Newbie Questions - Ask here and get Answers!

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Thanks for this forum!

OK, I have two questions

( I have been playing Civ since #1 first came out, but would like to now start modifing some of the graphics)

1. I have the 1.29 patch for CivIII. I have notices some resources downloads that have more than the 22 resources that seems to be the default for the game. Anyway I can increase the allowable number of different resources?

2. Anyway of permanently changing the Team Colors. I now you can do it in the editor, but that seems to be for a particular scenario.

Thanks for any relies
 
Welcome, viking1958! :D

Your questions might be more appropriate in the main Creation & Customization forum, but some of the modders come here to the newbie thread, too. ;)

To answer your questions:

1) Yes, but I don't know how. :( I'll have to let a "modder' handle that one.

2) You can edit the civ3mod.bic, just backup the original in case you need it.
 
WOW, Thanks for the quick response Padma. I will go over to Creation and Cust and ask question 1.

You have a good day!
 
marceagleye,

IIRC drafting requires both a pop of 7 and Nationalism. I think it is also impossible to draft if there are only foreign citizens in the city, for example if you just captured it.
 
Does the SAM missle battery actually work? I may not have had an AI bomber ever attack one of my cities with a SAM battery in it, but I'm not sure. If so, the SAM battery was useless bacause I've never seen it operate
 
Does the ai get special combat bonuses? I'm just curious.

I'm playing a heavy combat game. I'm having a heck of a time taking out a few spearman in a city. I go at them with 6 or so mounted warriors and lose. A warrior seems to kill my spearman guarding a city without a problem (well, it happened once).

Am I missing a concept here? I know about rivers and hills. Do I got to "super charge" my army before they attack somehow or something?
 
edit: values incorrect, see Renata's post a few further on for corrections

Gorat:

The size of city and the experience level of the troops can be critical, as well as the underlying terrain you refer to. With a size 7-12 city, the defender gets another 25% IIRC. Also being fortified, as I assume the spearman is, is worth 25%. If the base terrain were a hill, that's another 25%. So that 1.2.1 is really defending at 3.5. You're MWs attack at 2, I think (?). So you only have a 2/(2+3.5) chance of hitting on any attack. Roughly 1 in 3. So each hp you kill will take 3 of yours (simplistically). Every time you die, after the first, the defender automatically promotes (up to elite). So even attacking a regular spearman can be a losing proposition.

If you assume regukar MW vs regular spear, and average odds:

First MW dies, takes spear to 2hp.
Second MW dies, spear goes to 2hp, then promotes to veteran, getting the hp back.
Third MW dies, spear is now a 3hp elite.
Fourth and fifth MWs die getting the spear back to 1hp.
Now you are roughly 50-50 to kill the spearman before it can kill you in the 6th round of combat.

Your MW can retreat, so they might not all die. But by retreating they also try less hard to kill the spearman. So you may need even more MWs to win (although you will have some survivors, at least).

There's a combat odds calculator in the war academy, I think. It's probably in the FAQ thread, or referenced there.

Disclaimer: above odds figured using human brain and rough guesses. E&OE :)
 
Originally posted by marceagleye
Does the SAM missle battery actually work? I may not have had an AI bomber ever attack one of my cities with a SAM battery in it, but I'm not sure. If so, the SAM battery was useless bacause I've never seen it operate

Yes it does. Been shot down by it. And have shot down AI planes too, albeit rarely. Not sure it's worth the cost, to be honest, since it is not mobile. A few fighters would seem to be more useful, overall, than trying to put a SAM battery in every city that might be threatened. Once the borders move the SAM is totlally worthless.
 
Time for my own newbie question ;) In my current DyP test game I built a wonder which provides an improvement (Monolith) to every city. This improvement gives 1 culture per turn. I noticed that while in Anarchy, one of the cities that had this free improvement was stuck on 8 culture until the Anarchy was over and then 2 turns later, it expanded at 10. So, my question is, does Anarchy suspend culture like it does production? The only similar thing I saw in the FAQ was mobilization halving culture...
 
I believe anarchy does halt culture. If you look at the culture graph, you can normally spot when you swapped governments and were in anarchy, because your culture falls relative to other civs. (Because they keep growing). Obviously it's hard to spot for a religious civ!
 
Originally posted by MadScot
Gorat:

The size of city and the experience level of the troops can be critical, as well as the underlying terrain you refer to. With a size 7-12 city, the defender gets another 25% IIRC. Also being fortified, as I assume the spearman is, is worth 25%. If the base terrain were a hill, that's another 25%. So that 1.2.1 is really defending at 3.5. You're MWs attack at 2, I think (?). So you only have a 2/(2+3.5) chance of hitting on any attack. Roughly 1 in 3. So each hp you kill will take 3 of yours (simplistically). Every time you die, after the first, the defender automatically promotes (up to elite). So even attacking a regular spearman can be a losing proposition.

Numbers wrong, sorry. Defense bonuses are +50% for city size 7-12 and 50% for a hill. So if it was a spearman fortified in a city on a hill the total defense would be 2+1+1+0.5 = 4.5. (I'm not sure how it's rounded; i.e. whether it actually works as 4, 4.5 or 5, but I'm certain the math up to that point is correct.) Also, mounted warriors have an attack of 3, not 2. The point still stands, though: you're going up against a defense which is significantly stronger than you, not weaker. Even if your troops start out as vets and the opponents' as regulars the odds are still against you.

The only way to ensure a win is with sheer numbers: if I was trying to take a city on a hill with mounted warriors I'd want at least 3-4 for every spear I expected to be in there. And I'd still expect to fail to take the city every once in a while in that situation.

Renata
 
is it totally impossible to try to compete with the AIs to build the early Great Wonders such as Pyramids and Oracle?
 
Hi everyone,

This is my first post on CivFanatics and I hope someone can help me, because I am confused. Perhaps I am overlooking something (probably am), but I can't seem to find an answer.

First, some background info:

I am using Civ3 PTW, patch 1.14f, no modifications. This particular game is a Hotseat game I am playing, but also has 4 AI players in it (well, three now...:D )

I am playing as the Indians on a huge map, and I own a sizable chunk of one continent and one complete continent. I am in the Industrial Age, just before discovering Flight.
Upon discovering Replacable Parts, I find out that there is no rubber on the two continents where I am well established. The closest rubber I can find is next to an Aztec city, over on continent number 3. The Aztecs (AI controlled) are behind in the Tech race, and I don't feel like educating them, so I can't trade them for rubber. However, their city with the rubber is on the coast, small and probably easy to grab.

I invade the Aztecs, take the city and defeat their counter-offensive. I then ask for peace and I get it. I rush some improvements in my new city to prevent it from flipping. Next, I am going to buy myself a harbor, to connect the city to my trade network.

But then I discover that rubber is already available as a strategic resource in all my cities, without the Aztec city having a harbor in it. I thought that a harbor was necessary to connect a city??
I have other cities with a harbor, but obviously not on that continent (yet...)

I don't have Flight yet, so there is no airport there, there is no harbor and there are several sea tiles between the Aztecs and my main continent. I do have Magnetism and Navigation, no Great Lighthouse (which is already obsolete, so that doesn't matter).

So how can rubber be available everywhere, when that new city does not have a harbor? I only have one rubber resource, I am sure of that.

Thanks in advance for any help. Let me know if you need more details.

General Failure


EDIT: Sorry, this was supposed to be in the "Newbie questions", not here. Any moderator feel free to move this post... :o
 
Welcome to CFC! May your stay be long and glorious!

If your city is connectec culturally to another city that has a harbor, you can trade to the recently aquired city that way. So fer instance, if you're India, and you take an Aztec city w/ no harbor, but it's butted up against an American city that has a harbor and connected by roads to that city, you can trade to your new city that way. Not really explained in the book. At least, I didn't see it.

Oh, BTW, posting a save would help. Not that you didn't explain it good enough (you did) but sometimes the save helps. . .

Edit: Oh, yeah, and what werdhertz says
 
Thanks for the fast replies!

To werdhertz: No, there is only rubber icon in the trade advisor. I am sure of that. That's why I am confused. I'd understand if there were two...

To Turner_727: I didn't know about what you said. I'll have to check that and get back to you. If memory serves me, there are no roads connecting that city to anything else anymore, but I could be wrong. I'll let you know.

Thanks again!
 
What is the best way to attack another civ?
Do I assemble my attack units at their border, or move them in one at a time?
Is there a way to group them together and give one command to all of them?
Finally, is it better to attack multiple targets simultaneously, or one at a time?
thanks
 
My capital city has reached population of 12 and shows -- as the number of turns till growth. It is on a river so that is not the problem.
What is going on?
Thanks
 
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