Newbie Questions - Ask here and get Answers!

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You are correct in that moving the Forbidden Palace is impossible.

Moving the palace moves one of your (potenetially) 2 cores of production and commerce. If you move it to somewhere else it is a good idea to build courthouses in all your old palace-core cities, so that they may sill produce a few shields (even with 95% corruption, which is the maximum corruption).

The impact of moving the palace on culture is minimal (<1000 points). This is because you only miss the 'doubling' effect for 1000 years, and even at 1 turn per year that is a maximum 1000 culture points. (Note the real 'max' amount of culture you can lose is somewhat less than this due to turn lengths, unless you mod the game to last beyond 2050 or mod the year-turns).
 
Do fresh-water lakes produce two food? I've noticed that, without a harbor, cities are getting two food for a water square.
 
Originally posted by hbdragon88
Do fresh-water lakes produce two food? I've noticed that, without a harbor, cities are getting two food for a water square.
Yes, but I believe it's only the coastal tiles from fresh-water lakes, that is, the first ring of water on the coast.
 
Originally posted by The Yankee
Wow, I am going to sound real dumb, especially since I used to know this, but, how in the heck do you change the rules so you can get the Heroic Epic after building Barracks (either just one or some number). I can never seem to get a leader, no matter how much combat I do, so I'll just take the easy way and see army on army battles.

Also something I used to know, how do you adjust the number of units going into an army? I feel like packing 10 of them in there and watching a nice, epic battle. Thanks.
Both can be changed in the editor. First go to Scenario|Custom Rules to unlock the Rules menu.

Then do Rules|Edit|Improvements and Wonders. There you'll locate the Heroic Epic. Uncheck the "requires victorious army" on the right hand side, and on the left hand side select requires "barracks" and you'll see a nearby selector for "number of buildings requires" where you can say it only works after you have gotten X barracks.

For the army size, go to the Units tab (Rules|Edit|Units) and locate the Army. Under "Trans[port] capacity" increase the default 3 to whichever you want to set. Notice that the Pentagon will still allow +1 to your defined army size.

Then save your changes as a scenario and off you go.
 
I have a newbie question : when you download a map, I downloaded a huge Europe map, how do you assign actual starting positions? I was spain, but started no where near were spain is today....
 
Originally posted by andvruss
I have a newbie question : when you download a map, I downloaded a huge Europe map, how do you assign actual starting positions? I was spain, but started no where near were spain is today....

You might wish to ask this over in the C&C forumn. They are the gods of modding and would know the answer.
 
Originally posted by andvruss
I have a newbie question : when you download a map, I downloaded a huge Europe map, how do you assign actual starting positions? I was spain, but started no where near were spain is today....

As sealman notes, this question is more suited for C&C. That said, a quick answer for one way to do it is you open the map in the editor, type "o" for insert overlay, pick "Player Starting Location" from the list and left-click on the map where you want each starting location to be. Then you can right-click each location and choose "reassign" and set them to the appropriate civ.
 
Originally posted by ^Qudos
hmm how does the scientist specialist affect the research rate? i dont get it :(
Each one adds one beaker. Each tech costs a certain amount of beakers (different for each tech). When you set the science rate to, say, 60%, it turns 60% of your commerce into beakers that turn. After the necessary amount of beakers has been collected, the research of that tech is completed.

To understand just how much one beaker is, you have to know how many beakers a tech takes. I don't really know, but I can tell you it's a lot, so scientists are usually useless.

Hope that helps. :)
 
Two questions.

I have vanilla Civ3, 1.29f

Does anyone know of a way to disable tile degeration via global warming but still allow nuclear weapons to change terrain into desert?

To show relations between civs on the Diplo. Advisor's screen like this you're just supposed to Shift-Click each leader head as it says in the FAQ, correct? I've never managed to get it to work, so if anyone has any insight I'd appreciate it.
 
Originally posted by Quiet Sound
To show relations between civs on the Diplo. Advisor's screen like this you're just supposed to Shift-Click each leader head as it says in the FAQ, correct? I've never managed to get it to work, so if anyone has any insight I'd appreciate it.
You hold down either the right or left shift key, then either left- or right-click one of the civ's portraits. Try all four combinations; one should work. A little mini-menu will come up where your cursor is, and select the civ whose leader you want to be displayed in the portrait circle that you clicked. Don't know about the other question, though.
 
Left-clicking alone selects a single civ.
Shift+left click will add or remove that civ from the current selection
Right-clicking alone will bring up the civilopedia entry for that civ
Shift+right-click will bring up the menu to switch portraits with an unpictured civ

Also, Left-double-clicking will open diplomacy with that civ but it also selects only that civ.

If your comp is as slow as mine, make sure you continue to hold down shift until the highlight ring appears around the picture after you click which could be a good half-second or so; it doesn't matter which of the shift keys you use in my experience
 
I don't think you guys understood my previous question, because it involved the little background information I put at the beginning.

So let me say something first, incase you DO know the answer:

I have gotten cities from the computer during peace agreements. They have been under that civ's control the whole game. The people in those cities will have MY nationality. Now, go back to page 2 if you think you know how to answer the question again, thanks.

Mercade, ALL the tiles in a freshwater lake have 2 food. If the lake goes saltwater then it will have food, which brings me to my next question:

What determines whether a lake is freshwater or saltwater?
 
Originally posted by Hygro

Mercade, ALL the tiles in a freshwater lake have 2 food. If the lake goes saltwater then it will have food, which brings me to my next question:

What determines whether a lake is freshwater or saltwater?

A lake is 'freshwater' if it has 21 or less tiles around it. Saltwater is 22 or more.

It should be noted that you can not build harbors in freshwater lakes (at least, not the last time I looked) so this is an indicator, as well. Also, parking a city next to a freshwater lake is equivalent of putting it next to a river. You don't need an aquaduct, you can irrigate off of it, it counts for nuclear plants and the Hoover Dam, etc.
 
I'm pretty sure you actively need a river for hydro plants and Hoover, not just fresh lakes.
 
Originally posted by Hygro
I'm pretty sure you actively need a river for hydro plants and Hoover, not just fresh lakes.

Could be. I seem to recall using a lake for that, but I could be misremembering the topography at the time.
 
Originally posted by Hygro
Ok, you know how if you get a city in a peace treaty, and all those citizens are already of your nationality?

Well, what if the Zulu give me, the French a city containing Russians and Zulu. Will the people be all French or French and Russian.

Basically, can you convert people to your opponents if they are not yours to give?

...

I don't think you guys understood my previous question, because it involved the little background information I put at the beginning.

So let me say something first, incase you DO know the answer:

I have gotten cities from the computer during peace agreements. They have been under that civ's control the whole game. The people in those cities will have MY nationality.
Ouch, tough question!

I can't say for sure, but I have gotten cities from the AI that have been of mixed origin, and all the citizens converted to my civ.

I can't be sure, but my experience and gut feeling both say they will all be French.

Let us know if you find out for sure. :)
 
I had a grassland that had 2 food, 4 shields, and 8 gold. It was bordered by two rivers. No bonus anything. A city was built on top of that - is that normal?
 
Was the city a metro ( > size 12), and the civ who settled it commercial?

Those numbers seem about right for that setup.
 
I have been playing at Warlord level for several months. Last night, I started my first Regent game, and I did not get any techs at all from goody-huts. Is this to be expected at Regent, or was I just unlucky? I ran into a number of huts, and about 50% of the time, I got 25 gold, but no techs. About 50% of the time, I was surrounded by angry barbarians, and didn't get anything.

Note, I did not change the barbarian setting. I always leave it at the default (roaming, I think). I selected the French to play, since I haven't tried them before.
 
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