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Newbie Questions

hothead2

Chieftain
Joined
Mar 5, 2002
Messages
49
Location
USA, Va
I just got civ III last week. and have played 4 games in cheiften (only completed 1). and i have a couple of questions.

I went to war with Zulu over salt peter (they built a town next to my colony). I am playing Greek Democracy and most of my cities are at 10+. Lately while building rifle men and calvary my cities have been starving! I cant figure out why. The have remained there population for many turns and when i went to war they are now all starving. The enemy has not destroyed anything of mine.

When a mine is built and a road is going to 2 cities where do the sheilds end up?

how do you get more food going to your cities? build a road over a tile that has food on it?

I have yet to win a game, by 2050 i have never been able to conquer or get any victorys. Uselly there are 1-2 other civ slightly more powerfull then mine. I have been appoarching the game like you dont mess with me i wont mess with you, unless its over recources. Should i be taking a diffrent approach?

this is all i can think of right now... :D
 
Yes it can happen that some of your larger ciites can lose a citizen here and there, but just one. Just double check your city and make sure that the workers are doing their thing efficiently. They might be working a square that hasn't been irrigated yet for instance.

As for the mine, it goes to whichever city has it within it's radius. Just take a look in your city view and you will see whether or not it's there.

You can only get food by irrigating your land and later building a railroad on the square. Plus you have to have someone working on the land.

Well if you haven't been able to win a game yet, then it seems pretty obvious that a change of tactics would probably help. Be sure to make alliances with other civs, even suck up if you have to. Otherwise you might find that they will all gang up on you at some point. Diplomacy is just as important as the iron fist.
 
I'm not sure, but my best guess is that you have your governors managing citizen happiness. When you are a Democracy, you are VERY susceptible to war weariness, and to offset the unhappy population, your city governors are changing laborers to entertainers and your cities aren't producing enough food to sustain the population.

The solution is to:

a) Turn city governors off. They don't know what they are doing.

b) If you are under massive war weariness, revolt from Democracy back to Monarchy (or, if you control lots of land spread out across the globe, Communism might work, too, but I personally don't like it). Monarchy, Despotism, and Communism are immune to war weariness, but Monarchy allows you to rush build improvements with cash rather than by whipping (which becomes more of an advantage the further up the tech tree you climb). You'll lose your trade bonuses, but you also don't have to pay support for a certain number of troops, dependant on how many cities you have and how big they are. You'll probably lose a little of your tech lead (which should be humongous anyhow if you're playing chieftan), but you can continue to happily pursue world domination without having to worry about the home front.

As for the mine question, it's simpler just to explain how the WHOLE production system works:

land improvements like mines, railroads, forests, roads, and irrigation improve the production values of the tiles they lay on. Every city with an expanded cultural border controls 21 tiles in a fat X-shaped pattern (cities with no culture only have 8 squares besides the city square). You can control which tiles get worked by your cities' laborers by zooming to that city (double click on the city, or right click on the city and select "zoom to city"), and click on the tile you want to work. If you mine a square and no laborer is working on that square, than that mine produces NOTHING. You can also use the zoom view to see how many of your citizens are happy, content, or unhappy. If you have more unhappy citizens than happy ones, then your city goes into civil disorder (content citizens don't ccount either way....a city with 8 content citizens and one unhappy one will riot). You can combat unhappiness by:

-Building Temples, Cathedrals, Colosseums, and marketplaces. The first two produce content faces (which turn an unhappy citizen content in the city it's built in), while Marketplaces produce happy faces (which turns a content citizen happy, and works better with more luxuries available), and colosseusm I forget what they do, I hardly ever build them. Some wonders, like J.S. Bach's cathedral, Shakespeare's Theater, and the Hanging Gardens combat unhappiness, too.

-Acquiring luxury resources. The more of these you have, the better they work, assuming you build marketplaces. The AI knows this, too, so they'll likely ask for your firstborn if you try to buy your seventh or eighth luxuries off of them.

-Adjusting the entertainment slider in the domestic advisor's screen. You can use part of your trade income to finance happiness instead of putting it towards scientific research.

-Turning city laborers into specialists. Not the worker units you move around to improve tiles, these are the citizens you see on the zoom view. if you click on a tile being worked, but don't click on another one, it takes that citizen out of production and turns him/her into a specialist. The default is an entertainer, and it produces 1 happy face. You can also turn them into Scientists (1 science beaker) or taxmen (1 trade) if you so desire. Specialists consume two food like other citizens, but they do not create any, so the number of citizens you can use is limited.

Also, you probably learned this already, but relying on colonies to be anything BUT a temporary way to put a resource online while you wait for your borders to expand is a bad idea. Colonies are absorbed by any sort of border expansion and produce no culture border of their own.

So, if your starvation problems are not due to the governors, then I have nfc what it could be. Firaxis really bungled those guys up, but if you want to play on higher difficulties, you should do all of your city management yourself, anyhow. You'll learn things a lot faster that way.
 
thnx for the replys. it should help alot ( i can stop building those mines everywere now :rolleyes: )

When geting a recource does a person have to be working it with a road and mine?

When playing should i get one close allie asap and then declare war with there neihbor getting my allie in on it? But wouldnt this also lead to that civ getting potentionaly bigger...

Also is it good to get swordsman asap and then declare war on the closest but also weaker than you nation?
 
Special resources don't need anyone working on them, you just need to have a road connecting it to your empire. As for your other questions, it all depends. You have to gauge each situation as it arises, there's no set answers to those.
 
Rather than just open up a new thread i decided just to post in this one.

What do sentry's do?

I changed my mobilazation in the advisors screen to war-time, since i was at war, and want to know what exactly the two options do; and do i have to get out of war to change it back?

how can you see reputations?

in cheiftan level is it harder to gain techs and get to infantry and modern armor and what not by 2050?
 
Units on Sentry just sit there until another unit comes by. It's good if you have a bunch of units guarding your border but don't want to bother with having to hit spacebar every turn.

I can't remember the exact effect of mobilization, but once you invoke it you have to be completely at peace to return to normal. I do know that in wartime mobilization you can only add military units to your city queues.

You can't really see reputations. You can offer a right of passage and if it costs too much or is turned down outright then you know yours is for the birds.

There is a min (4) and max (36 or 40?) turns for any tech advance. In the higher levels the amount of science your cities produce is reduced so you need more science spending to learn the same tech in the same number of turns.
 
There are two sorts of sentry commands: Y, which will wake the unit when any other unit enters its seeing range, and Shift-Y, which will only do so for hostile units (or is it foreign units? I can never remember). I find that the one I use all the time is shift-Y rather than just Y. I believe that a sentried unit is considered fortified when the game calculates its defensive bonus, in case someone should happen to attack it before it can wake up.

War mobilization works like this: You mobilize for war, and while the mobilization is on, your squares have the same extra shield of output that a Golden Age brings (but no trade bonus), provided that you are building a military unit. You can also only build "militaristic" structures, too, like barracks, harbors, airports (the latter two allow you to build veteran naval/aerial units), and a few small wonders, plus Universal Suffrage (probably the only Militaristic wonder that is available to be built post-Nationalism). However, any non-militaristic structure that is currently being built will still build normally, but without any mobilization bonus (that bonus doesn't count for buildings, anyhow).

To normalize your economy, you need to make peace with somebody you're currently fighting. Anybody. As long as you sign a peace treaty, your economy returns to normal, even if something like a Mutual Protection Pact pulls you right back into war with that same foe later that turn (beware of this, though, it will shoot your reputation to hell if you make peace before your alliances/MPPs are up. But sometimes you have to do it), or even if you are still at war with another civ while you make peace.

I personally wouldn't bother mobilizing unless I am quite outnumbered, especially on Chieftan, where it takes you much fewer shields to build the same items than it takes the AI civs. Your normal production should be plenty in most circumstances.

Like Paul said, there's no way to tell exactly what your rep is. Two indicators that you are in the world doghouse are the AI civs' unwillingness to sign alliances, RoPs, or MPPs with you, or to take gold per turn as payment. They'll also likely be furious with you most of the time unless you really butter them up.

As for tech rate...it's probably chieftan. For Monarch difficulties or higher, the tech rate goes much faster than the historical benchmark (hitting industrial age in the 1100s, Modern age in the 1500s, space race victories before RL civs could cross oceans, etc.) And the higher you go, the faster the tech rate goes, since the AIs can research things much faster than you (Monarch and above, their production/research penalties become advantages and it takes them fewer beakers to research a tech or fewer shields to build a unit or building) and they will trade techs incessantly amongst themselvses.

On chieftan, you will likely be the leader in tech from cover to cover so you'll have to pay the highest research costs (cost to discover a tech drops as more civs know it), and you'll not be able to rely upon trading with the AIs (in higher difficulties, you'll still be unable to rely upon trading for tech since the AI is now programmed to extort you, but it's at least an option if you've got the means). And if you aren't pegged at 4 turns per tech throughout most of the middle ages and Industrial ages, build more libraries and Universities, and make sure you have roads on every workable square (roads equal commerce, and commerce translates into research beakers).
 
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