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Do the army-unloading exploits still work in the 1.21 version of PTW?
 
i don't think so
 
Originally posted by WillJ
Do the army-unloading exploits still work in the 1.21 version of PTW?

About armies... If you disband an out of date army, the city you disband it in, will get 100 sheilds from it. So that could go towards creating a new army (if you have an mil. academy) or complete a wonder.
 
I'm not so sure that a disbanded army can contribute to a wonder. if its an exploit then maybe, but usually disbanding units and cutting forest etc. won't build wonders.
 
Originally posted by MajorFallout


About armies... If you disband an out of date army, the city you disband it in, will get 100 sheilds from it. So that could go towards creating a new army (if you have an mil. academy) or complete a wonder.

Won't work for wonders! If that only would work: Make an army with leader1, get your first army victory, disband it in a wonder building town!

I do not know about helping to build an army :(
 
Thanks Grill and Hygro for your answers...

Still about automating workers...what do you guys mean by improving or destroying existing improvements...my workers always seem to go clear jungle or forest...is it really profitable to let them do that or should I insist more on roads and mines?

Do outpost on mountain really work?

Thanks in advance...
 
There are different options for automating workers:
-*simple* automation (by clicking on button while worker is active or hitting a) lets the worker become totally self-governed; they might consider an existing improvement on a tile as useless, thus changing it. Example: You've intentionally built a mine on a grassland tile with a manual-steered worker to increase shield accumulation at a low-shielded city site. The automated worker could decide to change this mine to irrigation. It's not only time consuming, but also makes a botch of your plans.
-shift-a workers don't change existing improvements; note that the term *improvements* also includes jungles,forests, but not roads! Roads could be changed to railroads by shift-a workers. These workers will never get *active* again, unless you click on one. Later in a game, they stay in cities and will automatically move out to clean pollution.
-to get rid of jungle/forest:
-forest: do it manually, for the reason of an opimal timing of the production
boost (the 10 shields added to prod box after chopping down)
-jungle: use shift-j (only in vanilla civ3! -don't know the PTW order) to
autoclear all jungle tiles in your cultural borders. A shift-j
worker will get active, when last jungle in your actual territory
is gone.

There are also other automating options, e.g. "build railroad to location". Keyboard shortcuts are listed in manual and somewhere in the pedia. Of course, it's always best to micromanage all workers and a must in early game. Be careful, automated workers might take the risk of improving tiles in dangerous areas due to wartimes.
But even if you decide to automate workers, have also some manually-steered around. 50% on shift-a (when railroads come up) is a good portion (total: 1 worker per city) for a medium-level-lazy like me. :smoke:
 
Thanks for the answers...very usefull...

now one more question...you guys are going to get tired...do'nt be affraid to tell me to look i the book or go on a learn from your mistakes basis but what means a population production in one of your cities of 99999 or something like that..?

Thanks...
 
If you have the message that population will grow in 9999 turns, that means you are producing enough food to grow, but the city cannot grow for some other reason - it needs an Aquaduct if stuck at size 6, or a Hospital if at size 12.

If Production will take 99999 turns, check to be sure the city is not in disorder, because it means that zero shields are going to production.
 
Another question about armies: How is the number of movement points of an army determined?
 
An army moves as fast (or slow ;)) as it's slowest unit.
 
The army's movement point is determined by the slowest unit in it. Say, if you have an army with 2 cavs and 1 tank, its movement point is 2. :)

EDIT: oops, beaten :D
 
OK, thanks anarres and morkaphi. That's what I thought; just making sure... :)
 
Hi all,

I believe this may have happened to me on several games...
It seems like under certain governments (despot for example) the citizens in my cities actually seem happier when at war than when I am not. Is this supposed to be the case? Am I smoking crack? I've seen several cases where I would go to peace with everybody..and I would start getting multiple cities going into disorder the very next turn.

Thanks for any help.
 
Originally posted by rabies
Hi all,

I believe this may have happened to me on several games...
It seems like under certain governments (despot for example) the citizens in my cities actually seem happier when at war than when I am not. Is this supposed to be the case? Am I smoking crack? I've seen several cases where I would go to peace with everybody..and I would start getting multiple cities going into disorder the very next turn.

Thanks for any help.

No... You are not on crack.

This could happen on Depot, Monarchy, and Communism... I believe Communism is the most likely, but the people are happier, because that is a war goverment. It's not made for peace. Republic and Democracy are made for peace.

I don't knoe exactly how it works. I hardly ever use the war goverments and I've only encountered this problem once, but I'm sure Killer or someone else can answer you question more throughly later.
 
This is known as the 'traditional enemy' effect.

The first time you go to war with a civ, if they are the agressor (i.e. they declare war on you), then every time you go to war with that civ again (regardless who declares it), you get a happiness bonus.

When you make peace you lost the happy bonus and cities can riot if you are not careful.

Government type may have an effect (I can't say for sure it doesn't), but the traditional enemy bonus applies under all government types.

The one thing I am not 100% sure on is if they have to declare war on you to get it, or if they just have to declare war on you the first time you go to war.

In the game you can tell who is a traditional enemy because your advisor will say things like 'we shouldn't trust them, they have attacked us before'.

Hopefully someone can confirm the exact conditions for this effect.
 
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