Newbie Questions - Ask here and get Answers!

Status
Not open for further replies.
You can only bombard the ship until it is down to 1 hp. After that you have to sink it with a ship of your own or use something that has "lethal sea bombardment" like a cruise missile.
 
Thanks for the info, pdescobar.
I am now sending bombers from my carriers to attack some improvements and some cities. But they only seem to have about a 20% success rate on their missions. Is this normal?
Thanks
 
Originally posted by The Red Guy

What do I need to have embassies? I swear I just had it, but it disappeared.

I did not want to confuse with that 'e'-key thing. It's got nothing to do with embassies,
hitting 'e' on the keyboard in civ3 1.29 lets the currently active unit go on auto-explore, perhaps forever (you don't want that). Just bear in mind that some keyboard shortcuts have different functions in vanilla and PTW.

By 'disappear' you probably mean the auto-pop-up question about opening embassies when you just developed 'writing'?
Anyway, you need the tech 'writing', a decent amount of money and contact to other civs to open an embassy. When you have gained contacts and know 'writing', double-click on the star icon of your capital, then you get a menue where to open embassy at what cost.
 
When I begin on an island in Civ, I like to persue an isolationist strategy. I get almost all of my cities across the entire mini-continent, and then another civ will put a boat through my backdoor and land a settler just outside of my border.

What is the best way to keep other civs off of my continent without constantly going to war to erradicate the straggler cities?

I wish Civ3 had a 'Monroe Doctrine" option to warn your enemies from colonizing, but there isn't.
 
Speed up your settler building. There is no other way than making sure the whole island is within your borders. And build from the outside in, that is first setlle the coast towns, then fill in the gaps in the middle.
You could theoretically put a unit on every coast tile, to stop them from disembarking in the first place (before they have marines), but this takes a lot of units.
 
Or if they're the Vikings and have Bezerkers. These can also amphibiously assault from a transport type unit.

Have you tried "Expanding in," where you send your settlers way out, and start building in between the two? At least this way you'll probably get a city via culture flip if they settle between the cities.

Welcome to CFC, btw.

And yeah, a Monroe Doctrine would be nice. You could try chasing the settlers, this sometimes keeps them from settling.
 
How far apart are you suggesting I put the two cities? The island I'm playing on is fairly substantial (over 1/5 of the map) so expanding out has taken me well into the Industrial Age. But on a smaller island it would be a good idea to split the two units and work in.

I've also tried chasing, but the civ keeps landing in thick vegetation where I haven't been desperate enough to place cities and my culture isn't great enough to extend out from my border towns.

I'm still trying to adjust to Civ3 from Civ2 and Alpha Centauri. I bought the game in February, but between book reports and Algebra II homework, I haven't had to time to play with it... THANK GOD FOR SUMMER!
 
If you place your cities 6 tiles apart - 5 tiles between cities, along a straight edge - then when both cities expand to the 'fat x' they will each have a 2 tile border. The single tile(s) between the borders become yours too, so you'd get a continuous cultural border.

But if you're still settling in the industrial ages - build more settlers, much, much faster. Speed of expansion is key to almost any strategy.

And the AI will show no compunction about settling in e.g. jungles. There's rubber to be found there, and the AI wants it. Plus if there's nowhere else left the AI will settle there. The only way to keep the AI off 'your' island is to claim every single tile on it yourself.
 
There is an excellent article here, writen by Bamspeedy, on how to expand as quickly as possible. I would suggest reading it, it will improve your opening. I won't quote from it to this post, because taking a small part out wouldn't do the rest justice.

Don't neglect the jungle tiles, either. Coal and Rubber, two very important resources later in the game, can be found here. Yes, it will be slower growth, but don't negect these spots. I used to do this, and once I realized what i was missing, my game improved.

Plop a city down in the jungle, and make sure you send a defensive worker with it. Build a temple or library to start generating culture, and then start pumping out workers to clear out the jungle. Sure it's a slow process to start, and eventually you'll have a lot of workers, but it will get the jungle cleared out. Send any workers that aren't doing anything to help clear out the jungle. You can always re-incorporate the workers back into the city, so excess isn't really a problem.

What i like to do is, pick a tile to put my city on. Send a worker or two to start building a road to that tile. Send a settler and a defensive unit there to build. Build a temple or library once they're there, and and the concentrate on clearing the jungle. once my workers build the road there, they start clearing the jungle, unless there are resources around, then they road to that. I did fail to mention that two or three of the lux's show up in jungle tiles too. Gems and Silks. There might be another one.

Moral of the story: Don't ignore jungles! They can be more useful than they appear to be.

Good luck!
 
Turner:
Dyes are in jungles too - maybe ivory, though Im not certain on that.
Small detail - build a road to the tile, but not IN the city settling tile. No point in wasting 9+ worker turns building a road, the city clears the tile and builds its own road anyway. You probably meant that, but just in case....

Another plus for jungles: there's grassland under there. Nice, fertile grassland. Once cleared, those cities can be some of the best you have.
 
I was going to put that in, however I figured if a person was sending two units (Settler plus defensive) to a tile to build a city, and was sending two workers to road to it, the settler would beat the worker there, so no worries. Of course, if you send the workers earlier than the settler, they might beat them.

I've been playing DyP mostly lately, so I don't remember all the standard stuff there. . . .but i think you're right about Ivory. And dyes, I forgot that one.
 
Hey guys. Just bought Civ a few dayz ago, and I havn't slept since:cry: My job is really starting to suffer:rolleyes: Anyways, couple questions for ya experts.

1. Whats the numbers after your form of gvnmt mean?? (ex. Democracy 5.6.1)

2. Whats the glowing yellow ball in the same bar mean?? (it apears in the upper right corner)

*Don't know if anyone mentioned it yet, but a great trick I figured out is right before you finish the Pyramid(when it says 1 turn left) sell your granarys in every city. Doesn't help much but it will net ya some extra cash.
It also works with Tso's & The Hydro Plant! Mo' Money!
 
Hi Gengis, welcome to CFC. I 'm surprised your name was still availbale.:goodjob:
1. They are the percentages of science.tax.luxury that you set with the sliders in the F1 screen. They always add up to ten.
2. That 's the global warming indicator which appears when the pollution traingle appears in any one city in tyhe world. Pollution is made by cities larger than 12 and by certain buildings (factories and airports for instance).
*. You can also sell any hand-built granaries after you 've completed the Pyramids. If you leave them, they will nevertheless be free.
 
Wow!! That was quick Ivory, thnx for the help. I should have known the slider 1.

Ok. how bout another question, How much does global warming actually affect the game?? Is it anything to be worried about & how do you combat it other then hydro plants, mass transit, rec centers, ect??
 
Global warming not so much, you'll find that the pollution that causes it is far more annoying. If you prevent some of the pollution (and thus, annoyance) you prevent global warming.

Three factors with pollution: population, production, and buildings. The more pops and prod, the higher the pollution, reduced by the specific buildings.
 
Global warming turns grassland into plains and plains into desert, but that does not often enough to worry about. Neither is there any way of knowing when and where the evil might strike next.
Pollution itself is the real bother. Build a Mass Transit and Recycling Center as soon as you can. They will reduce it to acceptable standard. That 's why the Civilopedia sais pollution is a problem typically associated with the Industrial Age. In the Modern Age there is a cure for it.
 
Originally posted by vincenzo
I am now sending bombers from my carriers to attack some improvements and some cities. But they only seem to have about a 20% success rate on their missions. Is this normal?
20% sounds about right. You need lots of bombers!
 
Originally posted by ivory
Global warming turns grassland into plains and plains into desert, but that does not often enough to worry about. Neither is there any way of knowing when and where the evil might strike next.
Pollution itself is the real bother. Build a Mass Transit and Recycling Center as soon as you can. They will reduce it to acceptable standard. That 's why the Civilopedia sais pollution is a problem typically associated with the Industrial Age. In the Modern Age there is a cure for it.
Does pollution actually affect your score, like it did in Civ2? If so does all pollution count, or just those within your borders, like it did in Civ2 (with <=2 tiles from your cities defining your "borders" for this purpose in Civ2)?

Thanks in advance.
 
Originally posted by Ayatollah So

Does pollution actually affect your score, like it did in Civ2? If so does all pollution count, or just those within your borders, like it did in Civ2 (with <=2 tiles from your cities defining your "borders" for this purpose in Civ2)?
Pollution doesn't affect score.

Only scoring factors: population, territory size, level, year of ending the game
 
Has anyone made a tech chart that tells you what each industrial/modern tech does in simple terms? I know there's the F6 guy and the civilopedia but it just seems a bit cumbersome to me and a quick reference guide would be very useful. If not would anyone be interested in me making one?
I tried to search the forums but it's disabled (prob due to the imminent upgrade) I would really like a list in either the same order as the tech chart or alphabetical by age that displays what tech= what resource/unit/improvement/wonder.

Also how do you link to another post/thread?
 
Status
Not open for further replies.
Back
Top Bottom