Quick Answers / 'Newbie' Questions

Status
Not open for further replies.
Theoretical question: Given a single city with no neighbors, is there any advantage to developing cells beyond the surrounding 21?

If there are neighbors, or even distant opponents you will get more (or more likely with 1 city pay less) for rights of passage. You can also get more for your territory map.
 
Technically, it would also help if you're going for a 100K cultural victory, I'm fairly sure. Every little bit helps. :)
 
3rd Opinion on use of the City Governor....for High-Scoring Histographic Victories (Levels 1-5):

Agreed it's of zero use in the first part of the game. However if you are going for a high score, you will have all your cities maxxed out on people by the halfway point in the game (viz. Turn 270) or at the 2/3 point at the latest.

When you have large metropoli (cities > 12 citizens) you WILL always have pollution. In the end game, I set the City Governor ON for all cities. When pollution occurs, the cities are highlighted using CrpMapStat or CivAssist II. (BTW, excellent utility programs btfx.) You dispatch workers to clean up the mess and the Governor automatically assigns the citizens back to work without you have to go into the City screen.

In conclusion, I only use the City Governor when "Running-Out-The-Clock" on HOF Histographic Victories.....Saves a lot of time and it's practically impossible for the AI to mess up! ;)
 
One of my favourite and most useful functions in the game is [Sentry].

In the original release of Civ III they removed it but then (the peasants are revolting) they restored it with the 1.29 patch. Should I manage to get a C3complete, would Sentry still be available?

This may seem odd but it could be a dealbreaker for me.:rolleyes: :lol:

Your question kinda got lost in all the posts in between. ;)

Yes, the Sentry command is available to units in C3C. :)
 
Oh man, I'm having a really good game right now.... Though one of my cities culture-flipped away, but I took it back... ...manually. Ok, a few questions:

1. I never bothered to think about this, but what are the exact commerce multipliers for each gov't type. It's really hard to determine the optimal without that. (I usually stick to republic, since I can get it fast and wage wars.)

2. What is the best settlement point here? Maybe I need two cities? I kinda wanna make ships here. Plus I have an island fetish. :mischief:
settle.jpg


3. Ok, this is probably a no. Is there a way to standardize build orders? Like if I wanted all my cities to build Courthouse-Aqueduct-Library-Marketplace or something? No? Damn....
 
Oh man, I'm having a really good game right now.... Though one of my cities culture-flipped away, but I took it back... ...manually. Ok, a few questions:

1. I never bothered to think about this, but what are the exact commerce multipliers for each gov't type. It's really hard to determine the optimal without that. (I usually stick to republic, since I can get it fast and wage wars.)
Republic and Democracy - +1 commerce to every tile that's producing at least one commerce.
Despotism and Anarchy - if a tile is producing more than two of food, shields and/or commerce, then minus one to whatever is greater than two. So a tile that would under Monarchy produce 3f/2s/3c, it would produce 2f/2s/2c.

3. Ok, this is probably a no. Is there a way to standardize build orders? Like if I wanted all my cities to build Courthouse-Aqueduct-Library-Marketplace or something? No? Damn....
There's a 'Save Queue' command. I forget what it is. But download the help files in the first line of my sig, and it will have the commands there.
 
@ btfx:
Number 2 - You want to build ships? Not likely to happen. That island is really rubbish, though knowing Civ 3 it will probably have iron, coal, oil, aluminium and uranium on it. ;) If you work two of the hills then you'll get to city size 2 with some production, or you could build a harbour and work the coast for some food. I'd say F would be the best tile since you get a defence bonus from the hill and with a single cultural expansion you would cover the whole island.
 
...2. What is the best settlement point here?...
settle.jpg
As Keroro says, this island is rubbish!.............UNLESS, your goal is a High-Scoring Game!
If you are playing for a Histographic Victory on say a Huge Map and want to score the highest possible number of points, you must use this island in the Late Game. The Late Game is a point where you can build Hospitals, Mass Transit Centers and have pots of money, workers and settlers.....and are preferably using an Agricultural Civ (3 food in City Center).

You would build cities at I, D, A & G. You must develop each city to the max population, taking advantage of the "Free" Sea squares. In this way, you will actually score more points than 4 cities surrounded by the same number of grassland tiles as there are non-sea/ocean tiles in your picture!!
(Viz. Sea tiles DON'T count towards the Domination Limit!) ;)

EMan.
P.s. For all other victory types, the island is rubbish.........UNLESS you want to use it to exile an AI. In this case, assuming you are at peace with that AI and you don't have an ROP agreement, you could surround the island with privateers (assuming he's not very advanced), or a ton of your powerful naval units (i.e. Battleships) outside his ZOC if he is advanced.....He is now, in practice, 100% contained for the remainder of the game! ;)
 
1. I never bothered to think about this, but what are the exact commerce multipliers for each gov't type. It's really hard to determine the optimal without that. (I usually stick to republic, since I can get it fast and wage wars.)

Good choice republic is the best!

2. What is the best settlement point here? Maybe I need two cities? I kinda wanna make ships here. Plus I have an island fetish. :mischief:
settle.jpg

Settle a city on A, D, G, I.
Each city adds to your empire, each city adds to the free unit upkeep limit, each city adds 1 uncorrupted commerce, each city can produce 1 uncorrupted shields that will become 1 gpt with wealth, and each city can support a single specialist.
All together, the 4 cities will produce 4 gpt from wealth, 4 commerce per turn that will either go all to science or all to tax-income, 12 science per turn from scientist (or 8 gpt from tax-man) and under republic, 8 gpt worth of free unit upkeep.
Do not build any city improvements in them, just set them to wealth. One exception, if a strategic resource shows up, one of those 4 cities should get a harbor cash-rushed.

The island is low priority though, if you have more important things to settle, do those first.

3. Ok, this is probably a no. Is there a way to standardize build orders? Like if I wanted all my cities to build Courthouse-Aqueduct-Library-Marketplace or something? No? Damn....

Maybe, but if you could, would you really want to?
Building improvement X in every city is the worst strategy around.
Only an improvement in a city at all if it really benefit your empire, and then only build it after you first build things that benefit your empire even more.
Chances are, you'll win the game before completing most improvements that could have been useful.
 
I keep getting the message "<city> is not growing, yet it cannot
complete the <unit> until its population is higher. What shall we
do?"

How can I solve this problem? I have tried moving other units to the
city but it does not do anything.

TIA, M
 
@xyzzy: Welcome to CFC. :band: :beer: [party] :cheers:

Sounds like you're building a settler and you need at least 3 citizens to do that without abandoning the city. ;)
 
Sounds like you're building a settler and you need at least 3 citizens in the city to build one.

It is different units in different cities. The one I am looking at now is trying to build a worker.

(The email said I needed to build an aqeduct. I'm not sure how I can do this since the city seems to be completely blocked trying to build the worker. Is it possible to stop the current action? and how?)

M
 
Need to have 2 citizens in the city to build a worker......because 1 is used up on creation of the worker.......for settlers, 2 citizens are used up. ;)

If you go to the City Screen (double click on the city tile on the Map Screen), then click on the Worker icon and change it to something else. Do you have specialists or entertainers assigned? These will reduce your available food, which could stop your city from growing. (You need surplus food to grow a city.) :)

(Ignore that email about aqueducts.........I misread your post :blush: )
 
Need to have 2 citizens in the city to build a worker......because 1 is used up on creation of the worker.......for settlers, 2 citizens are used up. ;)

How can I get more citizens in to the city? I tried moving a worker from another city but it just disappeared:cry:

M
 
Status
Not open for further replies.
Back
Top Bottom