Quick Answers / 'Newbie' Questions

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vmxa said:
I do think it is an exploit, but no one will raise a fuss. I don't use it in my games, but will if I am in playing with someone else.
Unless you're saying you only use it in partnership/team play against only AI, I'm assuming, hopefully, that you are saying you would use it when you are playing AGAINST other people. The HOF & GOTM require that you are in competition (indirectly) with other people......so, I think we are in agreement except for non-competitive games, which I don't play anyways.......so we're in total agreement! :lol:
 
I mean that if I am in a PBEM demo game or an SG and they allow it, then I would use it. I figure I owe it to the team to use what ever is allowed.
 
If I move 1 unit to a square, exhausting move, I cannot fortify the unit. But if I move a second unit to the same square, also exhausting its move, I can then fortify both (all if >2) units. Bug, feature, or exploit(legal/illegal)? I've gotten used to using it, and did so playing GOTM58 before I thought about it.
Hoping it isn't an illegal exploit! CivIII Gold V1.27f.

Thanks to all for clarifying multi-build exploit. I'm pretty sure the AI uses it to drain captured cities, and after doing so for a while, decided it would also be good for rushing libraries, courthouses, and the like.

Cheers,
Bob
 
VMXA said:
I am not aware of any formal rules for short rushing. I do think it is an exploit, but no one will raise a fuss. I don't use it in my games, but will if I am in playing with someone else.

I don't have a problem with it. AFAIK, whip unhappiness is caused by the number of times you use the whip, not the number of citizens you use the whip on. So short rushing via whip to rush say 100 shields from a size 6 city will cause 3 times the unhappiness you'd get from a single rush. Seems like enough penalty to me for circumventing the 50% citizen limit on whipping.
 
milr said:
If I move 1 unit to a square, exhausting move, I cannot fortify the unit. But if I move a second unit to the same square, also exhausting its move, I can then fortify both (all if >2) units. Bug, feature, or exploit(legal/illegal)? I've gotten used to using it, and did so playing GOTM58 before I thought about it.
Hoping it isn't an illegal exploit! CivIII Gold V1.27f.


I doubt that the units get the fortify bonus yet, so the question of whether exploit or not is moot IMO.

 
sanabas said:
I don't have a problem with it. AFAIK, whip unhappiness is caused by the number of times you use the whip, not the number of citizens you use the whip on. So short rushing via whip to rush say 100 shields from a size 6 city will cause 3 times the unhappiness you'd get from a single rush. Seems like enough penalty to me for circumventing the 50% citizen limit on whipping.

Short rushing does not have to be done via whipping though. It can be a case where you buy the rest of a cheap unit and then switch to a more expensive unit and repeat, saving some gold.

It is not a big deal, I just do not use it in my own games. Probably as much as it take more effort than anything else.

I think that whipping is an even bigger aid to the human, as you can short rush with the whip, items that could not be rushed otherwise. IOW if it take 4 pop and the advisor say too many citizen, you can subvert that.

Unhappiness may not be import to you at that time. At least not as important as getting the rush done. This is especially true, if the game will not last that much longer or the only way to survive the turn is to get a given item out now.

Admittedly this are not going to be occurring all the time.
 
Lord Emsworth said:
I doubt that the units get the fortify bonus yet, so the question of whether exploit or not is moot IMO.


Ccorrect they are not conisdered to be fortifed for the combat. You can see that with worker stacks. Move 18 workers to clean pollution and if it is done on say the 6th worker, you fortify all. Next turn those workers that had used their movement will pop up. The rest are forted.
 
You can see that with worker stacks. Move 18 workers to clean pollution and if it is done on say the 6th worker, you fortify all. Next turn those workers that had used their movement will pop up. The rest are forted.

That's certainly true in C3C. I'm not so sure that it's the case in vanilla/PtW though. I think that it's the same as upgrading units. C3C stopped this if they have no mps left but it is possible to upgrade units in PtW, even if they have used all their movement for that turn. IIRC it's the same with fortifying.
 
Tone said:
That's certainly true in C3C. I'm not so sure that it's the case in vanilla/PtW though. I think that it's the same as upgrading units. C3C stopped this if they have no mps left but it is possible to upgrade units in PtW, even if they have used all their movement for that turn. IIRC it's the same with fortifying.

I can't hardly remember those versions, so if someone if using them, it behoves them to specify which one. Otherwise they get answers that work in C3C.
 
vmxa said:
I can't hardly remember those versions, so if someone if using them, it behoves them to specify which one. Otherwise they get answers that work in C3C.
Understood. However the version mentioned by milr was civ III Gold 1.27f. That doesn't mean a lot to me but the 1.27f bit implies PtW in my mind. That's why I added the info about possible differences as I don't think the player has got C3C
 
What will increase the production most of a mfg. plant or a power plant? The wording in the civilopedia confuses me.

A power plant will increase the factory output by 50%.
A mfg. plant will increase city production with 50%.

Are they having exactly the same effect?
 
Yes, I find that description confusing too.

Factories, power plants* and manufacturing plants each increase production by 50% of the base shield production.

So if a city is producing 30 shields without any of these, adding a factory and a coal plant will increase production in this city by a further 30 shields. (15 for the factory and then 15 more for the power plant.) A manufacturing plant would take it up to 75 shields per turn and if you switched the coal plant to a nuclear plant, it would take it to 90 spt.



*Nuclear plants increase production by 100%. No bonus for multiple power plants.
 
vmxa said:
I can't hardly remember those versions, so if someone if using them, it behoves them to specify which one. Otherwise they get answers that work in C3C.
So your opinion is the fortify is effective? That's my gut programmer feel, as it would be a nuisance to 'queue' the fortify till the next turn (and retain that queue info across a 'SAVE'). From an empirical viewpoint, I seem to do better in battle when I use this. I presume someone with knowledge of the save file format might ascertain without a doubt the status of the units.

So if they are fortified, what rule ye o "Keepers of the GOTM Rules", bug (hence likely an illegal exploit) or feature (not an exploit, hence IMHO implicitly legal)?
 
It probably was true in vanilla. Shift-U worked on units with no movement left; it doesn't in C3C. And you are quite right that queueing a fortify is a lot harder than simply ignoring the command for certain units.

If it was the case, it's a feature not a bug. Definitely not an exploit.
 
thingis said:
I have Civ 3 Gold and ive made a map that is completed in my opinion.
How do i play that map in game?

It will be in your scenario folder and is loaded via the civ-content if playing
C3C.
 
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