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Effect of Railroad: RR doesn't seem to work as descript in the help. It will give you always an add of one to the category in that you developed the tile. Mean: Anything with irrigation get an additional food w/ RR. Tiles with a mine get one shield.
Therefore: RR on forest doesn't have a outcome effect. irrigated deserts with RR produce 2.1.2

Fun by Ally: little bit funny. Still unsure about the exact calculation: I have an MA with Japan against Lizzy. Now I give the English peace. Result: Instead of having three happy people in a city with connection to two 2 Lux (without any Temple/Market), it drops down to 2 and therefore the unhappy ones increase! (Monarch) Proof it exactly: Only give peace a chance make it so. Lizzy had attacked me. So still no WarWearness even on Republic.
Alternativ explanation: The meaning of the AI about me matters. (Toky drops from polite to annoyed because I left the Ally of us.)

interest formula: I proof a lot what minimal mixure of per turn and lump sum the AI will accept for a certain good. Here is the total value it will give his good:
18*PT + LS
(PT = Per-Turn; LS = Lump Sum)
(This is approximal an interest of 1.193. OK, have to point out. I'm mathematican. :groucho: )
Not necessary to say that it's much better to give the AI only PT-gold. Something like a live-insurance. Or if you like to attack ....
It isn't willing to accept PT if it annoyed by you. Another reason to save your cash: Use it then. And, of course, rush-building also never accept PT. (would be a nice extension for civ4: Available if you built WW "black friday" or so.)
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Originally posted by jisc
Is there no more way to see the whole map like in previous version of civ?

try saving the game, retiring, and then look at the map that way. then load the game. I can't think of another way to do it.
 
NEVER SIGN MPP's!!!!!!!!!!:suicide:
Strong example: I was America, tiny map, 4 civs. I had an MPP with Greece. I had won a cultural win in 1900, and it was now 2000. Greece attacks Rome, who has an MPP with Egypt. Rome and Egypt counterattack, drawing me into the war. I fortify my eight tile border with Rome as follows: each tile has one army, with a modern armor and three mech infantry, 3 radar artillery, 4mech infantry, and 2 modern armor. This war lasts 500 years, at 1 year/turn, after which I just quit out of boredome. I continuously try and mke peace, but as soon as I do, they attack the Greeks.
 
When you want to take a land unit over an ocean and you have transports on both sides, remember that you can load troops from one ship to another. The unit will be on the other coast one turn earlier if you use this feature.

When you have a fast unit on a ship and unload it, its turn will be over. But when you enter a coastal city with the ship, then right-click and activate the fast unit you can still move it. Of course the ship loses 2 movement points by entering and leaving the city.

You can also use cities as channels. For example, you can build a city in Central America on the Original World Map; it has to be adjacent both to the Pacific and to the Mexican Gulf. Will save your ships lots and lots of turns when they move from Pacific to Atlantic...
 
What if I signed MPP with 2 civilization and that 2 civilization declared war on each other (which rarely happen in my games), what will happen to me? And what do I ought to do? Will I help one of them? help both of them? or just do nothing?:confused:
 
Originally posted by jisc
What if I signed MPP with 2 civilization and that 2 civilization declared war on each other (which rarely happen in my games),
You will automatically hostile the agressor, and your other MPP is cancelled.
I had an MPP with Greece and the russians, Greece declared war on the russians, so it made me declare war on Greece.
 
Originally posted by Dralix


I do not think this is a bug or exploit of any kind. I think it is just not looking at the big picture. Suppose you are researching Code of Laws, which will take you 1 turn to learn. Well, it really takes a certain amount of beakers (is it beakers now?). Suppose it takes 50 more beakers to learn Code of Laws. You are at 70% science research, which generates 80 beakers. You tick it down to 60% and that generates 60 beakers. Either way, you learn Code of Laws, but you contribute either 10 or 30 beakers to your next research project, depending on the science rate. So that extra 10% research is by no means "wasted." It is simply applied to the next project. So by downticking the science rate, you are increasing your gold at the expense of your *next* research project.

This makes the decision less of a no brainer, and more situational, IMHO.

I do not agree with you. When I was at 1 turn of discovering rocketry I turned down my % of science research to the minimum to get the same 1 turn time (from 90% to 60%, actually). I saved the game and waited for the next turn. I discovered, of course, rocketry, and the time I needed for the next advance (space flight, I think) was 5 turns if my % of science was set to the maximum without loosing $ (and 8 turns if I stayed at 60% science). I reloaded the previous game and stayed on 90% science spending. At the next turn the time I needed for the next advance was exactly the same, at any % of science spending.
I believe that CivIII starts from scratch every time you start with a new tech and adjusting often your % of science spending can save you a lot of money. I've been testing this aproach and I've found that sometimes you can decrease your % of science spending after two or three turns of having started the resarch, although this decrease is always bigger when there's only 1 turn left. I have also tried to increase my % of science spending to 100% even if I loose money, and decreasing some turns later (when I can do it without increasing the time of research) and I've been able to accelerate a little bit my research without great effect in my $. Of course, you need to have some savings to do it, but if you have the AI near you in research, this turn per technology you can get this way may be critical.
 
Originally posted by spork
I always thought it was a waste to raze counquered cities, something to be done only if you have no culture at all. However, now I think differently. I did some tests and found out that captured cities, even if their entire populations have been replaced by your own citizens, have a much harder time being happy.
I agree that conquered cities are by far much less efficient in many aspects than your own ones. However before razing a city I think you should think if you are worried about your reputation (and that depends not only on the way you like to play). I'm not sure how to confirm this, but at least, when I've had had a former city of mine razed by the AI, one of my advisors (military, I think), prompted me for vengeance against this atrocity. This make me think that razing a city cannot be good for your reputation, at least with the nation you are fighting. Of course, if you plan to completely defeat that nation it is possible that you can raze without worrying too much, although I am not sure how the other AI nationalities will think about you (I'll try to make some tests to see what happens and I will post the results here).
Anyone has some experience about how razing affects one's reputation?
 
Use foreign workers to build colonies if you need any. Seems to be the only task the foreign workers do as well as your own do.
 
This is an obvious, but very profitable, tip.

Every once in a while, when you have a low number of turns until your next technology, go to your Domestic Advisor screen. Since the number of turns is rounded, sometimes you can get the same number of turns until the technology is done at different research percentages. This helps because if you lower your science rate, you increase your monetary gain without losing turns until tech!:goodjob:
 
Diplomacy: If you hav a REALLY weak Civilization next door you can cancel the peace treaty (declare war) and resign it in the same turn several times...

I got like 4-5 cities, money and workers this way... :lol:

For far away cities: Don´t bother with anything but comunication (Roads, Airports, Harbors) and culture development... corruption tends to be to high to make anything from these cities.

Also... try to aboid alliances when you are the one practically making the war or if it is a short term deal... It is bad for your rep to make peace before 20 turns after signing an alliance. And some wars last no more than 1...

You probably know all these things, but maybe someone doesn´t, so be tolerant... :)
 
Making citizens in far-off, totally corrupted cities into taxmen or scientists is a good idea...just make sure your city still has food.

Don't make "specialists" in your productive cities unless you need an entertainer to make your guys happy.
 
and you should have rubber in the late game because as you know every now and then rubber dissappers right? okay and when it dissappers it reappers somewhere else right?
ok so now were is rubber going to reapper?
thats right in the forest and jungle and since the AI ALWAYS destroys forest and jungle it can be a good Idea to replant some forest in the latter game, because that would be were the rubber will reappear, right were you want it in your land :lol:
 
heya kef,

At least in my games (to date) even when I have cleared vast tracks of jungle (gods you gotta love the persians, granted the leader face starts turning into a good version of Coppala's dracula in the looks department but the industry perk is great) the rubber (and I'm assuming other resources in forests/jungle) appear on the grassland where the jungle square had been, even though the clearance had been dozens of turns earlier.

Good thought though, 'course I always play regeant or below (cuz I'm a big wuss when it comes to having Queen E. whack me with her sceptre) so mebbe at higher levels what I said above don't apply.
 
Originally posted by micmc_atl_ga
heya kef,

At least in my games (to date) even when I have cleared vast tracks of jungle (gods you gotta love the persians, granted the leader face starts turning into a good version of Coppala's dracula in the looks department but the industry perk is great) the rubber (and I'm assuming other resources in forests/jungle) appear on the grassland where the jungle square had been, even though the clearance had been dozens of turns earlier.

I think this applies at any difficult level! The AI (for the purpose of resources appearance) only sees the original tiles, so the rubber can appear anywhere where a forest originaly was at the beginning of a game. IMHO this is logical, since the resource doesn't disappear just because you changed the terrain! However, in the case of rubber, this is kind of stupid, since without trees there can be no natural rubber! However there is also other stupid things regarding rubber, like the need to have it in the late game to build the late modern units, because rubber can be manufactured artificially. This should be changed in order to the late game units didn't need rubber, like the saltpeter isn't needed after the early industrial ages, since it can be manufactured artificially too!
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Portugal
Nation of: Magellan's (from Magellan's Expedition);
Vasco da Gama (Discoverer of the Maritime path to India);
and Pedro Álvares Cabral (Discoverer of Brazil in 1500)
 
I generally build embasies as soon as I have WRITING and the gold to do so, as I like the ability to form alliances and rights of passage. One game recently, I held off for a bit on doing this, and every civ with whom I did not have an embassy became ANNOYED with me. As soon as I built the embassy, they all immediatley became POLITE.
 
If u r playing the game militaristically, like trying to achieve domination or military victory or love to clear ur continent of rival civilizations here is a good way of dealing with opponents. It is actually ez to think of but I didnt c anyone mentioning it so I will =).
When u build an army(not the one with leader =) ) which is strong enough to annihilate one of ur rivals. Establish an ambassy via right clicking ur capitol. Than negotiate for Right of Passage at all costs(luxuries, workers, gold etc.) Than form ur force around the AI's cities, like 3-4 horsemen, knight or cavalry depending on ur tech; attack with them all in the same turn. If ur playing 1.08j and if u strike the AI hard enough it weill acknowledge ur envoy so u can neg. for RoP again. And eliminate it in 2-3 turns. This saves u lots of time and also saves u from losing units due to deposing ur governor(which happens most of the time in Emperor and Deity, I lost Salamanca 20+ times =( ).
 
I forgot to mention what to do with RoP in 1.16f. Actually there is nothing to do =). The AI doesnt acknowledge ur envoy for long. Long in terms of combat of course.
At the start of the game researchs take real long. And sometimes u have to raise ur tax rate due to building and/or unit maintenance. Some players use the 0.9.1 rate just to have some research going. There is an ezier way to do this, which is assigning a scientist to do the work, and play at 0.10.0, which means u even dont have to sacrifice the %10 for science. This tip isnt very useful. But it might help when ur despot rushing and trying to save gold when still trying to keep up research. Preventing one laborer from work is better than sacrificing the %10 for 40 turns( or 32 in 1.08j).
 
I found out that that the AI goes very quick annoyed by you, if you never sign RoPs. The RoP between each other sign it very soon (maybe on first contact).

Seems to me, that RoP has in addition to strategically also a diplomatic meaning in form of a friendship treaty.

Vice versa: if you ask an AI tribe, what he/she need for a RoP and the response is "can't be made" even if you have more $$ than the bank of England you should be the one, who is going "cautious" about them.
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