Quick Answers / 'Newbie' Questions

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Lets say you capture an AI's slaves and join them to your city.
You wipe out that AI in a couple of turns.

Will the AI citizens in your cities still say "We cannot forget the cruelty you have bore down upon us" ?
 
More to the point, it is strictly because of pop-rushing. Joining slaves to cities has nothing to do with it. Ansar, what you were seeing is due to the AI pop-rushing, which it loves to do.

You either captured or abandoned a city which the AI had pop-rushed. It the latter case, the unhappiness is transferred to your nearest city.
 
Most refer to a mod as something done to change the game appearance or function. IOW the graphic mods that show icon such as lux/resources or road and such.

Interface changes or even rule or unit changes are also mods.

Scenarios are maps that someone created. It may also contain mods, but does not have to have any.
 
I was browsing throught the downloads and I have a question. What is the diference between mods and scenarios?

A mod is a modification to the game. New units, units with different stats, terrain, resources, new or different city improvements, whatever the editor allows...

A scenario is a scenario, a scenario may contain modifications, or not. Just as it may contain a pre-made map, or a random map. Depending on the scenario.
 
Generally, when a creation (calling it creation as to fit both mod and scenario) has preplaced cities and units, with detailed information about civs, and is unbalanced if played on a different map is called scenario. Also most of the exact scenarios don't allow construction of settlers, though this is definitely not a rule. Often civs are unbalanced in scenarios, most of the time on purpose, as to replicate the historic condition of the time, when there were weaker and stronger civs. The mod is something that is meant to be played on any map, with any civ choice. A mod can cover all historical eras, like a normal game (example: Heretic_Cata's all in one mod) or it can cover just some eras and a specific location, though it's meant to be played on a random map. (example: Anno Domini) The only exception to the rules above is the RFRE (Rise and Fall of the Roman Empire), which I don't understand why, but is considered a mod... Though with over 100 pages I doubt anyone is going to move it now.
 
I've learned that I can go to the diplomacy screen and see what techs a rival has that I do not, but have not found a way to see all the techs a rival has researched (e.g. are they likely to have pikemen in that city I'm about to attack or have they not discovered Feudalism yet). One could do this in CivII. Is it possible in CivIII?

TIA

Leowind
 
You can only see the tech they have, IF you know the prerequisites for them. IOW they could have Knights (Chiv), but you would not see it, if you did not have the Mono and Feudal.
 
Not sure I explained my question well. I want to see a list of ALL the techs that any given civilization has researched, as I was able to do in Civ II. Is this possible somewhere that I'm just missing?

Leowind
 
Not sure I explained my question well. I want to see a list of ALL the techs that any given civilization has researched, as I was able to do in Civ II. Is this possible somewhere that I'm just missing?

Leowind

I believe it is called "CivAssist2" or something...
A 3th party utility application that shows all kinds of data from your game in user friendly sheets.
 
Not sure I explained my question well. I want to see a list of ALL the techs that any given civilization has researched, as I was able to do in Civ II. Is this possible somewhere that I'm just missing?

Leowind
No. You can't do it. A civ could be in the Modern Era and all you would see is that they know Philosophy. If you don't have the prereqs for a tech, you won't be told if the AI knows it.
 
Not sure I explained my question well. I want to see a list of ALL the techs that any given civilization has researched, as I was able to do in Civ II. Is this possible somewhere that I'm just missing?

Leowind

No it was plain enough, it just works like I said. You cannot see anything more than the next tech in your tree. Like was said, when I paly a Sid game and I am just getting into the middle ages, I can get a msgs that says so and so is starting the ToE.

I cannot see any of the techs, even though I know they have them. You would need some sort of savegame editor or hex editor to get that info. No real need for it though.

I routinely figure out where the AI is in its research, but just plain experience and some simple caluculations.
 
Can't get the WW2 Version 1.1 RAR Mod to work,don't know what im doing wrong.Can anyone walk Me thru this?:sad:
 
@Leowind: Following on from what vmxa said, you can also get a good idea where the AI is in the tech tree by investigating their cities. (Need an embassy with the AI and go to the espionage screen...."E" at bottom right of main screen.) For example, if they are producing a Knight, you know they have discovered Chivalry. You can also see exactly what military units are in the city before you attack it.....assuming you are still at Peace, of course.

CivAssist should not give you any info you cannot obtain manually. (Unless a "spoiler switch" is turned on.) :)
 
Hi everyone, first time poster here. I'm playing PTW on a huge Pangea. Currently in the middle ages and the AI keeps asking me for an exchange of territory map, why is this?

Also, both myself and the Mongols have a MPP but i need to take some Mongol territory. If i attack the Mongols what will France's position be, will they see my act as a violation of the MPP and attack me?
 
If you attack the Mongols, the French won't attack you unless they also had an MPP with the Mongols.
 
They want to get a map to know the path to any tiles you have uncovered, so they want to trade maps.

Do note that France may be bribed into any war by either side, if they do not have an MPP. So you could consider asking for an alliance.
 
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