Quick Answers (formerly Newbie Questions)

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Originally posted by Turner_727
@AlanH - There's a Screenshot of the Day where a resource was depleted and found on the same tile. I don't remember which one it is, but if you scroll through the archives (link's on the main page) you can find it. Talk about lucky!

@Carlos - Hey, long time no see! Good to see ya back. .



actually, res coming back in same space is a bug I have posted on extensively. Sometimes it will even go-come-go-come in 1 turn

@turner: ;)
 
A recent patch started the dissapearing and reappearing of resources on the same spot. I thought this was deliberate, and in response to complaints about resources disappearing too much...
 
Originally posted by anarres
A recent patch started the dissapearing and reappearing of resources on the same spot. I thought this was deliberate, and in response to complaints about resources disappearing too much...

I have it since Civ3 1.14f..... games, where they ALWAYS came back in the same spot.
 
Originally posted by carlosMM
AlanH: their number is set in concrete - so they always come back.
Thanks. I knew the initial number was determined, but I didn't know that it remained fixed after depletion.
 
Originally posted by Grille
:rolleyes:
what was theat brilliant clou when trying to upload a zip?

edit:
ignore this one :mad:

clou=file name... argh!

Haha... You posted that and I was about to answer it and got interrupted and I came back and noticed you figured it out yourself.... Oh well.
 
As long as immediate cash is asked for gold per turn, it is possbile, but I normally don't do it. I have more issues with getting a decent income (gold per turn) than with getting immediate cash.

Immediate cash is very handy for mass upgrades (when you discover a new tech or hook up a resource, after which you can ugrade a lot units for cash). I can understand that people want a loan to mass upgrade horses for cavalry :)
 
Originally posted by Eastern Knight
does anyone actually have another civilization lending money to you?
If you have trashed your Reputation no-one will accept gpt from you for a lump sum. You can tell if this is the case by going in to the diplo screen and selecting a lump sum of 1 gold from them, and offering 1 gpt from you in return. If the advisor says "They would never accept this deal" and you are earning at least 1 gpt then your Rep is trashed. You should also get a response from the AI if you click "Will you accept this offer" along the lines of "Not after what you did to the Germans!" - this will tell you who you got your Rep trashed with.

Normally you can get an exchange rate of between 15 and 18 gold for each 1 gpt you offer in return.

Note you can always do this the other way - you can lend them a lump sum for gpt in return (providing they can spare the gpt).
 
If you have trashed your Reputation no-one will accept gpt from you for a lump sum.

This is actually false. You can give gpt for a lump sum, even with a trashed reputation... I'm absolutely certain one way works and relatively certain the other does, too....

First, if you've only broken your rep with one civ (say Germany), then all civs at war with Germany (e.g. England) will treat your reputation as fine. It's only eliminated civs or civs with whom people have peace that they care about your actions towards. If you've broken your word to more than one civ, any civ at war with all those other civs will accept your gpt as it's "normal" 15-18 gold value.

Second, during peace treaties, gpt is almost always treated "normally", plus/minus the effects of relative military size, recent battles, etc. I've not tested this recently, as I've been either vastly inferior to foes or in the process of wiping them out lately.... It certainly used to, though. This one must also be used with caution.

Just correcting a minor mistake,
Arathorn
 
Has anyone noticed culture flips on the turn you change governments. I've seen it a lot and don't think its just luck, I have a feeling there is maybe an extra culture flip check each time (or the first time) you hit a new government type.

Last night, case in point, I was a certain civ that had lots of culture and was pushing back another civ with my culture. They had a city about the the same relative distance from our capitals but my local culture was squashing them. Basically I knew it would flip eventually, but it did't for ages and then it did the turn I changed to republic.

I'm sure this is not a coincidence.
 
Should I build a nuclear power plant? I'm already cranking out 110 shield per turn with a hydroplant, but I want to build units that cost 240 shield in 2 turns instead of 3. How often does nuclear melt down occur?
 
Originally posted by Arathorn
First, if you've only broken your rep with one civ (say Germany), then all civs at war with Germany (e.g. England) will treat your reputation as fine. It's only eliminated civs or civs with whom people have peace that they care about your actions towards. If you've broken your word to more than one civ, any civ at war with all those other civs will accept your gpt as it's "normal" 15-18 gold value.

Second, during peace treaties, gpt is almost always treated "normally", plus/minus the effects of relative military size, recent battles, etc. I've not tested this recently, as I've been either vastly inferior to foes or in the process of wiping them out lately.... It certainly used to, though. This one must also be used with caution.
Of course, you are right! :thumbsup:

I guess I should give more complete answers, it was a quick answer to a quick question and I rushed it....
 
AFAIK a meltdown can occur if there's civil disorder in that city.

Or:
Originally posted by Aggie
I would certainly build a nuclear powerplant! I've had a meltdown once. I play a lot of civ :)
I guess your frequent civ-playing's electrical power consumption caused the meltdown... :D
 
I just downloaded the latest PTW patch (US V 1.27f)...

Patch installation went smoothly -- except that I got asked twice if I wanted to modify two "read only" files in the PTW folder (Is it supposed to do that?) -- I think they were bic files or something...

After the patch installation I tried running the game (using the civilization3x exe) but I get the following error:

"A required .DLL file, IFC23.dll was not Found"

I tried running the game using the civilization3xd exe and I get a message saying:

"The Sound Header Files Do not Match the Ones Used in sound.dll check all sound.h and device.h version"

However it does run the game up to main menu.. But I can't see the New Game, Load Game, Quick Battle etc... buttons.

And when I check where the game version should appear it says that I have version: 2.xxp

Help!

Since I'm not sure what version of the game I have, US or UK or whatever... I downloaded the US patch since most of my games are US versions anyway so I didn't see how Civ could be different.

Could it be possible that I used the wrong patch?

Another thing, after the initial patch installation I decided to do a clean install of the entire game + PTW and when I tried running the patch it asked me if a wanted to uninstall/remove the game???
 
It could be possible you used the wrong patch. Check the readme's in your civ3ptw directory and see if they say what version you have. I'm at work now, so I don't have access to my game, but this could be it.

Try uninstalling and reinstalling the game. This has worked for others in the past, too.
 
Originally posted by Dianthus

Isn't there a side effect of this in that the AI avoids expanding past the optimal number of cities, so increasing it causes the AI to be much more aggressive?
There are three effects of changing the optimal number of cities.

The first is of course the corruption effect, a higher ONC means lower corruption.

The second is that the AI generally don't want more cities than the ONC. This will again have two effects for the AI. One is that the AI will continue the aggressive settler expansion phase a bit longer, and maybe start fighting to get more cities when all land is settled, the other is that an agressive AI will raze cities when it has passed the ONC, so increasing the ONC will make the AI keep more cities instead of razing them.

The third effect is that you cannot build your forbidden palace until your number of cities is at least half of the ONC. So setting the ONC very high mean that you don't get to build the forbidden palace.
 
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