Quick Answers (formerly Newbie Questions)

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Galleys, Caravels, and Galleons all can carry troops before Transports come along. Galleys cary 2, Caravels 3 and Galleons 4.
 
Sorry Aggie :blush: but just to make it absolutely clear :
-> Caravels come with Astronomy and can carry 3 units.
-> Galleons come with Magnetism and can carry 4 units.

Discovery of Navigation right after Astonomy allows you to safely travers any sea or ocean square.
 
Hi,

A couple of questions for the resident Gurus on this forum:

1) Can you set your cities to infinitely produce a certain unit?

I am aware you can set a production list but this is too tedious in my humble opinion. I just finished a game in which I wanted each city to produce tanks, but once they finished the city governors kept switching unit production to stupid bombers and battleships. At this point in the game I had about 20 cities pumping out tanks every 2 or 3 turns and it was so annoying to constantly have to cycle through all my cities to change city production to what I wanted.

2) In my last game I had eliminated 6 of the 7 AI civs and had taken over all but 2-cities from the last remaining Civ. when time ran out i.e. 2050. Isn't there a 'win' condition that states that if you take over 2/3 of the map that you 'win'? Are we talking about land area here or total number of cities? 2/3's of what?

Thanks for you help!

the_skull
 
Originally posted by the_skull
A couple of questions for the resident Gurus on this forum:

1) Can you set your cities to infinitely produce a certain unit?
There's an option to always produce the last unit somewhere, can't remember where (I'm at work at the moment), but that would do what you're after.

Originally posted by the_skull
2) In my last game I had eliminated 6 of the 7 AI civs and had taken over all but 2-cities from the last remaining Civ. when time ran out i.e. 2050. Isn't there a 'win' condition that states that if you take over 2/3 of the map that you 'win'? Are we talking about land area here or total number of cities? 2/3's of what?
You need to have 2/3 of the land area (including coast) and 2/3 of the population for a domination victory. There's a handy utility for checking your progress towards a domination victory, Mapstat in the Utility Programs forum. From the position you was in it sounds like a conquest victory would have been easier though, just wipe out all of the AI's (including roaming Settlers).
 
The option to not be prompted for unit construction is "Always build previously built unit" in the preferances screen (ctrl+p)
 
On Always War:

If you see a warrior or scout walking around early in the game, are you obliged to contact them for negotiations then declare war, or can you wait until their representatives contact you before you declare war?
 
Well, that's not really a well defined question in terms of the game itself, since Always War is an abstract rule imposed by people rather than an in-game setting.

Why not look at some AW SG's and see what they do? I think the norm is to declare war on sight.
 
Why when I am the most powerful nation do others expect me to pay them for a MPP... They should be paying me to protect them!
 
@budweiser: As the AW originator, I'll say that you're obligated to contact them as soon as you see them and declare war. Anytime anybody exists on your F2/F4/Shift-D diplomacy screen, you're obligated to inform them of your intentions to wipe them off the face of the earth, before you start your next turn.

Arathorn
 
Oh, thanks Arathorn. I never did check the diplomacy screen. You see, I had all my diplomats transferred to the infantry since I figured I did not need a diplmatic corps. Next time I will keep a few around just so they can tell the other guys I mean to kill them. ;)
 
Diplomacy Problem - on emperor setting, I destroyed the Americans early in the game. Now when I go to make a right of passage agreement with another culture, they tell me I broke one with the Americans, even though we didnt have an embassy let alone a ROP agreement. What gives? (Civ III ver 1.29)
 
@ budweiser--PTW has caused a bit of trouble with the AW rules, since the AIs now sell contacts quickly. The general interpretiation has been that you declare on those you see, and check the diplo screen periodically (5-10 turns or so) to see if you have contact with any one else. Most of the AW succession games have latched onto a rule of checking the diplo screen at least once in every 10 turn round.

@ Subedei--your problem likely stems from attacking or declaring war on America while you had units in their territory. To avoid this problem, declare war from the diplo screen before marching your armies into your enemies territory. This rep hit happens even if you did not have an RoP with the civ before you attacked.
 
Let me guess: you had units inside their culture boundaries when you declared war. (You may have even "sneak-attacked" them.) ;)

While you didn't actually have an RoP with them, by merely being inside their territory without being ordered out yet, you had an "implicit" RoP. That is why many of the top strategists here say that if you want to keep your reputation unsullied, you must make sure you have *NO* units inside your enemy's territory at the moment you declare war.

Hope that helps. :)

Oh, and Welcome to CFC! :D
 
Welcome Subedei,
once you declared war an on a civ with troops inside their territory, you are regarded untrustworthy to sign a ROP. [Nothing new here now, but I was too lame :smoke:]
You're a ROP-raper then (reputation is shot), it doesn't matter if you really signed a ROP. All civs that have contact (and actually peace) to your victim won't sign a ROP.
You may be able to sign a ROP (later) if you ROP-raped an isolated civ and wiped them out before they met another civ. You may also be able to sign a ROP w/ a reputatuion hit during peace negotiations.
AFAIK you could even break an actual ROP treaty (w/ brackets) by declaring war and could sign ROPs later again, if you stay away from the foreign turf in that second you send your war declaration.
 
An army has the rank "veteran" when...
1)build in a city w/ Academy?
2)build in a city w/ Academy plus Barracks?


I know, rank doesn't matter, but the answer may help me deciding if an ai army was GL-created.
 
The civilopedia has an illogical circular definition of army/leader. In order to get an army you have to have a leader and in order to get a leader you have to have an army??!!! WTH? How do you do it? This game has the worst manual I have ever seen!
 
That's not exactly accurate.

It is true that in order to get an army you need a leader. A leader, however, has a 1 in 16 chance of appearing (1 in 12 with Heroic Epic) whenever an Elite unit wins a battle. Once you have have an elite unit that spawns a leader, you get to change it's name (in civ1.29f and PTW) and there is an asterisk (*) next to the name, denoting a leader was spawned. Once you upgrade the spawning unit to the next level (say spearman to pikeman) the leader flag is stripped, and you get a chance to get another leader from that unit. It should be noted that the name doesn't change and that the unit is now a verteran, instead of an elite unit. In order to build more armies you need at least one army. When you have a victorious army, you can then build the Military Academy (After Military Tradition is learned) and then that city (and that city alone) can build army units.

Clear as mud? :crazyeye:
 
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