Newbie Questions: Ask here and get answers!

Status
Not open for further replies.
Do you veteran players use the "Automate" function for your Workers?
I was wondering if it's better to assign them tasks yourself. But it gets so tedious sometimes....
 
You are better off manually moving them. On larger maps where you have tons of workers, yes it is tedious. Use shift-A, not just 'a' when you do use automation. This prevents them from switching mines to irrigation and irrigation to mines. Never use any form of automation while you are still in despotism.
 
I realised that only certain civilisation can build scouts whereas others cannot. Can someone enlighten me?
 
Expansionist civs are the only civs that can build Scouts in an unmodded game.
 
CivIII

forgive me for probaly askinga question that has been asked a billion times, but how do you set your workers to build a long stretch of rod or railroads?

for example, I want to set a worker to build a railroad over 8 squares. How do I tell him ONCE to start building and he will stop once he has completed all 8 squares?
 
That 1 Dude, I just answered your question in the other thread you posted.

For a long stretch of roads, it's CTRL-R. For railroads, it's CTRL-SHIFT-R.
 
Small question concerning MPP:

In a recent game I had an MPP with Greece and was at war with Japan. I send troops to a near japanese town. My turn was over.
Japan attacked my troops near their town -> no reaction from Greece. Then Japan moved into my borders and at their first strike, my foreign advisor told me Greece declared war one Japan. Just for the record , the japanese turn wasn't over yet, so it's not that Greece reacted when it was his turn or something.

I should have kept the save from the start of this turn... but I didn't , too bad.

Anyhow, did you guys notice something like this too ? Borders don't influence MPP's , do they ?
 
No.. what influences MPP's is mostly who attacks who, what I mean is I"ve had MPP's with CIV 1 and CIV 2, if I attack CIV 1, then CIV 2 will go to war with me, if CIV 1 attacks me then CIV 2 will go to war with them, if you are the attacker your MPP civ won't always join in right away either, sometimes it takes a few turns, I have no idea what triggers that though, anyone else know?
 
Borders DO affect MPPs. Only when one partner in an MPP is attacked within his borders will the other partner declare war. I might add that this declaration is immediately triggered, and cannot be prevented.
 
Right. This could be a unit being attacked, a unit being captured, or an tile improvement being destroyed. If it's not within the borders, the MPP does not activate.
 
1. Once you build an Army, is their anyway to remove a unit from the Army for another?

2. Can you upgrade Armies?

3. How do you get a Victorious Army, so I can build the Academy?
 
1. Not intentionally. There is a guy who found a way with PTW 1.14 to unload units, but that's definately an exploit. It'll most likely be fixed in the next patch as well.
Note: armies aren't supposed to unload.
2. You can't. So, you have to think about what units you put in that army. For instance, if you leave a spot (or build the pentagon, which increases army size by one), you can 'upgrade' your cavalry/knight army through addition of a MI or tank (or MA of course)
3. Attack with it, and win.
 
to Volker:
...3.: If your army wins, your advisor will tell you about building academy.unload/upgrade army: As upgrading is impossible with vanilla civ3, you might be interested to disband an army with ancient units in modern times, especially when you already reached your limit (note: you can only have #ofCities/4 armies). Disbanding in city will provide 50 shields for current production (no wonders), so be sure not to waste too much. This amount does NOT depend on numbers or types of units in an army, it's always 50 shields.
 
Originally posted by Grille
to Volker:
...3.: If your army wins, your advisor will tell you about building academy.unload/upgrade army: As upgrading is impossible with vanilla civ3, you might be interested to disband an army with ancient units in modern times, especially when you already reached your limit (note: you can only have #ofCities/4 armies). Disbanding in city will provide 50 shields for current production (no wonders), so be sure not to waste too much. This amount does NOT depend on numbers or types of units in an army, it's always 50 shields.

As an addition to that, you also need Military Tradition to build the academy...
I usually don't disband armies btw: an army with 3 knights in it can serve perfectly as a defender.
 
Originally posted by Mathias
Borders DO affect MPPs. Only when one partner in an MPP is attacked within his borders will the other partner declare war. I might add that this declaration is immediately triggered, and cannot be prevented.

Yes, I noticed that! In the game I was playing yesterday, the Iroquois asked me for an MPP. Now mind you, he's the biggest bully on the planet (and the furthest away from me), but also the only civ who can provide me with rubber and aluminum. So I agreed.

Three turns later, HE attacks and invades China. One turn after that, my advisor informs me that my friend the Iroquois has been attacked by EVIL China and that the MPP requires me to declare war on China! (I thought, talk about propaganda - how stupid do you think I am? I know perfectly well that the Iroquois are the aggressor here!) However, because of discussions I have read on this very forum, I knew that I couldn't get out of it without taking a rep hit, so I took advantage of the situation to grab some new turf, including a luxury I didn't have and some strategic resources. It worked out well, but it rather annoyed me that, by the rules of the game, the AI could play me for a fool like that. Although next time I will probably tell him to go boil HIS head in a similar situation. :D

Can I pull the AI civs into war like that too? Get them to sign an MPP, attack another civ, and as soon as I am counterattacked, the MPP partner will be dragged into the war against my unfortunate victim whether he likes it or not? :mischief:
 
Heike: Indeed, you can easily set the AI up like that. best way to win a diplo victory:

MPP with everyone but your rival. Declare war two turns before vote. Wait.

He WILL attack you somewhere and get all the world to declare war on him :D And that is not good for the vote ;)
 
I've read somewhere in CFF about a mod just to change cruise missle (useless) functionality. I would like to change my game so as those missles get some use: how can I change that or where can I download a mod JUST for change it ?

Tks in Advc
 
It would be easiest to mod it yourself, via the editor. What are you trying to mod? Well, in any event, you can do a lot via the editor.

Open your editor, Click on 'Scenario' then 'Custom Rules.' This will turn the rules editor on. Click on 'Rules' then 'Units' and a window will open up. Find the Cruise missile, and make the change you want.

I would also create your map, via the 'World' button. This gives you all the starting options, and will create a world for you. It will save as a .bix (.bic in VC3). From the Civ main menu, click on 'Load Scenario' and find whatever you named it. Then when you play it will load your custom rules in, and when you get to Cruise Missles, you should be able to see the difference.

HTH
 
Status
Not open for further replies.
Back
Top Bottom