Quick Answers (formerly Newbie Questions)

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Originally posted by Turner_727


I thought you were saying something else here.

Any expansionist civ will not pop barbs out of the GH's. So even if you're on the level just about sedentary, you'll still get barbs attacking your civ, it just won't be from goody huts.

And in later levels, you'll want this lead. . .it'll help out. I somehow managed to keep up in Monarch, not sure how, but in emporer/deity you might need this advantage. I don't know for sure, because I've never tried a game at those levels. . .

May be you're right , I'm playing good on regent but have no guts to try monarch ( scary :undecide: ) .
 
Do what I did. . .play with what you're best at. My first monarch try crashed and burned pretty bad. Didn't follow through on it. My second one was DyP, and that was slow. . .so I shelved the game. My third one was as the Romans, and it went pretty good.

So I guess what I'm saying is you could try it out, and change the ocndititions to suit you a little better. Less civs, bigger world. . . whatever. . .

But then again, I understand the hesitancy of jumping from Regent. I had a hard time doing it. . .
 
Originally posted by Smellincoffee
Does the AI EVER forget accidental ROP "rapes"? One time, I moved a small (5) stack of Immortals outside the enemy capital. I extorted money from the civ in question (Babylonia) then declared war when he refused. I failed to notice his borders expanding between turns (I guess I was sleepy) and so I declared war with forces already in his borders. Oops. Due to that, I couldn't get ROPs for the rest of the game without abadoning my big tech lead.

No, they don't forget. But any civ must actually know of your ROP rape you did to a certain civ (=have contact to the raped civ) to deny a ROP.
You can sign ROPs w/ civs that don't know the civ you've betrayed before. So you may want to avoid selling their contact and try to wipe them out before they meet another civ on their own. However, respawned civs won't forget about ROP rape, too, and might meet others and inform them about your trashed reputation (very annoying).
With a trashed rep, you can contingently sign ROPs (and other deals) combined with a peace treaty.
 
Originally posted by TheDoozer
A questions about "desease strike".
2. Can my city be struck by desease if it doesn't have any danger piles close to it but have one in its 20-piles working area ?
I have seen this: The city was in heavy jungle; but the 8 nearest squares were cleared. All others were still jungle. Disease still struck the city. However; until you can build hospitals clearing the jungle is your best defense. Poor as it is.


3. How many people can die due to desease ?
You lose one citizen per turn and it can continue until there is only one citizen left. This may not happen every time. It seems to be a random thing. I have seen cities of 3-4 drop back to population 1 over several turns. The more citizens you have the less likely this is to happen.

This leads me to ask a question: Is there a maximum number of turns that disease can exist in a city?
 
But any civ must actually know of your ROP rape you did to a certain civ (=have contact to the raped civ) to deny a ROP.

Do the Civs have to have contact after you commit the act? In my first game, I didn't know declaring war from within their territory was considered a rape- I just considered it a quicker way to go to war. I was fighting the Americans, by the way. While the war was going on, my galley had discovered Persia and Babylon. I didn't sell Communications With the Americans until they were down to one city (Washington) defended by a lone pikeman. (I was using cavalry versus their spears..heh.) By that time, war had been going on...yet Persia, Babylon, Germany, everyone- they refused to sign ROPs with me, so I wound up using the same tactic every time I went to war with an opposing civ in that game.
 
So, I am playing a PBM game with my buddy, we both have our game protected with a password, this is fine for PBM, but sometimes we get together and we would like to plays our gamebut as in a hot seat... not needing to enter a password between each turn... anyone with experience with this ? it would be greatly appreciated.
 
el_picaro,

Just set it up as a PBEM game and enter a blank password when prompted for one.

At the end of your turn select "Continue", rather than 'Save and Exit", it will then go straight to the next turn.


I just re-read your post and I get the impression you have already been playing as a PBEM game? In that case you can still select "Continue" to move straight to the next turn. To remove the passwords you can enter the "Admin" password you were prompted for when you set up the game. If you enter this instead of your password you will then get prompted for a new one, and you can leave it blank to remove the password.

WARNING: I am fairly sure that if you remove the password from a player you can never put it back. This is because you don't get prompted anymore for one and so you can't enter the "Admin" password to reset it.
 
Originally posted by Smellincoffee


Do the Civs have to have contact after you commit the act?

AFAIK a trashed rep will be reported as soon as contacts are established.
Say, you ROP-raped "civ A" 500 years ago. You know "civ B", but they don't have contact to "civ A". Theoretically, you can sign a ROP with "civ B". Now "civ A" meets "civ B", information about your trashed reputation will be told to "civ B", thus you can't sign a ROP with "civ B" anymore.
I'm not 100% sure what happens if you then wipe out "civ A" (and they don't respawn) and "civ B" meets the formerly unknown "civ C" afterwards. I *think* "civ C" wouldn't sign a ROP w/ you either, although "civ A" had already gone ("civ B" knows your black spot and tells it around).
 
That might explain how Europe knew of my deeds after I sold them contact with Persia and Babylon. Of course, to punish the gossipping Xerxes, I wiped his little nation off the map, replacing his lime green with a much better hunter green of my own.
 
Umm . I've just checked SG forum . Can somebody explain please what's 40 turns tech gambit ?
 
How can I clear/edit hall of fame.
I hate to have those MP scores there when all have left the game and I "win" by conquest in 2000bc
 
@leha
40 turn tech gambit is usually used in the very early stages of the game where you go minimum science (10% or 1 scientist) and try to learn techs that the AI doesn't prioritise eg Literature or polytheism. Then cos you've been saving your gold , with some smart trading you can catch up in tech with minimum outlay... recently I managed to trade lit+50g for code of laws, map making and mathematics! that's what we like!
Also don't forget to set research on a tech as soon as you found your first city (press F6) otherwise you waste a turn not researching anything.
 
You are talking about raping ROP here, but I have slightly different situation in my current game: I was at war with Zulu from the first few turns and I declared a war when Shaka asked my units to go away from his territory (but I was really in need for those elephants he claimed before me). I didn't wipe Shaka from the game and now have problems with ROP, I still can establish the treaty but AIs always asks something in addition for this saying that they know about me and Shaka. Do they forget about my shame deed in the future ?
 
Originally posted by mabellino
@leha
40 turn tech gambit is usually used in the very early stages of the game where you go minimum science (10% or 1 scientist) and try to learn techs that the AI doesn't prioritise eg Literature or polytheism. Then cos you've been saving your gold , with some smart trading you can catch up in tech with minimum outlay... recently I managed to trade lit+50g for code of laws, map making and mathematics! that's what we like!
Also don't forget to set research on a tech as soon as you found your first city (press F6) otherwise you waste a turn not researching anything.

Thanks mabellino . Still , there are two questions in that matter :

1. If I put science slider to 0% and assign 1pop to science I still will get tech in 40 turns ?

2. It seems to me too risky , what if your guess don't work and some AI do research this tech before you ?
 
1. 40 turns is the maximum research time so it's 40 turns. (Unless the tech is very very cheap)

2. Then it's not so good situation
 
Originally posted by Ville
1. 40 turns is the maximum research time so it's 40 turns. (Unless the tech is very very cheap)

2. Then it's not so good situation

Thanks Ville
 
Originally posted by Ville
How can I clear/edit hall of fame.
I hate to have those MP scores there when all have left the game and I "win" by conquest in 2000bc
Go to: directory CivilizationIII
ex: c:\programs\Infogames\Civilization III
Goto folder: Scores
delete file: HighScores
or you can make a new folder and drop HighScores inside if you want to save it.

This will eliminate the hall of fame. It will regenerate on the next win with only one name/score.
 
Originally posted by leha
It seems to me too risky , what if your guess don't work and some AI do research this tech before you ?
Thus, why it is called a "gambit" ;) You are accepting a tactical "loss" (i.e. slow research) in exchange for a (possible) better position (money to buy the techs you need).

Also note the similarity between the words "gambit" and "gamble" ;)
 
I am playing a game in which I turned off Space race, Cultural and Diplomatic victories.
After getting the UN I keep getting asked if I want to hold UN elections.
If I respond yes, and I win the election, what happens then?
What if I lose it?
 
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