will take 10 turns to complete.

Does that make sense to you Iz14?
 
Many thanks people. THose were best answers you can get.
So I understand those things just gives you more gold.
I have become a manage freak lately, calculating all the numbers. I only knew the shields, so when I produce a 140 shield building, I have to readjust shield to 14 so there's no waste, and when I'm producing a 30 shield unit I'll increase it to 15, reduce a bit food or commerce. Then you have the population up and down etc etc, takes me agess. And now I know how the money works, I have to manage the balance of library and wealth and banks, hope I can calculate them right.
 
Please note I left out corruption because that's a WHOLE nother story (except to say libraries, factories, market palces etc.) only multiply uncorrupted commerce/production.
 
That's not quite the average newbie question, Redhulkz. If it isn't just the same as with vanilla civ3, I don't know. There comes an editor with PTW, isn't it? Maybe you could use that. But I think there's enough information on this in the creation&customization forum.

Good luck!
 
Originally posted by lz14
Many thanks people. THose were best answers you can get.
So I understand those things just gives you more gold.
I have become a manage freak lately, calculating all the numbers. I only knew the shields, so when I produce a 140 shield building, I have to readjust shield to 14 so there's no waste, and when I'm producing a 30 shield unit I'll increase it to 15, reduce a bit food or commerce. Then you have the population up and down etc etc, takes me agess. And now I know how the money works, I have to manage the balance of library and wealth and banks, hope I can calculate them right.
Welcome to the world of micro-management :D

Controlling everything to the tiniest degree can make a very significant gain to what your cities can produce and how fast they grow. Many people can not be bothered to take the time to do this, but from one micro-manager to another, well done :thumbsup:
 
Just a quick question

Is there anyway to get games with custom rules to actually be listed on the hall of fame? I know not really big deal but I like seeing all my high scores and well my custom games never even load the HoF when I retire. I suspect the answer is no but no harm in asking.
 
Hi again, I am wondering about research.

If you have researched say writing for 30 turns and suddenly can get it from the AI, do you lose all those 30 turns in research then?
 
indeed, you have it - what would you want to do with these 30 turns? They cannot get transfered to another tech.
 
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