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Civil engineers generate incorruptible shields. But those shields can only be used to construct city improvements and wonders. They can't be used on units.
 
This is why you have to switch to cops as they may be able to save a corrupt shield or two.
 
There is a bug which allows you to 'launder' engineered shields into unit builds, but it is both fiddly and potentially exploitative.
Edit: actually it's not that fiddly in the first instance. iirc you just set the town to build an improvement, to which the engineers can contribute, and then towards the end of the project, just before switching the build over to the unit you wanted, you rush some shields. After the rush, the game forgets that some of the shields were contributed by engineers. I believe this technique is banned in both GOTM and HoF.
 
There is a bug which allows you to 'launder' engineered shields into unit builds, but it is both fiddly and potentially exploitative.
Edit: actually it's not that fiddly in the first instance. iirc you just set the town to build an improvement, to which the engineers can contribute, and then towards the end of the project, just before switching the build over to the unit you wanted, you rush some shields. After the rush, the game forgets that some of the shields were contributed by engineers. I believe this technique is banned in both GOTM and HoF.

Hmmm, I seem to recall in a game I play often (TCW 1.6) that if I use Civil Engineers for a few turns building a building, and then rush it (for example, using 5 Civil Engineers for 3 turns and rush a 500 shield building...I should have 500 shields in the bin if I switch to a unit, right?) However, I switched this build to a 500 shield unit, and the bin isn't full...it has, presumably, 470 shields.
 
There is a bug which allows you to 'launder' engineered shields into unit builds, but it is both fiddly and potentially exploitative....I believe this technique is banned in both GOTM and HoF.
Actually, it is "currently" allowed in the HOF. Even though it's obviously a programming bug, it's not considered to be an overwhelming advantage to the human............unlike some of the gold-per-turn "exploits". Actually, it requires some considerable thinking and planning (viz. Micromanagement) to optimize the use of this bug.

And, yes, you can build military units using the CE bug, after using a city-building-improvement cash-rush and then switching to the military unit. As PaperBeetle says, the program "forgets" that the CE contributed shields to the unit build. However, for The Purists out there, this would be considered exploitive!

(Actually, I would like to hear the DEFINITION of An Exploit!?) :lol:
 
I guess I should have said a definition of a Civ 3 Exploit.........'cos I don't think your definition applies to Civ 3 Exploits! :lol:
 
Quick Way To Get Rid Of Galleys:

If you haven't built the lighthouse or whatever and want to do something different, just steer the galley into deeper water. The next turn it's almost guarenteed to sink.

Of course, the disband is a lot easier, but more boring.
 
I thought the Galley had a 50-50 chance of sinking?......And, even less for a Seafaring Civ.

But, like you say, it's rather academic. :)
 
Quick Way To Get Rid Of Galleys:

If you haven't built the lighthouse or whatever and want to do something different, just steer the galley into deeper water. The next turn it's almost guarenteed to sink.

Of course, the disband is a lot easier, but more boring.

doesn't disbanding give you shields?
 
Yes, 7, IIRC.......provided you're in a city at the time. ;)
 
If you have a far away city with a lot of waste, and need to build something but you can't afford it or kill any citizens, you can sometimes build a unit in a close-to-capital city and move it. And disband it. It's kinda wasteful but I do it a lot.

It works well with railroads. Because it'll be there the same turn you build unit.
 
This is a nice solution if you need a resource (luxury or strategic) and there is no easy way to get it other than attacking a neighbor, with whom you would like to keep a peaceful relation:

If he has more than one of the resource - say rubber - but hasn't connected it with a road yet, you can always build the road yourself. (You will probably have right of passage if you consider this solution.) It is usually worth a few wasted worker turns. Once you've built the road for him, you hopefully have something to trade him for the resource. :)
 
Take advantage of the mutual protection pact. When you see stacks of units being thrown at you from Persia..or whatever while you are at peace with them, you know you are gonna get war.

Sign a MPP with a close nation, and when its war time, they help ya out without a scent of annoyed.
 
If you're exploring, especially at the beginning, and need to find a coastline, look for a river and follow it. If you reach mountains, go the other way.

It works about 95% of the time, the other 5% is it reaching a lake.
 
If you have a very thin, one-tile strip of land with huge lumps of land on either side, build a town on it so your ships don't have to go all the way around.
 
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