Newbie Questions - Ask here and get Answers!

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Originally posted by Bamspeedy
Just go to the upper right of their post and hit 'quote' (right next to 'edit').

Thanks :) , but i dont think ill be doing this cause my modem isn't very Work friendly :rolleyes: (ive wanted to know how to do that since i came here :))
 
[ QUOTE ][ i ]Originally posted by Gainy bo [ /i ]
[ B ]
My own question, up there is the first time ive tried to use proper "Quotes", how is it that you get em to say "Originally posted by..." yada yada yada? Never been too sure, and ive looked up the FAQ thang and found nothing... [ /B ][ /QUOTE ]

If you hit "Quote" on someone's post, the above is how it will show in your reply screen, only without the spaces between the quotation marks (i.e. [ ]). :)
 
Q1: When an unfortified spearman is the last defense of a city, and I attack him, and I lose, he will fortify. Does that limit my chances for victory if I attack again in the same turn?

Q2: When resistance in a captured city is quelled, the citizens are usually not happy. In fact, the messages "Resistance in X has ended" and "Civil disorder in X" usually go together. If there were no citizens available to entertain on the turn before, or they all were entertaining already, is there any strategy to have at least one turn of normalcy in between?
 
If you tell the governor to manage happiness in the city where there is resistance, then the governor will assign as many of the former resisters to be entertainers, as necessary to prevent civil disorder.

This might cause starvation, though.
 
What is the keyboard shortcut to display the grid?
 
Originally posted by ivory
Q1: When an unfortified spearman is the last defense of a city, and I attack him, and I lose, he will fortify. Does that limit my chances for victory if I attack again in the same turn?

Q2: When resistance in a captured city is quelled, the citizens are usually not happy. In fact, the messages "Resistance in X has ended" and "Civil disorder in X" usually go together. If there were no citizens available to entertain on the turn before, or they all were entertaining already, is there any strategy to have at least one turn of normalcy in between?

Q1: Not my experience that a defender can fortify after being attacked. Could it be that he lost hitpoints and was replaced as first defender by a fortified spearman? Your attack is always against first defender (the one you can see), so judge your chances on that.

Q2: Your best tactic is to have the governor managing moods in restisting cities. He will avoid disorder when the resistors are quelled, to the point of starving the city (often not a bad thing). When resistance is over turn the governor off and manage it yourself.
 
I've never seen an enemy unit fortify after being attacked when it wasn't fortified before. I agree with Galcador, it seems most likely that one, unfortified defender, is being replaced by a different, fortified one. If there's an unfortified spearman with 4 hits left, and a fortified spearman with 2 hits, the unfortified unit will defend first, but if you do 2 points of damage to it, then the fortified unit will defend next. The unfortified unit is still there.

(The fact that when a city is defended by several units, you can only see the top one, confused me no end when I started playing Civ3. It doesn't seem to be documented anywhere.)
 
how do you place embassies further into a game?
when i researched writing, i got the embassies with everyone i knew. when i met other civs, i didnt make any embassies yet, but now that i want to, how do it do it? I cant seem to get the option to when i right-click on one of my cities.....
 
Doubleclick on the star icon next to your capital's name. That will pop up a list of countries. It 's the same procedure as for planting spies after you have built the Intelligence Agency.
You cannot establish an embassy with countries you are currently at war with.
 
There are also keyboard shortcuts to establish embassies if you are like me and can't stand that icon double-clicking business. In vanilla civ3, type ctrl-e and pick from the list. In PTW, invoke the generic espionage interface by typing shift-e and go from there.
 
is there any tips for trade embargo.....is it any good to use? if so what the best way to use it.? is it good for peaceful games like space race, diplmacy and cultural?


any tips when u do trading to get good offers and good trades?


thanks
 
Originally posted by demon_jr
After I defeat defending troops in an enemy city (that originally belonged to them), sometimes the city is automatically razed by my troops (there is no popup that asks if I want to keep the city or raze it.)

Does anyone know why this happens?

Some additional info about auto-razing, regarding local culture:

If a size one town has ever had a border expansion, but is actually under another civ's control (and that current owner hasn't accumulated enough culture for a border expansion yet), you can capture the town w/o auto-razing (at least in vanilla).

So it may be useful to observe some areas of the map in war times for border expansions(when you're not involved directly atm), especially when you plan an offensive in that area at a later point of time in the game.



Embassies: You can't share an embassy w/ a civ while you're at war with them.
(Also, I *think* you can't open any embassy while you're in anarchy, but I'm not sure about it).
 
Originally posted by Grille
Embassies: .....
(Also, I *think* you can't open any embassy while you're in anarchy, but I'm not sure about it). [/B]

correct. the little yellow embassy dot is missing from the star next to the capital in that case.
 
Originally posted by jbmagic
is there any tips for trade embargo.....is it any good to use? if so what the best way to use it.? is it good for peaceful games like space race, diplmacy and cultural?


any tips when u do trading to get good offers and good trades?

thanks

Trade embargoes are useful, of course. If you know all resource locations and you also know that your enemy has no -say- rubber, you could sign embargoes against your enemy w/ their potential trading partners (in that case all civs that have at least 2 sources of rubber). Then, they could only build riflemen instead of infantry units etc.
Also, a trade embargo may be useful if you just signed a military alliance (MA) as an additional agreement w/ your ally. Your MA partner might break that MA deal before the 20 turns limit by signing peace, thus making trade possible again between your enemy and your (then former) ally. But trade embargoes will ever last for 20 turns and are generally not breakable (exception: war declaration or embargo partner gets wiped out).

However, trade embargoes will ruin the attitude of the victim towards you (thus increasing chances of war declarations), so I wouldn't normally recommend embargoes for peaceful games (maybe later in a game an alu embargo in a very specific case when you are slightly behind w/ space ship parts).

For trading tips, spy on the strategy forum. General rule: Trade like mad (this is vital on the top difficulty levels).


edit: MadScott, thanks :) for confirmation about that embassy thingie
 
Originally posted by jbmagic
is there any tips for trade embargo.....is it any good to use? if so what the best way to use it.? is it good for peaceful games like space race, diplmacy and cultural?


any tips when u do trading to get good offers and good trades?


thanks

I like to use trade embargoes when I'm embarking on a late-game war of elimination. In particular, I like to use them against civs which *do* have a particular vital resource, but where that resource is easily pillagable or capturable for me. I sign the embargo, declare war, take out the resource, and don't have to worry about the target civ regaining it during the war. (I've generally found that if a civ lacks a resource entirely, and another AI has a surplus, they will be trading it already, and it's impossible to get an embargo when trades are already in progress. In that case, I just bite the financial bullet and bribe that particular AI to join in the war with me.)

For trading: you could look in the GOTM forum, for starters. A good player there posted a thread on trading where you can download a game at a particular trading opportunity and see how well you do. I'd also recommend reading some of the succession games in the succession games forum (a subforum of Stories and Tales); it'll be hit or miss, but many of the players go into detail on how and why they make particular trades.

Trading strategy is going to be very different depending on the level you're playing, the point in the game and your status in it relative to the AIs, and your goal in the game. It's hard to generalize. Stick around the forums (all of them) long enough, though, and you'll pick up innumerable tips.

Renata
 
That's sanitation. If you got that, you can build a hospital in your city (just like temples and granaries) which allows your city to grow beyond size 12.
 
On the terrain my city is on, they discovered a heavy source of material (starts with s). How do I get this source? I can't build a mine on it!
 
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