Quick Answers / 'Newbie' Questions

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That's not exactly accurate. Pop-rush is when you use pop to rush the buildings, as opposed to using gold to rush it. I forget what the ratio of pop to shields or gold to shields is.
 
Turner said:
That's not exactly accurate. Pop-rush is when you use pop to rush the buildings, as opposed to using gold to rush it. I forget what the ratio of pop to shields or gold to shields is.
1 pop = 20 shields, 1 shield = 4 gold.
 
Ailrickson said:
pop-rush?

I had thought that beekers help in your scientific research for more mechs?

The beaker generated by a scientist does help your research. But it comes at a cost, namely the foregone opportunity to use that scientist as a laborer.

Ailrickson said:
But what would be the mechanics (mathematics) behind it? How can I tell if I should takes some coins or some beekers?

That is pretty complex to answer. In short, it simply depends on what you need more in your situation.

 
Lord Emsworth said:
The beaker generated by a scientist does help your research. But it comes at a cost, namely the foregone opportunity to use that scientist as a laborer.



That is pretty complex to answer. In short, it simply depends on what you need more in your situation.


What I mean is how do you quantify, if possible, the benefit of beekers?

And I would like to thank everyone who helped me out on this, it is very appreciated.

I am currently 1820 (about), and still have 8 players to get rid of (the Mongols are next on my list, probably be out before 1860, the Celts soon after cause their military is weak, fighting the mongols and their territory is small - HA! gotta luv conquering little nations!)
 
One simple thing to do is to know how many beakers a tech cost for the game settings. This can be found in the editor or using one of the tools on the board.

Next is to knwo how many beakers you have accumulated. Now you can determine the remainder. If you see that you are making 300 bpt and need 1510 bearkers, you need to come up with 10 additional beakers.

This canbe done by making a beakerhead out of someone that is not generating beakers already. This typical in a corrupt town as it nets 1. So now you get 3 from the specialist and will met the 1510 and not have to spend an extra turn.

In the old days some players would track the beakers, I may a spreadsheet tool, now you can just use CAII.

Now if yo wanted to shave an additonal turn off the tech, yo need to find a way to get to 378 beakers per turn from the current 300. You need to find 20 beakerheads.
 
Start -> My Computer -> C:\Program Files\Infogrames Interactive\Civilization III\Saves -> Click a save -> Ctrl Click the other saves you want to delete -> Right click -> Delete -> "Are you sure you want to move the selected files to Recycle Bin?" Yes.

:D

I have no idea if this can be done in-game.
 
Well, it can sort of be done in game. It requires a bit of editing to the .ini file.

Once you open up the .ini file in your Civilization 3 folder, just add the line "WindowsFileBox=1" and you'll have a normal windows save dialog box when saving, and you can delete from there I assume. For more, check out these two questions in the Tech Support FAQ (they should work, because I wrote them ;)).

edit: 5,000th post. :)
 
You want an easy way to delete them and in game? Easy, get CAII, when you use the file function, highlight a save and hit the delete key.
 
Mirc said:
Start -> My Computer -> C:\Program Files\Infogrames Interactive\Civilization III\Saves -> Click a save -> Ctrl Click the other saves you want to delete -> Right click -> Delete -> "Are you sure you want to move the selected files to Recycle Bin?" Yes.

:D

I have no idea if this can be done in-game.
Thanks.:goodjob:
 
Ginger_Ale said:
Well, it can sort of be done in game. It requires a bit of editing to the .ini file.

Once you open up the .ini file in your Civilization 3 folder, just add the line "WindowsFileBox=1" and you'll have a normal windows save dialog box when saving, and you can delete from there I assume. For more, check out these two questions in the Tech Support FAQ (they should work, because I wrote them ;)).

edit: 5,000th post. :)
Congragalations, do you post more here or on OT?
 
vmxa said:
You want an easy way to delete them and in game? Easy, get CAII, when you use the file function, highlight a save and hit the delete key.

:hmm: that does seem easier...thanks! :)
 
Drool4Res-pect said:
Congragalations, do you post more here or on OT?
<threadjack>
Mainly a mix...a majority are probably civ-related, but more recently I've been posting in OT and the Colosseum.
</threadjack>

Ok, back to answering questions...
 
I know that if you have an MPP with say Babalon and they delcare war on sombody I have to fight the war they started, but if I start a war do they have to fight the war I started? Does it work both ways.
 
Yes, that's why it's called Mutual.

It's not triggered when they declare war, tho. Their unit has to be attacked in their own territory.
 
Drool4Res-pect said:
I know that if you have an MPP with say Babalon and they delcare war on sombody I have to fight the war they started, but if I start a war do they have to fight the war I started? Does it work both ways.

It doesn't quite work that way. You don't have to fight in any war they declare. However, if/when someone attacks them in their territory, then you're dragged into it. The same works in reverse as well. So if you have a MPP with Babylon, and they start a war with Germany, but Germany never attacks the Babs in their territory, you won't be dragged into the war. Conversely, if you have a MPP with the Babs, and you and Germany go to war, the Babs won't be drawn into it until Germany (Or another civ) attacks you in your territory.

It should be noted that a unit ending it's turn inside your territory (Or the babs, for that matter) is considered an attack.
 
Pentium said:
Yes, that's why it's called Mutual.

It's not triggered when they declare war, tho. Their unit has to be attacked in their own territory.
I'm not sure you understood, basicly if I have an MPP with someone and they attack civ X I'd have to fight, if I attacked civ X would they have to fight.

You see in my game what I'm planning on doing is getting every civ to sign an MPP then start a World War, agansit France.
 
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