Quick Answers (formerly Newbie Questions)

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Well I hope Im posting in the right place this can be kinda confusing when you are new to the site.
Anyways... recently I've become addicted to Civ3 and I looked everywhere for a site like this.

Im stumped..
Im trying to win the Space Race Victory and I was wondering how to figure out if I've build all the needed components or not? as I think I finished all ten. Does the space ship fly on its own or do you have to do something to start its trip.

Sorry if my terms are a bit wack I've only been playing for about a month

Cheers and thanks for your help
LLFROT (19/f/canada)
 
when I conquer a city it dissapear. I was told there is an option on the preference menu to turn this feature off but I don't find it.
 
@LLFROT

Check the Spaceship build screen F10, I think. That will show all the compnents - if there are any which aren't shown as completed - i.e. without a green bar, and not coloured in on the big picture - then you have some still to build.

Usually as soon as the 10th and last is built the game will default to the F10 screen and the Launch button will be flashing, or orange, or something like that. Click that to launch the ship. That's the only way it launches, and when you get to that screen it's the only thing you can do basically.

If you have everything built but it won't let you launch, that could mean you didn't allow SpaceShip as a victory type when you started. if so, I'm afraid I know of no way to enable it now.

edit - F10 screen attached. Note that the Laser is shown as not yet started - the upper red ellipse - and that all other components are marked as completed. If something was part built the little status bar would only be partly filled
Note also the 'unlit' launch button. When the Laser gets finished it will glow oriange, IIRC

1862f10.jpg
 
Originally posted by dedelou
when I conquer a city it dissapear. I was told there is an option on the preference menu to turn this feature off but I don't find it.

Is that happening to every city?

Small cities (pop 1) with little or no culture are usually destroyed without your having the option to keep them. (The exact definition of "little or no culture has varied with patches - anything from 0 to 9 culture points has been the cut-off)

Unless it's one of the MP options I don't know of anything that would destroy larger cities, but if you've got some of those selected that might be the reason if that's happening.
 
I was in alliance with Mongols against China and at the same time in war with England. After a few turns Mongols sing alliance with England against me !! Mongols were polite towards me and have luxuries from me and ROP !!
How can be explained that they betrayed me ? Is it true that some particular civilizations can not be trusted due to their innate abilities to lie (I suspect Germans and Persians also) ?
 
Originally posted by TheDoozer
I was in alliance with Mongols against China and at the same time in war with England. After a few turns Mongols sing alliance with England against me !! Mongols were polite towards me and have luxuries from me and ROP !!
How can be explained that they betrayed me ? Is it true that some particular civilizations can not be trusted due to their innate abilities to lie (I suspect Germans and Persians also) ?

A.I. is not loyal. It has no loyalty or mercy. The civ your freind made peace with has every right to ask for an alliance. It happens if the A.I. percieves it has a good deal, it will take that deal. Not to mention that if you were losing the war the A.I. might have been forced to agree to the alliance as part of the peace treaty. Civs do not have inate abilities to lie but some are more aggressive and militaristic which means they are more likly to go to war.
 
Originally posted by Speaker
But my question is about the question mark-faces when I have met fewer than 8 rivals. I know there are blank faces when you haven't met them yet, but I want to know how and when these blank faces show up.
This appears to have changed with the latest patch (1.27f). It now fills all empty slots with question marks.
I'd always wondered what the rule was for when question marks were shown as opposed to empty slots - your theory about known civs was the first I'd seen - but I guess I won't have to wonder anymore.
 
h4ppy: A.I. is not loyal. It has no loyalty or mercy. The civ your freind made peace with has every right to ask for an alliance. It happens if the A.I. percieves it has a good deal, it will take that deal.
OK, another example: England and Korea are on the different continents (medieval times) and again England and Mongols (which are on the same continent with Korea) make alliance against Koreans. But mighty Korea has enough power to beat all civs on their continent not just puny Mongols. The result of the alliance is predictable - in ten turns Mongols lost the half of their territory and asked for peace (and breaked the alliance and got a hit to perutation). English didn't suffer at all - because Koreans couldn't reach them.
So what Mongol AI is thinking about when making such stupid treaties ?


All:
Another question not related to the previous one: in the FAQ I saw the method to move a unit out from the army by selecting a unit and (G)oto another location. I have PTW 1.27 and I can't do that. Is this fixed or I'm doing something wrong ?
 
Originally posted by Galcador
This appears to have changed with the latest patch (1.27f). It now fills all empty slots with question marks.
I'd always wondered what the rule was for when question marks were shown as opposed to empty slots - your theory about known civs was the first I'd seen - but I guess I won't have to wonder anymore.
Thanks Galcador. Now that I think about it, it does seem like a bug, being able to infer from the blank faces how many Civs were on your landmass. This is a good fix.
 
I was playing my first game on Warlord over the weekend. I lost, but I learned a lot and feel my skills improved, so I guess that's the important thing.

Anyway, I was trying to make a treaty with one of the foreign powers, and they refused saying I was a known liar and promise-breaker, or something like that. I didn't break any treaties during that game, and kept all my responsibilities from diplomatic agreements. Is that just a stock answer or did I break some treaty or agreement and just don't remember it?
 
A lot of times, you tarnish your rep without knowing it, and truly it's not your fault.

Here are some possible examples:

1. Some enemy/barbarian ships block your sea trading route (and you won't be informed with this).

2. Your land trade routes get pillaged by other civs.

3. Your MPP forces you to declare war against someone you have a treaty with.

4. A civ that has a treaty with you gets wiped out. (Sadly, this game considers you not being able to honest the treaty, b/c you have no one to receive your goods.)

5. You forgot what you did. (unlikely, but still possible ;))

Hope that helps. :)
 
Thanks for the running offer to answer newbie questions:


How much gold do you need in the 'bank' to upgrade units?

At least at the Chieftan level, the game allows me to run a deficit every turn. Is this 'debt' accumulated somewhere?

Does the gold coin icon represent a better gold deposit?

Are the gold coins related to the resource amount noted in the resource window for a particular tile?

Should I build a mine on every tile that list gold as a resource?

Thanks.
 
1. It depends on what kind of unit you're upgrading. The game will pop up another window to tell you how much money is needed, also to confirm your order. If you don't have enough cash at hand, you won't be able to upgrade any unit.

2. At Chieftain, there is no penalty for running a deficit. At higher levels, you lose one military unit and one city improvment every turn you run a deficit. Since there is no such a thing as debt in this game, it's a possible exploit to continuously run a huge amount of negative cash flow at the cost of one unit and one city improvment. :nono:

3. If you're talking about the gold on mountain tiles, yes, having your citizens work on such tiles generate extra cash. (4 add'l golds, IIRC.)

4. No.

5. No. Building a mine on a gold tile increases the shield output from that tile, but it's your call whether to build a mine or not.

BTW, welcome to CFC. :)
 
upgrade cost per unit is twice the shield cost difference of old/new unit,

or, say, when
x: shield_cost_new_unit
y: shield_cost_old_unit
then, upgrade cost per unit is
2*(x-y)

So you'd need 40 gold in your bank for a (single) warrior-to-sword upgrade (note: Leo's would cut costs in a half).


"Debts" are never accumulated. On chieftain level, there's no real penalty when running a deficit. On warlord and higher, each turn one unit and one city improvement would get lost. Note that gpt treaties always continue to exist in case of "negative" income w/ empty bank account, so no broken deals due to deficit.

"gold coin icon" ? don't no what you mean - maybe bonus resource "gold"?

Anyways, you should build tile improvements on any working tile - roads would increase commerce (somewhat related to gold production of a city). Mines increase production potential of cities, the bonus resource "gold" only appears on hills/mountains, so you should build a (rail-)road and a mine there. Note that you actually need to work the "gold" tile to get the benefit from it.

edit: morkaphi beat me to it
 
Thanks Grille!
Do I need both a road and a mine to fully exploit the resources in a tile?

Yes I did mean the gold bonus resource.
 
No, as long as your citizens are working on that tile, you get the benefit of the gold bonus. Building a road and a mine is like adding cherries (more gold and shields) on top of your cake.

You can go to the city screen, arrange your citizens to work on different tiles and see what tiles benefit your city the most. :)
 
How come I don't even get past the industrial age by the year 2050 comes along? What should I do
 
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