Newbie Questions - Ask here and get Answers!

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Originally posted by vincenzo
Thanks for the info.
I have pop saying it is too crowded now when there are only 12 citizens.
What do I need to do to allow 20 citizens?
I have all the usual happiness things, temples, sistine, coluseum.
I only have 4 luxuries, tho. Is that it?
Thanks
by "I have pop saying..." you clicked on an unhappy citizen. They will give you the reason for their unhappiness. "Too crowded" means that there are citizens born uncontent. The numbers of automatically born content citizens depends on level (1 on deity and emp, 2 on monarch...). So if you were playing on deity and just founded your capital, you should observe the turn when town grows to pop=2. Then you have one content and one unhappy citizen (assuming here you still have no garrison, lux tax set, lux res connected, happiness improvements/wonders built, entertainers hired) and need to react (garrisoning..., in worst case hire entertainer), thus preventing disorder. (Somewhat later in game, you probably have luxs connected and don't need to be too accurate on this one, unless you want to have WLTKDs).
Then again, the number of required luxs also depends on pop status to get the citizens into content/happy mood. But w/ 4 luxs hooked up, you gain at least 4 happy faces, 6 in towns/cities/metros that have a marketplace.
Generally, "too crowded" doesn't refer to town's(pop<7)/city's(pop=7-12)/metro's(pop>12) capability to grow. You need an aqueduct for towns w/o *direct* freshwater access to grow past 6, a hospital for any city to grow past 12.
BTW, Sistine does only affect towns etc w/ cathedrals.
 
I understand the need for a hospital - what I meant was, if they think it is crowded now at 12 pop, how will they feel when there are 20 pop? Won't there be more unhappy citizens saying it is too crowded? I got another luxury but it made no difference in the number of unhappy citizens.
Thanks
 
Originally posted by Grille

You can order workers to build a rail road from actual location to a certain tile, but that's almost all you can do about it. (I don't know the keyboard shortcut, but it's mentioned correctly in the manual and somewhere in the pedia).
Workers on shift-a would build railroads everywhere, but they would also do jobs on non-improved (and eventually non-worked) tiles. I guess you knew that anyway.

I found that shortcut, it is cntrl-shift-R. But this railroading of the entire empire is way too tedious. Now I am wondering, is there a "build railroad network everywhere" command, similar to the "build road network everywhere" command (cntrl-N) ?
If they just built on top of all my existing roads I could live with that.
Thanks
 
Originally posted by vincenzo


I found that shortcut, it is cntrl-shift-R. But this railroading of the entire empire is way too tedious. Now I am wondering, is there a "build railroad network everywhere" command, similar to the "build road network everywhere" command (cntrl-N) ?
If they just built on top of all my existing roads I could live with that.
Thanks

Automating the worker (use the 'leave improvements' option, so it doesn't try to change what you've already got) will RR the entire city radius. It might be better to do it yourself, tho, as you can decide which cities to RR first. Myself, I like to RR city to city, then RR the city radii.

Edit:

Originally posted by vincenzo
Yes, I do have marketplaces.

Not sure on this one, but IIRC, building the hospital and giving them some breathing room will take this away. Might want to keep the town pop at around 22 or so, to keep them happy. Of course, lux's (like Padma was implying) will help alleviate this. Marketplaces increase the bonus to the lux's. Check the FAQ Thread for the exact bonus'.
 
Originally posted by vincenzo
I understand the need for a hospital - what I meant was, if they think it is crowded now at 12 pop, how will they feel when there are 20 pop? Won't there be more unhappy citizens saying it is too crowded? I got another luxury but it made no difference in the number of unhappy citizens.
Thanks

If you did not have a marketplace, it is possible not to change the number of unhappy citizens, because luxuries make content happy BEFORE making unhappy content.

So, if your pop 12 city is regent (2 born content IIRC) and has a temple, a cathedral and a colosseum, you would have a total of 2+1+3+2 content citizens, which would leave 4 more unhappy.
If you then had 4 luxuries, and no marketplace,and no lux tax, that would make 4 of the content citizens happy - leaving you with 4 happy, 4 content and 4 unhappy. If you added a fifth luxury then that makes another of your content citizens happy - making the split 5/3/4 - still 4 unhappy.

Now, if you had a marketplace, but had 3 luxuries (instead of 4) you would still be balanced at 4/4/4. Adding another luxury would add two more luxury effects - which would make 2 of the content citizens happy. Giving you 6/2/4 - still 4 unhappy citizens.

For luxuries to affect the unhappy, there must be no-one 'just' content.

It doesn't matter too much if you don't have complete happiness in your city - you won't get a WLTKD, but if your pop 20 city is near your capital or FP that won't affect corruption too much. Most important is to have more happy than unhappy. So you need 10 happy citizens. That pretty much requires a marketplace, and a big bunch of luxuries, or lux tax (a big city should have a nice big commerce, so even 10% will likely give 3 or so happy faces).

To make a pop 20 city totally unhappiness-free takes quite some doing:
You start with 2 content and 18 unhappy (regent again). Add in all the content improvements - temple, cathedral, colosseum. Another 6 content from unhappy. Give yourself Sistine Chapel (another 3 content) and JS Bach (another 2) Hell, let's have the hanging gardens, another content citizen. That's now a total of
2 (basic) +1 (temple) + 3 (cathedral)*2(Sistine) + 2 (Colosseum) + 2 (Bach) + 1 (Hanging Garden) = 14 content. Which means there must still be 6 unhappy. Let's assume we're communist and have 4 MPs - now there are 18 content and still 2 unhappy. Now add a market and all 8 luxuries - 20 happy faces. That makes the 18 content become happy, and one of the unhappy becomes content, then happy. Now you have 19 happy and one unhappy. Unless I forgot something the only way to stop that last citizen being unhappy is to apply some luxury tax. I doubt it's worth the expense!

Note that to keep order only takes 10 happy citizens. Which you can get with temple, cathedral and colosseum (no wonders) giving 8 content, and 6 luxuries with a marketplace, giving 12 happy faces, making the 8 content happy, and 2 more of the unhappy also happy.
 
Originally posted by MadScot

Note that to keep order only takes 10 happy citizens. Which you can get with temple, cathedral and colosseum (no wonders) giving 8 content, and 6 luxuries with a marketplace, giving 12 happy faces, making the 8 content happy, and 2 more of the unhappy also happy.

Another way of saying this, which I find easier to remember, is that you need as many happy and content faces as the (nonspecialist) population, to avoid civil disorder. In a city of size 20, with no specialists, at monarch difficulty, you get 2 free content faces from the difficulty level, and 6 more from temple, colosseum, and cathedral. If you also have no entertainment, then you need 12 more from luxuries: so that means you need a marketplace and at least 6 luxuries (1+1+2+2+3+3 = 12).

Switching a citizen to be an entertainer is effectively +2, because it generates one unit of happiness and it also reduces the number you need by one.
 
hey all.

anyways im going to san diego this weekend, and i want to bring civ3 ptw with me, thing is, my notebook screen is too small. so, anyone know what the command was to make the screen fit 800x600? ptw or vanilla civ pls. thx

oh i tried searching but it seems it is disabled :p
 
Qudos:

setting KeepRes=1 in your civilzation3.ini or ptw.ini files will keep your desktop resolution. That works when using a higher res screen, not sure how it works for a lower res than 1024*768

there might be something in the readme?
 
Two questions:

1. Can you have more than 1 Great Leader at a time?

2. Do you have to keep pressing "control the skies" for a fighter each turn, or is this fighter-state remembered from turn to turn?

Thanks for any answers!
- Alan
 
1. One Great Leader only, unless you have vanilla civ and haven't patched it.
2. Yes, air superiority acts like a fortify. You only need to do it once.
 
@^Qudos:
You can't play w/ 800x600; resolution must be 1024x768 at least for playing the game. If you "force" your computer to run 800x600 only and start game, you would get to game's main menue, but then you can't start a new game.

@alancarre: regarding point 2.:
if you've succesfully performed a as mission, your involved as unit will get "active" again next turn (at least when it lost hitpoint(s))
 
Question regarding workers:

Is it possible to set a worker on *permanent* pollution duty? That is, once the current polution gets cleaned up, the workers just sit there and wait for more orders. The only order I can give them is to "fortify" (since the land is already fixed up). Now when the next pollution wave hits me, I have to go around and find the workers and re-SHIFT-P them all. Very tedious...

Thanks for any replies,
- Alan
 
Originally posted by Grille
@alancarre: regarding point 2.:
if you've succesfully performed a as mission, your involved as unit will get "active" again next turn (at least when it lost hitpoint(s))

I knew about that. In fact it comes up even if it didn't lose any hitpoints. That was what started me wondering about the "controls the skys" button... It seems to me that ONLY when I press the "control the skys" button on the turn before the air attack, do the fighters actually scamble. In my last game I was hit 4 or 5 times, two turns in a row and my fighters did nothing. So, I went and re-activated them, and pressed the button. The next turn my fighters scrambled. Maybe this is just a coincidence... I guess I could do some experiments.

- Alan
 
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can some1 help me, whenever i post an image it comes up broken liken that, anyone know y?
 
Originally posted by alancarre
Question regarding workers:

Is it possible to set a worker on *permanent* pollution duty? That is, once the current polution gets cleaned up, the workers just sit there and wait for more orders. The only order I can give them is to "fortify" (since the land is already fixed up). Now when the next pollution wave hits me, I have to go around and find the workers and re-SHIFT-P them all. Very tedious...

Thanks for any replies,
- Alan

If your land is truely all improved then you can SHIFT-A and clean pollution. ;)
 
Hi, is there a way to show the game turns in numbers besides years in the info box? I keep reading people post stuff like "..in turn 22 I did this and that..." "My first wat lasted 16 turns" How do they know? Do they keep notes? It would be easy to keep track on worder building and stuff if there was "game clock" also in turns.
Thanks
 
Not that i know of. These people you speak of are serious addicts that like to show off that they can beat the game at blah blah blah. I'm just kidding ;)

AFAIK, these people take notes and stuff like in the PBEM forum, most people do stuff like

Turn 1- Built Capital
Turn 2- zzzzzz
Turn 3- Popped Pottery from hut and so on.

People even do this for regular games.

I think.
 
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