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Originally posted by XIII
I believe you can rebase them onto your carrier.

Or maybe carriers aren't supposed to carry them. Not sure; never build cruise missiles anyway. ;)
Cruise Missiles function more or less like 'expendable artillery' in the game, rather than air units. IIRC they have no rebase options - they have a movement allowance like ground units. And you can't put them on carriers, you need to use transports (or galleys etc, I guess :)) But getting them loaded is an exercise in frustration - you have to walk the CM onto an offshore ship; for some strange reason you can't use the 'load' button. :rolleyes:

Is the uranium linked to your network of roads, air and sea links?
If no-one has built the Manhattan Project wonder then NO-ONE can build nukes. Only once THAT is built do nuke weapons become unlocked. Plus you then need the requisite tech for the various missiles (space flight and satellites), plus anything else the missile needs (don't some missiles use Al?)
 
Err, Anti-EUA, the point of 5CC is that *you* only have 5 cities, but the AI has as many as it can get. Same thing for OCC -- you have one city, the AI has many. The extra handicap is the essence of the challenge...

To answer your question, anyway, if you wanted to play a game where everyone could only settle five cities on a random map (you'll need a new name for such a thing ;)), the only thing I can think to do would be to go into the editor, turn on "Custom Player Data", up the number of starting settlers to five, and then make them unbuildable in the Units section of the rules. I think the starting units thing is only available in the PTW editor, though.
 
My civ is approaching the point where it will start sailing out to contact civs on other continents. I am wondering if I will need a big defensive army because once I make contact with these new civs they will send a flood of invaders over.
Is there a way to (diplomatically or otherwise) prevent that?
Thanks
 
Originally posted by vincenzo
My civ is approaching the point where it will start sailing out to contact civs on other continents. I am wondering if I will need a big defensive army because once I make contact with these new civs they will send a flood of invaders over.
Is there a way to (diplomatically or otherwise) prevent that?
Thanks

I don't think that there is a way to diplomatically prevent this, although if you are on an island by yourself, the AI will have a hard time trying to land anysort of invasion before the construction of transports.
 
Originally posted by vincenzo
My civ is approaching the point where it will start sailing out to contact civs on other continents. I am wondering if I will need a big defensive army because once I make contact with these new civs they will send a flood of invaders over.
Is there a way to (diplomatically or otherwise) prevent that?
Thanks
The AI's attidute towards your civ should not be affected by the type of the continents. They won't be mad at you just because you're from another continent.

What sealman said, it will be pretty troublesome if the AI's troop has to go across the sea to attack you, so this shouldn't be a major concern as you're still at the exploring age. Go out and find other civs, because they will still find you if you don't. :)
 
Is there a way to tell what government type are available to me at a certain point in the game? I forget which ones I've discovered and I dispise the tech tree.

thanks,
Ben E. Gas


p.s. (hbdragon88) responded to this question before, but the answer wasn't what I was looking for. They said I'd be alerted when my citizens want a change of government. I know that, but I say, I want to change my government at anytime whether the citizens want to or not. But I can't find a list of the governments that I've discovered to see and research which government I want. Yes I know about the civlopedia, but I need a list of already discovered governments during that particular game before I go to the civlopedia for research.


Also, as for my last question on the science % slider bar: (Prescobar) mentioned it was an exploit in the game. I disagree. The reason is because I may get my budget out of the negative, but I still take a hit in my science discoveries. They take much longer. So, no, it isn't an exploit if I'm understanding what you wrote.
 
Originally posted by Ben E Gas
Is there a way to tell what government type are available to me at a certain point in the game? I forget which ones I've discovered and I dispise the tech tree.
Not as anything I am aware of, unless you go to your domestic advisor, ask for a revolution, wait until the anarchy is over, then your advisor will tell you what government types you get to choose. :p

It's interesting to see you raise this issue again that you despise the tech tree, since it's something I really have to pay close attention to so that I can plan some *strategies*, unless you are a pure warmonger and able to claim all the AI's tech as your glorious troop earns victories on a continuous basis. ;)
 
morkaphi answered:
Not as anything I am aware of, unless you go to your domestic advisor, ask for a revolution, wait until the anarchy is over, then your advisor will tell you what government types you get to choose.
-----------------------------------------------

To this I say: I was trying to avoid having to go into anarchy before seing the list. oh, well.



Techtree:
The tech tree doesn't seem to help me too much. I liked when it was on a poster that came with the game. like in civ2.
 
Ben E Gas,

I'm afraid your reluctance to use the tech tree may hold you back in the game. It is essential to learn where the techs are and what is required before you can move on the the next Era.

I highly recommend you try hypnosis or aversion therapy to overcome this issue. ;)
 
instead I'll just destroy my neighbor, the English, in my civ game tonight. their insolense has gotten to me.
 
Originally posted by Ben E Gas
Also, as for my last question on the science % slider bar: (Prescobar) mentioned it was an exploit in the game. I disagree. The reason is because I may get my budget out of the negative, but I still take a hit in my science discoveries. They take much longer. So, no, it isn't an exploit if I'm understanding what you wrote.
I still don't know whether you are playing standard rules, DyP, or some other mod. For a question like this, that knowledge is essential. For instance, if you are playing standard rules or otherwise without a rate cap, you could be experiencing a strange game bug. However, if you are playing DyP or another mod with a rate cap, then my original point still stands and I will reiterate to try and make it clearer. I will take DyP for an example, since that is what I am most familiar with. Your question was (for those who missed it):
Every time I adjust the slider for my science output, it is reset on the next turn and I have to readjust it. It happens every turn and is becoming annoying.

I'm trying to keep my income out of the negative by adjusting the science slider to 10% or so.
My comments on it being an exploit were directly related to DyP which is the only place I've seen the slider adjust itself. In DyP, Chiefdom (the starting government) has a rate cap of 50%. That means, you are not supposed to have *any* rate (science, luxury, or tax) above 50%. If you keep all 3 rates under 50% each the game should *not* touch your slider. In fact, the game will prevent you from setting science or lux above 50%; but because of a bug, you can wind up with a tax rate over 50% if the others are too low. For example, if you set both sliders to 20%, the result is a tax rate of 60%. On your next turn, after commerce is distributed, the game will recognize the error and move your science up to 30% to get the tax rate back into the legal range at 50%. *If* that is what's happening in your game, then your constant resetting of the slider to get a tax rate over 50% is an exploit, as outlined below.

An exploit, to me, is defined as performing some action which the game allows you to do (usually because of a bug or oversight) but which is either explicitly against the rules, or implicitly against the spirit of the rules. Modmakers put the rate caps on governments for a reason. Utilizing this bug, you are partially circumventing these caps because you are getting more tax than you should be allowed under the rules. The fact that your science suffers is immaterial. Part of the idea behind the rate cap is that you need to use other means to increase your science or tax output, like building certain improvements, using specialists (when available), building more roads (when available), and doing more trading. It also encourages you to look at other governments with less-restrictive caps. Obviously, it's your game and you can play it how you want, but I am morally obligated to point out to you that the constant adjustment of the slider to give tax rate above the governmental rate cap is actually violating the rate cap with respect to taxes. For this reason, I term such an activity "exploitive." Whether or not you choose to use this exploit is your choice. For a single-player game you are the only one being affected so it doesn't matter. All I am saying is that the game is behaving the way it is in order to try to keep your tax rate within the rules.
Is there a way to tell what government type are available to me at a certain point in the game? I forget which ones I've discovered and I dispise the tech tree.
Regarding your other question on the tech tree, new governments have icons which appear in the tech boxes just like unit icons. Techs which you have already researched are colored differently than techs which you have not. These two things will aid you immensely in knowing what governments are available. Additionally, unless you have a seriously complex mod, you aren't going to have more than about a dozen government types; the standard game has about half that. It will only take you a few minutes to write down their names and tech pre-reqs (and maybe the era the tech is in) on a piece of paper; you can then refer to that piece of paper along with the coloration on the tech tree (blue means you have it, green means you're working on it, tan means you don't have it but can research it, grey means you don't have it and you also need other stuff before you can get it.) to see what's available. The tech tree is an extremely useful game tool and I would highly encourage you to use it more.
 
thanks for clearing it up. I am using DyP. That is why it is acting that way. I had no idea.


Now I finally see a reason to return to the tech tree. I just didn't know how to read it correctly I guess. I'll use that to determine my choices of government.

I do disagree on one point about the 'moving the science slider' being an exploit. My reason is the same. My science rate is effected so I justify it there. It's not like I'm getting something for nothing. My scientists suffer.
 
Question: After setting up embassies in my rivals capital I do not get an unit information from my military advisor. Im pretty sure the manual stated that this would happen as soon as an embassy was installed. Is this wrong? Is a spy needed for this?
 
A spy is needed.

Never trust the manual...they always make changes after the manual has been compiled and sent to the press.
 
Is there a way to implant a spy with a pretty good success?
I mean a specific time like wait for the Civ to be at war before trying to implant a spy, or avoid to plant a spy when the Civ is in Communism, or chance to implant a spy will be better if you are yourself in communism...
Any comment will be most welcome.
 
Assuming you already have a spy, and want to steal a tech.
Look like it is better to wait a few turns between each attempts of stealing tech.
I mean you steal a tech with success to a Civ, your chance to succeed in stealing another Tech to the same or to another Civ will be greatter if you wait a few turns.
Is someone noticed that ?
 
Originally posted by JMK
Assuming you already have a spy, and want to steal a tech.
Look like it is better to wait a few turns between each attempts of stealing tech.
I mean you steal a tech with success to a Civ, your chance to succeed in stealing another Tech to the same or to another Civ will be greatter if you wait a few turns.
Is someone noticed that ?

I have noticed that when trying to steal a tech, the ratio of sucess is inversely proportional to your desire to see it fail. :confused:

Not quite making sense. I have noticed that the most times I am successful at stealing a tech is when I want to fail so that the AI will declare war.

I have heard that it is easier to plant a spy in a civ that you are at war with.
 
PTW question.
I'm currently playing a game of PTW with the only victory condition being 'victory points locations'. I've attacked my nearest and weakest neighbour and took 4 cities and then the capital that had the VPL in it. After taking the capital I expected the rest of the civ to disappear but it didn't.How then is this game won? Do I need to take all of the VPL and then I am announced as the winner or is it like conquest where I have to defeat everyone as well?
The little PTW manual doesn't give much advice for single players.
 
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