Newbie Questions: Ask here and get answers!

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Originally posted by morkaphi
Thanks, Padma. :goodjob: So in my example above, I actually only cut off Aztec's trades and not much else.


What does that mean...? :confused:

I guess you just didn't read my post with the original question...;)


No, I read what you wrote about 3 messages before my reply.
 
Praetorian, two messages before your reply, he wrote what you quoted. Two messages prior to that, he explained the scenario (not refering to the Civ editor term, BTW): a capital cut off from the rest of the road network. "The capital" in the message you quoted was referencing this specific scenario, not capitals in general. The only way that your post made any sense was if you had missed that that was what he was referring to.

God, I hope this post made sense.
 
Originally posted by DANGERBOY
Praetorian, two messages before your reply, he wrote what you quoted. Two messages prior to that, he explained the scenario (not refering to the Civ editor term, BTW): a capital cut off from the rest of the road network. "The capital" in the message you quoted was referencing this specific scenario, not capitals in general. The only way that your post made any sense was if you had missed that that was what he was referring to.

God, I hope this post made sense.

Got you, I appologize for the misunderstanding :goodjob:
 
I have been playing for a while now, but I am still quite confused about all the "plant" effects. I understand the factory, hydro plant, effects of Hoover Dam, etc. but how does the nuclear plant, the solar plant, and the mfg plant come into play? I read somewhere that if you have a nuclear plant, there's no point in making a solar plant. Is this true? Why? Which combinations render one (or more) of the plants useless?
 
Originally posted by MadHatter
I have been playing for a while now, but I am still quite confused about all the "plant" effects. I understand the factory, hydro plant, effects of Hoover Dam, etc. but how does the nuclear plant, the solar plant, and the mfg plant come into play? I read somewhere that if you have a nuclear plant, there's no point in making a solar plant. Is this true? Why? Which combinations render one (or more) of the plants useless?
The mfg plant increases shield output by 50% and is the next improvement in line after the factory. It is not a power plant type city improvement like the rest (hydro, nuclear, solar).

If you build the Hoover Dam, you'll have a free hydro plant in every city. So no need to build further plants, unless you want some higher power output (higher shields increase).

Nuclear plants and solar plants are similar in output I think (IIRC), but with nuclear plants, there's the danger of a nuclear meltdown. While solar plants are safe, they cost more to maintain.

Normally I'll just stick with Hoover's Dam and leave it at that. ;)

Add : You can only have one type of power plant (hydro, coal, nuclear, solar etc) functioning in a city at any one time. ;)
 
It seems to me that my foreign workers are not enjoying the productivity bonus from democracy. I hadn't noticed this before PTW, but it might have been the same then, I'm not sure.

So, does anyone know if foreign workers should work faster under democracy in PTW? In vanilla CIV 3? Or am I talking crazy talk?
 
You know, I have just noticed the same, in one of my PBEMs. IIRC my stack of 2 workers can finish a RR within the same turn, whereas a stack of 1 worker and 2 slave workers cannot do the same... :hmm: Whereas in Civ3, both shld be able to finish the job within the same turn.

I'm a democracy and have researched up to electronics and combustion. Strange, not?
 
My apologies if this has been asked before (I believe it has, but I could not find the proverbial needle), but in a couple of games I have played in PTW, AI units have mysteriously dropped to their knees and expired.

In the last game, it was a worker, then a swordsman. I can't recall if I had declared war against the civ, but I was way of range to harm them anyway (my units were situated on a mountain so I could observe my enemies movements).

Has anyone observed this phenomenon? Has it to do with some "zone of control"? I only had swords & horsies at the time.

Or was it because the enemy units were on a floodplain at the time of their mysterious seizures?

Thanks!
 
If the AI units are in a jungle or a floodplain, they might have succumbed to disease and died IIRC. I remember having units in jungle-infested cities dying fr disease...
 
How Much Does A Palace Cost?

The Civilapedia says 100 shields, when I go to select it a city queue it costs as much time as great wonder...

are there special factors not discussed in the 'pedia?
 
In the PTW Manual, the new civ's are listed with some intriguing descriptions that were not included with the civ descriptions in the original (CivIII) manual. I think they are Aggression Level, Prefered Build type, and Cultural group or somesuch (don't have the book in front of me.

Can anyone explain

A) How these apply to AI civs? Are 'more aggressive' civs more likely to warmonger? Are civ's with the same cultural background more likely to ally and/or sign MPP's?

B) How they apply to player civs, i.e. if I'm playing one of these do I get any benefit from allying with same cultural group, or building pref types?

C) What are these settings for the 'original' civs?

Thanks!
 
Originally posted by uneartheddm
How Much Does A Palace Cost?

The Civilapedia says 100 shields, when I go to select it a city queue it costs as much time as great wonder...

are there special factors not discussed in the 'pedia?
Palace cost is dependant on empire size (# of cities). Someone should be able to give a formula.
 
There's a "bug" with democracy, slaves, and I believe the industrious trait, where things don't quite round the way they intuitively should. I don't remember the exact details, but it is NOT your imagination. Once you get replaceable parts, this little quirky behavior disappears.

Oceanus:
A) Yes, it determines (partially) how aggressive they are, what they like to build, who they like to ally with, etc. Similar cultural civs are slightly friendlier to start with, ally slightly cheaper, etc. Cultural background is not a really noticeable game effect, IMO, but it does play a role.

B) Well, civs from your cultural background will treat you a little bit more congenially than those from a different background, but it's rarely significant, in my experience. But, no, you don't get any benefits from following the "natural" AI tendencies for a civ (beyond civ traits, which are, of course, different and GREATLY affect gameply).

C) They're listed in the editor. I don't know them off the top of my head.

Finally, an alternate reason for the AI troops suddenly dying is that they couldn't support the unit and it died that way. I believe those deaths get full animation and a war declaration can sometimes trigger an AI cash crisis.

Arathorn
 
Right, right. I got the civ traits ;) Thanks, I'll have to look in the editor when I get home, see if I can find that.

Were these tendancies always in the game or new with PTW? I guess they were always there and I just sort of suspected 'em, never had any concrete reason to believe it was true. As it turns out, France and England may actually HAVE been 'out to get me' this whole time!
 
They've always been there.

And, as I recall, England and France are both pretty low on the aggressiveness scale. I doubt they were out to get you, originally. You musta just ticked off the ladies, you chauvinist, you! ;)

Arathorn
 
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