Newbie Questions: Ask here and get answers!

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Ok.. first of all, I just won my first regent victory on my 1st try at that level.. woohoo!! But something arose during this game thast I never had to do before, and found out I didn't know how to do it.

How the hell can you rush a wonder with a great leader ? :mischief:

By this question you can tell i'm NOT a warmonger, after winning every game on warlord with any civs (best way to know if you really mastered that level) I just moved to regent. I usually take my leaders to create armies, but I never had to rush a wonder... until now.

Any help would be appreciated :)
 
bring the leader into the town where you want to build the wonder.
caution: if you rushed anything in that city, including rushing by deforestation, you cannot build a wonder.

select the wonder from the build queue.

Choose the 'hurry production' button (a new one next to 'build army') on the map screen.
 
Hmmm... I thought that's what I tried. Does the leader need to be activated or fortified in the city ?

Also, does it matter if the wonder has already been started in the city before the leader arrived to rush it ?
 
Yes, the leader has to be activated. Just click "hurry production" when it's your leader's turn.

Boom! There your wonder is. :)
 
Little question about reputation.

Let's say I just signed a military alliance with the Babs against Persia. If the Babs make peace with Persia 5 turns later, can I too make peace with Persia at that time, or do I have to wait my 20 turns if I don't want to suffer a rep hit ?

Is it the same with a MPP ?

Thanx in advance :)
 
No, a MPP is a pact that you sign and are at peace. if now a third party attacks either of you, then other guy if forced to go to war, too. hence: Mutual Protection Pact.


Alliance is a deal where you actively go to war against a common foe.
 
Originally posted by Lt. 'Killer' M.
No, a MPP is a pact that you sign and are at peace. if now a third party attacks either of you, then other guy if forced to go to war, too. hence: Mutual Protection Pact.


Alliance is a deal where you actively go to war against a common foe.

I know that killer, but my question was: will the other civ (with whom I have a MPP) will be upset with me if I get peace before him with the civ that attacked us ? (rep hit ?)
 
If you get peace before your MPP allie, you won't get a rep hit. And the MPP continues. So when your allie is attacked by the same civ a turn later, you have to go to war again against the civ you made peace with a turn before.... And THAT's bad for your rep.... Even expect your current allie to be annoyed or furious after the MPP ends... A military alliance is different. If you break it, you get a rep hit and the deal is cancelled..
 
Originally posted by Jachyra
I know that killer, but my question was: will the other civ (with whom I have a MPP) will be upset with me if I get peace before him with the civ that attacked us ? (rep hit ?)
I believe that there will be a rep hit, because you actually withdraw from the MPP when you sign a peace treaty with the previous common foe. Say, A and B have an MPP, C attacks B and A joins the war against C. If A and C sign a peace treaty before the 20 turns expire, B gets mad at A, and A takes a rep hit for betraying B.
 
1. Can units have decimal combat points? For example, if a spearman, which has a defensive value of 2, is on a forest, which adds 25% to the defensive value, does it have a value of 2.5, or does the game round it? If it does round it, does it always round it up; down; or down less than .5, up greater than .5?

2. Can you play vanilla Civ3 save files using PTW? If so, are there any possible problems with doing so?
 
1. You round it up or down when you calculate it, I think. Or how it should work

2. Yes you can. But once they're saved in ptw format, they can't be played in the vanilla civ 3.
 
Originally posted by WillJ
1. Can units have decimal combat points? For example, if a spearman, which has a defensive value of 2, is on a forest, which adds 25% to the defensive value, does it have a value of 2.5, or does the game round it? If it does round it, does it always round it up; down; or down less than .5, up greater than .5?

2. Can you play vanilla Civ3 save files using PTW? If so, are there any possible problems with doing so?

I think hbdragon is wrong. If you look at the combatcalculator, you can see that it works with decimals. I assume that that is correct.
About the vanila/ptw saves: I believe you can run vanilla in ptw, but you don't get the additional units I think: it's the same with modding.
 
Originally posted by morkaphi
I believe that there will be a rep hit, because you actually withdraw from the MPP when you sign a peace treaty with the previous common foe. Say, A and B have an MPP, C attacks B and A joins the war against C. If A and C sign a peace treaty before the 20 turns expire, B gets mad at A, and A takes a rep hit for betraying B.

I think I'm correct, not morkaphi (see my post above). Maybe Killer or Shabbaman can clarify the issue?
 
If you've got a MPP with your AI friend, you can't break it without rep hit. That means, that the party who signs with the opposing AI gets the rep hit, if the MPP isn't cancelled beforehand. Thus, if you sign peace, you get a rep hit. If your ally signs first, he gets the rep hit.

The MPP is also broken through this act (that is why you/him get the rep hit) I think, but I should have to check that. I think Morkaphi's correct: I doubt that the program makes any difference between the various sorts of treaties.
 
Originally posted by Shabbaman
The MPP is also broken through this act (that is why you/him get the rep hit) I think, but I should have to check that. I think Morkaphi's correct: I doubt that the program makes any difference between the various sorts of treaties.

I played a game last week in which I made peace with a common enemy. The MPP's weren't broken....
I can't confirm the rep hit, because the game ended before the MPP's ended and they stayed polite (I won by UN...). My point is that a MPP is an obligation to declare war when your ally is attacked. Not to stay in this war. That's what a MA is for, I would say. You CAN have a MPP and a MA at the same time...

EDIT: I'm not trying to win this debate, but like to have this issue clarified. Because I don't get it. I thought the follwing was true (or at least should be): Egypt decides to attack me and Russia and Spain decide to help me because of the MPP. After a few turns, I get the upper hand and decide to make peace with Egypt. The MPP remains intact and my allies may or may not decide to make peace.

Following these events, Egypt might attack me again. Russia and Spain will again decide to join me in the war as long as the MPP hasn't expired.

Egypt might also attack Russia. Now Spain and I have to join. Bad for my rep, because I just made peace. And breaking that deal so early is causing the bad rep......
 
I thought it worked as Aggie suggests.

I don't actually know what happens, and would be convinced by any of the respected people here (who often respond with accurate advice) if they say that they have witnessed it on multiple occasions.

Personally, I haven't noticed a rep hit when making peace with existing MPPs in effect, and it goes against what I understand MPPs to be about.
 
Wow... didn't think my question would spark that debate. Glad to know I wasn't the only one unsure about MPP / peace treaties / rep hit.
 
My understanding of MPP has always been that signing a Peace Treaty did not break the MPP.

I think I have seen this situation before (note: I have nothing to back this up except possibly faulty memory):

CivA has a MPP with CivB. CivC attacks A, drawing B in because of the MPP. After a few turns, B makes peace with C. C then attacks A again, drawing B back into the conflict, and B having a Rep hit forced onto it because it broke the peace treaty.
 
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