Newbie Questions - Ask here and get Answers!

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Originally posted by Lucy
My civ spans 3 continents now with 3 civs left.
I built a new palace on the second continent I captured and it is now fully built up . The new continent I am trying to rebuild.
You are on 3 continents, have the Palace on first one, your Forbidden Palace FP (that you meant by 'new palace'?) on second one and want to move your Palace to third continent(?):
Originally posted by Lucy
If I move my capital city to the new continent will the built up one take a huge hit in corruption? I mean will it become as bad as it was before or will the culture and income have a moderating effect?
The culture won't have a moderating effect, but courthouses and police stations will. But be careful, corruption/waste in cities generally depend on the distance to Palace/FP. If your third continent (and also your FP) is far away from first continent, you'll probably get economic problems. If you can deal with it, it's a nice strategy to build up third continent by moving the palace (assuming your first continent is already built up). (If you can re-build your palace under democracy w/o factories in a medium sized city on third continent with more than one shield, you should be able to face the problems - before, you should get improvements like courthouse, factory, marketplace etc to accelerate build process).
If your continents are kind of spread, communism isn't that bad (pro: can go to war easy). I guess you had a war (?) under democracy
Originally posted by Lucy
I was managing a large democracy fairly well I thouught, but the citizens overthru the government and i went to communism.
(When at war under demo: to prevent an overthrow, use the lux slider on F1 screen, trade for lux)
Originally posted by Lucy
I want to go back to democracy to build up the new continent and I want to know if I should use the available leader to build a new palace, or just subsadize the build up with the production form the other 2?
Depends. If third continent is really big, don't subsidize.
Leader rush is not just convenient, but contingently essential.
 
Mass Transit and Recycling come a whole age after I've built factories and hospitals. I guess I'll just have to deal with some deterioration of my lands.

Thanks for the terrain info, Renata.
 
yeah, so how do I post it on here so you can see it? :)
http://joedoe21.0catch.com/Game4.zip

I uploaded it on a site.

Tell me what you think of my game paleeese :) ;)

It's four days late and about ten threads after, but I finally got a chance to look on the save, joedoe, and make some comments:

* More workers. With an empire as vast as that, it is vital have tons more workers than the 15 that you have now. Also there is the need for worker stacks. Don't have individual workers running around; pair them up to get tasks done twice as fast

* Use governor to manage moods. While some experienced players prefer to micromanage all their citizens, I feel that it is best just to leave it to the governor. Switching to the governor has already made things a lot more efficient in the whole empire (not as many entertainers needed)

* City placement. Cities are placed way too far away for effective use. I mean, there has got be a huge amount of roads to be able to connect all the cities - very unefficient. Count five tiles to place a settler from a city

* Researching. Trading is very important, even on lower levels. To gain a leverage on trading, it is necessary to out-research the AI. On a low level it's not hard. In the Middle Ages, where you are now, go for the top branch of the tree and sell techs for other techs and gold.

* Tax slider. You needn't to turn off all science/lux at warlord; you can research and beat the AI in researching. Raising the lux slider 10-20 percent will also quash a lot of "overcrowded" unhappiness too.

Just broad tips to improve the game. Took me a while to learn and to implement all these, but now I'm having a lot better time playing the game than before.
 
Hey Joedoe, since you already have a thread devoted to your game, how about you post all saves there. Since you have a link to that thread in your signature, people can find it.

Just trying to keep this thread a little more on topic. thanks :)

edit: I just noticed this was in response to HBDragon's advice.
 
I recently started a new game but forgot to choose victory conditions. Is there any way I can find out what victory conditions are selected from a save? Thanks in advance for any help.
 
Hey in my game the only civ left is the bablylonians, with a couple of cities in my territory and a small island on their own.

I have over 10,000 cultural points now and in the cultural ranking time line thing, it shows I'm far more than double their cultrual score.

Why arn't I winning? :(
 
Originally posted by joedoe21
I have over 10,000 cultural points now and in the cultural ranking time line thing, it shows I'm far more than double their cultrual score.

Why arn't I winning? :(

You need over 100,000 culture points over all, or 20,000 in one city. :)

Also, you might have cultural victory disabled.
 
Oh lol

I meant I got over 100,000 :)

Anyways I ended up winning by domination :crazyeye:

I was hoping to win by cultural, oh well better luck next time.

Check out my game in my sig.
 
Is 2010 a good score on Warlord winning by domination?

Note that this is my first game of civilization III, and I havn' t played a civ game in about 4 years.
 
I hate to sound like I'm picking on you, joe, but please heed Hygro's advice. Keep your game discussion in its own thread. The specific questions you are asking here, e.g. why haven't I won a culture victory? are okay, but the ongoing discussion here in the newbie questions thread is really starting to smell like spam. ;)
 
does anyone know where to find a chart of advances for civ 3? I've found them for 1 and 2, ...../?
 
Originally posted by the toBin jOnes
does anyone know where to find a chart of advances for civ 3? I've found them for 1 and 2, ...../?
The tech advances are shown by clicking on the Science Advisor.
 
Dunno if this has been asked before:
But something wierd happened twice in the same game i am playing:
I was at peace with all civs except one (China). After a couple of turns, i seized China's last city. No one declared war at me, and i kept playing, but when i went to the F4 screen on the same turn, i saw that France, Russia, England and America were at war with me (red line)
First time it happened in the same game when i got rid of Persia, i thought that "may be i skipped the messages" that other countries declared war on me (as China and France did)
But when it happened again, and with 4 countried, with no war declaration, then i got confused.
These countries had no MPP's, with China (nor with Persia before it), etc...
Any ideas why war declaration messages did not pop out?

Edit: v1.29f by the way, on Deity level
 
Hmm, have you been at war with those countries before and signed peace treaties including other deals? Maybe something broke there.
 
I have been actually at war with them some time back.
I'm okay if they declare war on me for some reason, but what puzzles me is that i had no "official war declaration" or message, + they did not attack me nor sent troops against me. That's wierd.

Good part is that when i saw they were at war, i just sent my troops to teach them a lesson... ;)
 
How many units do I have to keep in a captured city to stop it flipping? and will it definetly not flip? Is it like 5 units for a 5 city or 10 for a 5 city??
 
How many units do i need to suprpess a culture flip?

the full formula (this is from Sorenson, who is responsible for this programming):

P=[(F+T)*Cc*H*(Cte/Cty) - G]/D

where:
P = probability that it will flip this turn
F = # foreignors, with resistors counting double
T = # working tiles under foreign control (out of the max of 21, no matter what the cultural boundaries are atm)
Cc = 2 if foreign civ has more local culture than you, 1 otherwise
H = .5 for WLTKD, 2 for disorder, 1 otherwise
Cte = Total culture of the foreign civ
Cty = Total culture of your civ
G = # garrison units
D = factor based on relative distance to capitals

Now reorganizing this gives the required garrison as:
G = (F+T)*Cc*H*(Cte/Cty)

As you can see there is a nice set of extra factors there. Now when you take a city Cc is likely to be 2 for a long while. And then there is the culture ratio. And this is a true ratio so it could be 1.1:1, 2:1, 5:1 depending on how much culture each of you has

The national culture factor is probably the reason why some seem to have no problem with culture flips and others do. Since if you have strong national culture, this value might be approaching 1/2, which can keep the garrison down at a 1:1 ratio. However, if conversley the AI civ in question has double your culture, you are going to need 4 units for every foreignor and tile to prevent a flip.

(I just copied it and pasted it from Lt Killer's FAQ) ;)
 
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