Quick Answers / 'Newbie' Questions

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It's Roaming.

Ah yes, Thanks.

Not just troop promotions, though that's one advantage. When you break up a barb camp, you get 25gold. Sometimes you can fund your research to a large extent with barb gold.

And the 25 gold is a bonus, that's true :).


Just be careful what units you use to go after barbs. At Chieftain and WarLord (maybe even Regent), you can usually kill barbs easily with warriors, but as you move up the levels, you have less advantage against barbs and will want to use archers or archer/spear pairs.

I tend to not hunt barbs but if I have a lot of excess troops, and am not at war with any civ, I might send a few troops to go barb hunting. I read that the bonus to barbs is something like 400% in chieftain. And I know in high levels that is reduced to something like 50%. I don't have the exact figures so I might be way of here.


Barb camps will only spawn in "unlit" areas. If you have the unsettled space available, you can actually farm barb camps for their gold. Move your troops out of the area to let the shadows return. Keep an eye on your Military Advisor for when he says something like, "Irwanis have been spotted near XYZ", then send your troops back into the area to kill them and collect more gold. :D

Good advice gmaharriet :D. I know this but this is good advice for btfx.

I always play with raging barbs.

That's also what I like to do ;).
 
@btfx: I play with Sedentary Barbs or None, so everyone to his/her own. Also, I only have time for HOF games, which, while challenging, are the most fun for me. Game TIME (viz. Number of Turns) becomes a major factor in these games.

Also, you might want to check out the HOF, GOTM and SG Tables/forums if you want to elevate your game to the higher levels sooner. http://hof.civfanatics.net/civ3/index.php :)
 
Question: I made a stab at searching this out, and the number of threads it's in is so overwhelming I'd not know where to begin. What is "lone scientist" mode and how is it used?
 
There are few or no wasted beakers. In C3C, one scientist generates 3 beakers per turn, so in 50 turns, he produces 150 uncorrupted beakers. If the tech costs >150 beakers, yoiu've actually gotten in cheaper than the cost. On the other hand, if you're using the slider, you can overrun on beakers on the last turn. The overrun is not carried over and is then wasted. Lone scientist is frequently more efficient, but much slower than using the slider.
 
Sometimes you can fund your research to a large extent with barb gold.

Nothing as annoying as this happening to you:
You are running negative income research, paying with gold in your stash from, among other things, barb camps.
Turn X: you complete a granary!
inter-turn X/Y:An AI demands all your gold, you can't leave the diplo screen without giving an answer, you are in no position to fight so you cave in.
Turn Y: you can't pay upkeep anymore and your granary gets auto-sold after 1 turn! :cry: :cry: :cry:


As for barbs: its 800% attack bonus vs barbs on chieftain. (as if you attack with an 8/1/1 warrior) But this is only an attack bonus, it doesn't work if the barb attacks your warrior. It used to be 0% bonus in vanilla Deity, I don't know how conquest changed things.

No barbs also means no goody huts. On lower levels, this isn't the most in your favor, the goody huts far outweigh a few barbs. But at higher levels, barbs help the AI more than you.
 
Just out of curiosity.

What is the difference between the heeling of a unit, in neutral territory, friendly territory, in a town/city/metropolis, in a town/city/metropolis with a barracks?
 
Neutral: one hp every turn when fortified.
Friendly: one hp every turn when fortified.
Town/city/metro without barracks: one hp every turn when fortified.
Town/city/metro with barracks: completely healed after one turn when fortified.
 
Town/city/metro without barracks: one hp every turn when fortified.

hmmm, I'm pretty sure that's wrong, in any town/city/metro without barracks, each unit heals 2 hp for each turn it doesn't move.
 
Hmmm... that could be true.

:)

And just to get this right; if you want to heal a unit completely in a town/city/metro with barracks - fortify the unit on turn x, don't activate it on turn x+1. Completely healed on turn x+2.
 
The unit doesn't have to be fortified, either. Simply passing it's turn (hitting spacebar) does just fine. The main thing is that the unit cannot expend movement points. Movement on a rail is fine, as that does not use mp.

And just to confirm, yes, units get 2 hp/turn in cities w/o barracks.
 
Nothing as annoying as this happening to you:
You are running negative income research, paying with gold in your stash from, among other things, barb camps.
Turn X: you complete a granary!
inter-turn X/Y:An AI demands all your gold, you can't leave the diplo screen without giving an answer, you are in no position to fight so you cave in.
Turn Y: you can't pay upkeep anymore and your granary gets auto-sold after 1 turn! :cry: :cry: :cry:
If you click on your advisor's head, you can enter the Big Picture and adjust the slider.

As for barbs: its 800% attack bonus vs barbs on chieftain. (as if you attack with an 8/1/1 warrior) But this is only an attack bonus, it doesn't work if the barb attacks your warrior. It used to be 0% bonus in vanilla Deity, I don't know how conquest changed things.
According to the war academy it's 400% on chief. I suspect it's 0% on demi-god and above. It certainly feels like it.
 
How this method more efficient than just getting the tech via the default method?
Lone scientist mode can be used in two ways. Set the slider as low as will generate any science at all: 10 or 20% (this is the usual method). Alternately hire a scientist in any town as Aabraxen suggests. After fifty turns you will have the tech, no matter how expensive it might be.

Unfortunately, fifty turns is just too long. If you are playing SID, then 100 turns to the GLib makes sense. At any other level do it the normal way. Even when playing SID, do not ever do this a second time. Steal, beg, borrow, even research. Do not do lone scientist a second time.
 
Just be careful what units you use to go after barbs. At Chieftain and WarLord (maybe even Regent), you can usually kill barbs easily with warriors, but as you move up the levels, you have less advantage against barbs and will want to use archers or archer/spear pairs.

Barb camps will only spawn in "unlit" areas. If you have the unsettled space available, you can actually farm barb camps for their gold. Move your troops out of the area to let the shadows return. Keep an eye on your Military Advisor for when he says something like, "Irwanis have been spotted near XYZ", then send your troops back into the area to kill them and collect more gold. :D

Both good points, I am generally not used to going military early. In most games my cities are largely undefended, until absolutely necessary. (Border cities are, and when there is an enemy galley harassing my shores, some of them will get a defender. Pretty much, I just pump settlers, then workers, then barracks and offensive units. I suppose my strategy will have to change. A lot.

The bar farming is a good idea, but I don't like to leave gaps in my territory. The AIs will grab at any tile left open. Hence I can't allow to leave unlit tiles in my territory. I guess I'll just omit this, not that it's a bad idea. How do you deal with the AIs when using this?

The Lone Scientist mode is just using one specialist (scientist) in one city to research a tech. The maximum number of turns for a tech is 50, so you get the tech in 50 turns.

Ooh. That's clever. But again, I like to have a tech lead, so, not for me.

By the way, do any of you go communist for the low corruption benefits? I know it's great for warmongering, but I found it really nice for having a large peaceful empire too.
 
Neutral: one hp every turn when fortified.
Friendly: one hp every turn when fortified.
Town/city/metro without barracks: one hp every turn when fortified.
Town/city/metro with barracks: completely healed after one turn when fortified.
I also don't think the town/city/metro with barracks is right. A wounded army doesn't heal to full strength when residing there for one turn, so I think there must be a +HP cap there too.
 
I also don't think the town/city/metro with barracks is right. A wounded army doesn't heal to full strength when residing there for one turn, so I think there must be a +HP cap there too.

Armies ARE healed in one turn in a barracks city. This was introduced in a Conquests patch, I think.
 
Ooh. That's clever. But again, I like to have a tech lead, so, not for me.

I don't use the Lone Scientist often, but there's a time and place for it.

By the way, do any of you go communist for the low corruption benefits? I know it's great for warmongering, but I found it really nice for having a large peaceful empire too.

I have never actually used communism, but the "which government is your favorite" discussion crops up regularly. Run a few searches in Civ 3: General discussions with keywords like "communism," "republic," "government," or similar. You'll see a bunch of threads discussing this.
 
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