Quick Answers (formerly Newbie Questions)

Status
Not open for further replies.
And another one :
Is there quick way to fortify all units after upgrade , cause
it's very annoying to click 150 times fortify after my riflemen became infantry
 
Originally posted by leha
And another one :
Is there quick way to fortify all units after upgrade , cause
it's very annoying to click 150 times fortify after my riflemen became infantry

If they are all fortified riflemen and you wake one up and use shift-U to upgrade them, then only the one you woke up will need to be fortified again The rest become fortified infantry.

You can apply shift-U to any unit of the type you want to upgrade that hasn't already moved, by the way, even if it isn't in a barracks city. All units of that type that are in a barracks will be upgraded (if you have the cash, of course).

Another point to remember is that, if units move back to a barracks for upgrade, a shift-U on another unit of the same type will also upgrade the moved units, even if they've used up all their movement points. And the upgrade heals wounded ones immediately.
 
Originally posted by leha
And another one :
Is there quick way to fortify all units after upgrade , cause
it's very annoying to click 150 times fortify after my riflemen became infantry
If they are all on the same square, there will be a "fortify all" command on the menu if you right-click on the stack. If they are not in the same square, how are you upgrading them? If you have a barracks in most or all of your cities, simply waking a single one and pressing Shift-U will mass upgrade all of them which can be upgraded and any which are fortified will stay fortified.
 
leha, don't worry about asking an already-asked question. That's what this thread is for!

In answer, to the Culture-flip, if you are playing Civ3 v1.29f, or PTW, then you can use garrison troops to prevent flips. If you are playing with the original v.107f Civ3, there is nothing you can do.

To get an idea of your vulnerability to culture flips, check out this page in the FAQ. It includes links to 3 "Flip Calculators". :)
 
Originally posted by leha
I don't know if somebody already asked this ( this forum is sooo huge )
Is there some way to prevent culture flip ? In my last game my
beautifull egyptian 22pop city , where every citizen is happy and culture rank = 4 , suddenly decided greek culture is more attractive and flipped :(
All I could do was reload and move all troops out of city .
Is there something I can do about it ?:cry:
There's a comprehensive guide to city culture flips somewhere, and I think there was a competition to see how many people couild produce calculators to work out the probability. Try here first (No, I've no idea why it's in the Creation and Customization forum either!)

You can reduce the chances by:
- keeping your cities nearer to your own capital or FP than to the others
- minimising the overlap between your city radius and those of the other civs
- putting lots of troops in your vulnerable cities
- ensuring you have minimal foreigners in your ciy
- growing your own cultural value - not just in the vulnerable city but throughout your civ.
 
Originally posted by leha
I don't know if somebody already asked this ( this forum is sooo huge )
Is there some way to prevent culture flip ? In my last game my
beautifull egyptian 22pop city , where every citizen is happy and culture rank = 4 , suddenly decided greek culture is more attractive and flipped :(
All I could do was reload and move all troops out of city .
Is there something I can do about it ?:cry:
Well, there is now an option to "disable cultural conversions" which you can choose when you start a game, but if you choose to keep that option on and/or if you are talking about a game in progress, the main things to do are build a lot of culture yourself, put a large number of troops into the city, and starve the city down to reduce the number of foreign citizens. Culture-flipping is an often-discussed item here and there are even three different calculators which will tell you the chances of a city flipping and how many troops you will need to prevent a flip. (anarres' FlipCalc, Chieftess' Babylon II and DaveMcW's HTML one)
 
A few questions..

1. I just got PTW, and The Wall Street minor wonder seems to have been replaced by multiple Stock Exchanges. True?

2. Does the AI know the difference of troop types? If I have less troops but of much higher quality does the AI civs take that into account or just think "He He, only half as many troops as me? Bansai!"

3. Does destroying a civilisation give you a rep hit? Even if the other civ was the aggressor?

Thanks in advance.
 
Originally posted by Alki
A few questions..

1. I just got PTW, and The Wall Street minor wonder seems to have been replaced by multiple Stock Exchanges. True?

2. Does the AI know the difference of troop types? If I have less troops but of much higher quality does the AI civs take that into account or just think "He He, only half as many troops as me? Bansai!"

3. Does destroying a civilisation give you a rep hit? Even if the other civ was the aggressor?

Thanks in advance.

1. No, the stock exchange is just another bank. You need 5 of them before you can build the Wall Street.

2. Power is now based on the strength of your units. The AI doesn't think, btw ;)

3. Ah... I'll look it up for you, bamspeedy has done some excellent research on reputation. I believe you don't get a rep hit, you already got a hit. But the stance of other civs is also modified by the fact that you're at war with another civ. If that civ ceases to exist, you're no longer at war, thus their stance changes.

EDIT: here it is. It's recommended reading for everybody. It's just how I said btw, no rep hit for destroying a civ.
 
Thanks everyone for the renaming advice,....I don't like all the buttons on the bottom but it's nice to know that the hot keys will always work.
 
Hotseat question....

If you set up the hotseat game while setting (or keeping it set) at 0 turns, 0 hours, and 0 points. Will this game go on forever until a victory condition is met (or if they're all turned off, it'll never end with a histograph victory)?

If so, it could make for some nice showdown against some equally-matched people with me.
 
Never done HS before, but I think you're right, that it will go until the conditions are met. It's supposed to be the same kind of setup for all MP games, with the unique exception of PBEM. I think.
 
Please answer my few newbie questions:

Playing PTW 1.21f

1. I have extra resources (say, 3 of extra iron) for trade when I try to set a deal all 3 irons automatically go to the trading table. How can I trade my 3 irons with 3 different civs giving 1 iron to each them?

2. Why I can not build several palaces at the same time (for wonder pre-building purposes)?

3. If I have ROP with a civ and I declare war (all my troops being OUTSIDE this civ's borders) will I have any chance to sign ROP with this civ again?
 
Originally posted by Sphynx
1. I have extra resources (say, 3 of extra iron) for trade when I try to set a deal all 3 irons automatically go to the trading table.

No, they don't. No civ can receive more than one of any resource (strategic or luxury). When you click on the iron, you're only sending them one of your 3 excess iron.

2. Why I can not build several palaces at the same time (for wonder pre-building purposes)?

It seems like the question answers itself. You can't build several palaces at the same time because you can't build several palaces at the same time. That's just the way the game works. You can't build several copies of the same wonder at the same time, either.
 
3. If I have ROP with a civ and I declare war (all my troops being OUTSIDE this civ's borders) will I have any chance to sign ROP with this civ again?

You have to have absolutely NO troops inside their borders, as you said, but this includes workers/settlers, etc. Even then, it'll depend on how they feel about you after the war. Raze a town or two, and you're probably out of luck. If you conduct yourself as a lady/gentleman, then yes, you have a chance.
 
For the palace question......I'm guessing it's because you can only have one palace at a time, it works much like a Great Wonder in that you can't have two of your own cities compete to build the same wonder, prebuilding or not.
 
Regarding The Theory of Evolution, exactly how does it work? My understanding is this:
You don't get the tech you currently researching, no matter how much of it you have researched, but you do get the 2 cheapest available techs as long as they are not on the same branch. Is this correct?
 
For me the TOE has always finished whatever tech I was researching and then prompted the Science Advisor for which two I wanted. Granted, it's been a while since I've built it, but I would think if that had been changed in a patch there'd have been an uproar.
 
Two questions.

1. How do I edit the rules of a game in progress? (mainly, just the effects of buildings).
2. How much time has to elapse before Civs stop respawning?

Oh, I forgot about the third question. What is the meaning of life?
Not quite sure if it's a newbie question, tho ;-)

Thanx
TheBoogieMan
 
1. How do I edit the rules of a game in progress? (mainly, just the effects of buildings).
I don't think that you can, but I'm only 70% sure on this.

2. How much time has to elapse before Civs stop respawning?
I don't believe it's time dependent at all. IIRC, you have to sack their last city twice to end respawns, unless the game determines there to be 'no good tiles' left. Since I've been playing with AI respawn OFF, I'm only about 80% sure on this.

Oh, I forgot about the third question. What is the meaning of life?
To kill the AI and suffer JOTM syndrome, of course. On this, I am 110% sure.
 
Status
Not open for further replies.
Back
Top Bottom