Newbie Questions - Ask here and get Answers!

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I don't think it's about "paying attention", it's just that you have to click on the attitude page every turn. (And this is much quicker if you use modified graphics with happy and sad faces!)

It's like opening all of the diplomatic screens every turn just to see what new techs your opponents have added. I'd rather spend my time thinking, instead of just clicking mindlessly. But that's the game we've got....
 
Originally posted by A_Turkish_Guy
i cant find the file that print screen from the game.what is the name of the file contains that pictures.????

Go start, programs, accessories, paint and then paste the image in save as a JPEG.
 
Originally posted by vincenzo
How can I tell when War Weariness is close to being a problem?

Right now in a few of my cities I see 2 or 3 citizens (out of maybe 10 citizens) that are unhappy, and they say " 23% Give Peace a Chance".

What stages does it go through after this, and does it finally cause civil unrest, and can it overthrow my Republic government?

(I have read the recent thread on WW investigation, but it does not go into these basic details).

Thanks
You can anticipate WW (unhappy citizen) by cliking forth and back on the luxury slide at the end of every turn.
 
I seem to be repeatedly coming across the situation where I cannot work a city to its fullest because there is not enough food able to be produced to support as many citizens as the city is allowed to have.
I want to check with others to see if I am missing something.
Unless a tile produces 3 or more food, then it only supports the citizen working on it. And there do not seem to be many tiles with 3 or more food. I bring irrigation in (often from outside the city) and build harbors to increase food output, but I still have this problem.
Am I missing something, or is this just the way the game works?
Thanks
 
vincenzo,

Most city locations can support the 'full' 20 pop (or more), but not all.

When you get to Railroads you can get 4 food for an irrigated grassland, 3 for irrigated plains, and 2 for irrigated desert. Only Hills and Mountains will not ever support 1 pop per tile.

This means that early on in very hilly/mountainous locations you can not support a full city, but since size is limited to 12 until Sanitation this is not normally a problem, as rails and hospitals appear around the same time.

Often, near a mountain range you can place cities around the outside so that they can all use a few mountain tiles each and share the low-food tiles.

Another mitigating factor is that it is good practice to have less than 21 tiles per city. Overlapping cities can provide several benifits, including the sharing of low food tiles.

Edit: Note that before Sanitation and Rails it can be a slow process to grow your cities to size 12 if you have low-yield tiles. In this case I will often sacrifice having *any* hills used in favour of using the irrigated grass/plains to get growth as high as possible. Sometimes I have cities stranded at size 3 or 4 because they have only plains and no fresh water, and just 1 decent tile in the radius, these cities are only founded as long term investments, or as resource-grabbers, or for strategic placement value, it takes a while for it to pay off sometimes...
 
vincenzo - this is the way the game works essentially. But you may not be aware of a few things so I'll see if I can help :)

In the early game (first two eras) once you are out of despot you can get 3 food from any irrigated grassland, plus the two 'extra' food generated by the city tile. Mined grassland and irrigated plains will give 2 food, as will inland water or coast/sea tiles with a harbour. Floodplains will give 4 food once irrigated. Because of this bonus food tiles, wheat, cows and to a lesser extent wine (if on flatlands) are extremely valuable in the early game.

Once you have railroads though any irrigated tile will give +1 food (if mined they'll give +1 shield). This means it becomes a lot easier to ramp up food production as grassland can now produce 4 food, floodplains 5 etc.

[EDIT: anarres beat me to it! dam, I'm slow :lol:]
 
If I wanted to use Warpstorm's watercolor terrain with the Double your Pleasure mod, how would I get the two to operate together?
 
Originally posted by Anonymity_001
If I wanted to use Warpstorm's watercolor terrain with the Double your Pleasure mod, how would I get the two to operate together?
For PTW: Open up the "Double Your Pleasure with GFX.bix" file in the PTW Editor, go to Scenario Properties, and add the following to the end of the Scenario Search Folders Path: ";Warpstorm Watercolor Terrain" Save these changes as something like "Watercolor DyP.bix" and use that as the scenario to start your next game. Note that DyP includes its own irrigation graphics in "...Scenarios\DyP\Art\Terrain" which you may wish to move/rename.

For Vanilla civ3, you will want to backup the contents of Art\Terrain and Art\Cities and copy the appropriate files from the Watercolor terrain package there. Do NOT copy the watercolor resources.pcx over the DyP resources, however, or Bad Stuff will happen.
 
I just recently got Civ3 and PTW but i can't seem to get past the middle ages, becasue apperently my strat. is lacking. I always but suck a great army that my funds srink to nothening and my cities keep trying to build more forces. (Is there anyway to make a city build only one thing....? say workers?)
Mainly i am look for strat tips, i play way too many 1st person shooter and all i know is KILL KILL KILL.. I need to add method to mayhem.
 
have around 1+ workers per city and make sure everything is roaded for more commerce. Build market places and banks, libraries and universities to increase commerce.

It's possible if you follow the directions in my 3rd line (and last link) in my signiture might help you out as well, just understanding game mechanics.
 
Welcome to CFC TGL.

Check out some of the 'beginning game' articles in the Strategy and Tips section, or in the 'War Academy'. The decisions you make at the start are critical to how you do later in many cases, so attention paid there can reap rewards later.

There is a way to make a city build the same thing repeatedly (it's in the preferences screen, IIRC) - but that's often not a great idea, since you need to manage production.

What Civ version are you playing (Play the World, or so-called 'vanilla' Civ3)? People will use that info for giving advice, so it's useful to know.

Personally - the key is usually getting your civ big enough. Build settlers. Claim good land. In the early game it's often safe to have a relatively small military - check the F3 screen, once you meet some civs. if it says 'you are weak' then the AI will bully you. But average is usually enough that they'll leave you alone.

There are ways to play agressive from the start, which might be your style - look for topics like 'chariot rush' and 'archer rush' to get the lowdown on ancient agressiveness.
 
What on earth is the point of a Stealth Fighter? It can't even do Air Superiority and can't bomb nearly as well as a bomber (obviously). Why would anyone make one? (I have vanilla civ by the way, maybe they suped it up in PTW)
 
Actually, the stealth fighter fits into Civ much the way the Stealth fighter does in RL (The F117, at least.) Not as capable as a B2, but still deadly. Of course, Civ3 doesn't support the type of missions that the F117 is good at in RL.

I would venture to guess it's a cheaper alternative to the Stealth bomber, allowing you to get them out quicker, if need be. Or cheaper to rush, for that matter.

Yeah, it's a 'poor' unit in Civ terms, but like the Guerilla, I'm sure someone somewhere has found a use for it.

Of course, you could turn on the Air Superiority missions in the editor, if you were inclined to do so.
 
if you turned on air superiority missions in th editor you'd want to give them attack/defense rating and set they ai to use them for that purpose.
 
I just wish i could get to a point in the game to use air power, i usually loose before i am the advanced.
 
Are there more resisters on higher levels?

I'm playing an emperor game and everytime I capture a town I get lots of resisters, regardless of government and culture. When I played on lower levels I'd have similiar gov't and culture situations and I'd end up with far fewer resisters. Could this be true?
 
This is probably a side effect of the higher culture of the AI at higher levels. With the AI production bonuses, they can build city improvements much faster, resulting in higher culture amongst other things.
 
Hurricane, I asked my question because I had the same culture advantage at this high level as I would back when I played low levels. In fact, I probably had 5 times the culture.
 
I *suspect* that the number of resisters is (may be among other effects) dependant on the local culture of a city. Just a rough guessing.
 
Hi
Is there any way to find out if the AI's have a trade embargo against you? In GOTM19 none of them would trade anything with me even when I had 5000g and 250gpt. It got to the point where they wouldn't even offer 1gpt for a lux!
I've noticed this a few times... how do you get the AI's to trade with you on higher levels? I've been playing warlord for a while and after the GOTM I switched up to Regent and this is one major difference that I've noticed...
I tried to plant a spy but that failed and cost me 300g so i didn't try that again!
thanks in advance

PTW 1.14f
 
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