Newbie Questions - Ask here and get Answers!

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Originally posted by hbdragon88
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?
As anarres said,
sounds like trait-dependant. You were France then?
Or you had your GA.
 
I was France and it was a >12 size city. Thanks.
 
Originally posted by THX
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.
You were just unlucky. I often get techs from goody huts on Regent. Whenever you pop a goody hut, the PRNG is consulted, and the results applied to a table of possible occurrences.

Here is what Mike B. of Firaxis said about goody huts in August 2002.


It's not really that it's difficult; it's just that it was implemented by an intern . Here are the conditions:

Gold:
*The tile must not have any type of resource or luxury on it.

Maps:
--always available

Nothing:
--always available

Settler:
*Player must not have a settler (active or in production) or any unit with the Settle AI strategy.
*Number of player's cities must be <= (TotalCities / NumActivePlayers).

Mercenaries (skilled warrior):
*There must be a unit available to the Barbarians as well as the player and that unit must be able to be built (or have been built) by some player in the game.

Tech:
*Player must still be in Ancient Times.

Barbarians:
*Player must not have Expansionist trait.
*There must not be a city within a 1-tile radius.
*The player must have at least 1 city.
*The player must have at least 1 military unit.
*The unit popping the hut must not have the "All Terrain As Roads" ability.


__________________
Mike Breitkreutz
Programmer
FIRAXIS Games


Last edited by Mike B. FIRAXIS on Aug 01, 2002 at 09:37 PM

 
Originally posted by THX
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?
It is to be expected. A higher level decreases chances of getting nice things from huts (on regent, you might have been unlucky, too). You'll never get Barbs from a hut when you are expansionist or have no military units at all (-> when you grab a hut by border expansions). BTW, you can only get a settler if you have no settlers running around, no settlers to be build and (IIRC) fewer number of cities.
edit: the dog has totally beaten me.

[color=600f0f];) --Padma[/color]
 
Hey everyone,

I've been playing Civ3 for a few months now and I'm really enjoying the Iroquois. Thing is, I'm getting really sick of seeing the Aztecs at every game, right beside me. How do you turn off "culturally linked starting positions"?

Thanks,

Crazyeyez
 
Originally posted by Crazyeyez
Thing is, I'm getting really sick of seeing the Aztecs at every game, right beside me. How do you turn off "culturally linked starting positions"?
It has to be done at the initial game settings before a game is started. Also, if you don't like the Aztecs, pick your own opponents and still keep the "culturally linked starting positions" option checked. :)
 
Crazyeyez

There is an option to turn it off during game set up, at the bottom of the screen where you pick your civilization I believe. Just uncheck the box next to the text about culturally linked start positions.


sealman

Barb horseman appear when two civs get the Horseback riding tech.
 
Originally posted by Crazyeyez
How do you turn off "culturally linked starting positions"?
When you first start a game there is a box to turn this on and off. Other options are Accelerated Production, Respawn AI, etc.

Edit - beaten to it...
 
Padma/Grille,
I appreciate your response. I really like the goody-huts, but I know nothing is for sure. I will not give up on Regent.
Thanks,
 
Originally posted by Padma, quoting Mike B. of Firaxis
Gold:
*The tile must not have any type of resource or luxury on it.
[/B]

Aha! This explains the behavior of the default money resource function in the editor. (The behavior being that the resource will only appear if money is gained from the hut.) Thanks Padma.
 
I am about to eleminate a tribe, but they have 2 techs I want. I can get one for peace. If I eliminate them will I lose the techs? Or should I make peace for 1 tech. Then eliminate them after peace treaty expires in 20 turns?
Thanks in advance.

Edited to add: I am at the end of the middle ages can't steal by espionage yet I think. Monarch level.
 
Originally posted by moondoggi
I am about to eleminate a tribe, but they have 2 techs I want. I can get one for peace. If I eliminate them will I lose the techs? Or should I make peace for 1 tech. Then eliminate them after peace treaty expires in 20 turns?
Thanks in advance.

Hmm. . .that's a tough one. If you kill them off, you won't get both techs. Settling for one might be the answer.

Before doing that, you might want to try and move a bunch of units into their territory, and then selecting the "Our units are approching your cities, make peace now" option. Get enough units there, and they will probably give you the two techs to stay alive.

You didn't say what era you're in. Can you try and get them via espionage? That sometimes works.

Might want to cruise the strat & tips forum, I'm sure there's some good threads there regarding this.
 
Originally posted by moondoggi
I am about to eleminate a tribe, but they have 2 techs I want. I can get one for peace. If I eliminate them will I lose the techs? Or should I make peace for 1 tech. Then eliminate them after peace treaty expires in 20 turns?
Thanks in advance.

Edited to add: I am at the end of the middle ages can't steal by espionage yet I think. Monarch level.

It depends a bit on the situation. Start by getting them down to one or two cities, that way you can extort everything they own out of them. Of course, you won't lose the acquired technologies, but you'll get a reputation hit if you attack them (a big one if you attack them before the 20 turn peace treaty is over!).
On the other hand, it really depends on your other opponents. Do they have those technologies? They probably do have 'em, since the AI trades heavily. Since you're at the end of the middle ages, do they already have military tradition? If so, expect the attacked civ to sign a pact against you.
The point is, do you really need those technologies or would you like to have them? If you can do without them, you can better finish the civ off. That makes for less war weariness, and a lesser chance of culture flip.
 
how to connect my valuable Iron to the rest of my empire?

The most of my empire is located on one continent and I coudn't find any iron there. So I built a city on an island where I found the iron marker.

Both my capital and the new iron city have harbors, but the iron doesn't show up on my capital's resource list. I guess the reason is I'm still on ancient age, and I haven't figured out Navigation yet. (There are a few "sea" squares in between).

So the question: Does the Great Lighthouse help me (to make the trade route over the sea squares) or should I try to push hard to develop Navigation (which is still a looong way ahead)?

Thanx!
 
hmmmmmm.............

I "Think" it does, but i am not entirely sure. I WOULD build the Great Lighthouse if i were you.
 
Yes, the Great Lighthouse allows trade routes to connect over sea tiles (but not ocean).

The Great Lighthouse is not only good for your internal trade routes, but will allow you to be the only person who can trade with others over sea tiles. This can give you a huge advantage if there are civ's with sea (not ocean) tiles seperating them.
 
Yep, those pesky 1-sea tile seperations can be connected via GrLight.

What always throws me is to see those seafaring galleys after navigation.

It would make more sense to allow trade if you can get safely across sea tiles in 1 turn (3 tiles).
 
If you don't get the Lighthouse, Astronomy (not navigation) will be sufficient for over-'sea' trade.

Renata
 
Settler:
*Player must not have a settler (active or in production) or any unit with the Settle AI strategy.

Can someone please explain what the second part of the above actually means? Not having a settler is obvious, but what is "settle AI Strategy"? A mod unit based on a settler? If so has anyone got an example?
 
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