Quick Answers / 'Newbie' Questions

Status
Not open for further replies.
From the diplomacy screen, at the bottom you should see "new" and "active". If you select "active" it will bring up all the deals you have running currently. Selecting one of these puts it back on the table and then you can choose to take it off the table.
Using this method, you can even renegotiate your peace treaty; if you are more powerful you can use this to squeeze stuff out of the AI (but you can also end up at war).

How this works, even knowing this, is not obvious to me, however: I can never tell what is really happening with this, if there is more than one deal, the wrong one seems to be selected, and finally, the game locked up half a dozen times in a row the last time I tried this. I really wish I would get an explicit "go/no go" window whenever a deal is about to expire, or whenever I want to break one instead of lurching about in a fog!
 
Answers:
1) 1.29f is the last patch for Civilization 3 (Generally referred to here as "vanilla"). If you don't have this you should get it, because it fixes a few bugs. But...Conquests (AKA C3C) is the second expansion to Civ3, it also includes the first expansion, Civilization 3: Play the World (aka PTW). If you get this it will automatically patch your vanilla to 1.29f and you can still play that, but frankly you wont want to because PTW and Conquests are both far superior (in my opinion, anyway. C3C is the best as far as I'm concerned).

2) My memory of Espionage in vanilla is too vague to be able to help (it's one thing that was made more transparent in the expansions).

edit: and, Welcome to CFC, Dontcare2. :)
1) Hmm, can I download that expansion conquest legally? Or is that conquest in another disk, so I need to buy it?

2) Another dude tried to help me also, but when I click on my capital city(I have researched espionage already), I can only plant a spy in another civilization.. No other function there is. Maybe someone can upload a screenshot, to the screen how to do that? I don't think that Conquests is vere different from vanilla, so maybe the screenshot will help me.


Bartleby,:goodjob: (handshake)
 
I have a game where I made MPP(mutual protection pact) with two nations and then got attacked. Nation A refused to continue the MPP but continued fighting enemy nation and was friendly. Nation B continued MPP but then peaced out the enemy nation. To add to my frusteration Nation B attacked Nation A which caused the game mechanics to automatically put me in war with them.

So what gives?! Why/how can Nation B peace out and remain in peace with a nation I'm fighting despite our pact? Yet when it takes aggressive action I'm forced into war. Its not fair.

BTW, what happens when one nation you have a MPP with attacks another nation you have a MPP with?

I'll take a stab at an answer. This is just from my experiences...

So, Nation B has an MPP with you and as a result declares war against against a third civ because that third civ attacked you. Then, Nation B makes peace with this third civ after some turns but while the MPP is still in effect.

My experience with this has been if the third civ attacks your cities or units again, then Nation B will be forced to declare war on that third civ again. However, if that third civ never attacks you, but merely fends off your attacks, then there is nothing that provokes Nation B to re-declare war.

This is a similar deal where deal when Nation A is attacked by Nation B, causing you to declare war on Nation B even though you had an MPP with both.

The critical thing about MPPs--and why I put "attack" in italics- is who is attacking who. It is attacking, and not just merely "fighting" (defending) that triggers an MPP event.

You can use this to your advantage. Say you want to attack a civ, but that civ just signed an MPP with a powerful neighbor civ who you don't want to war with.

Solution: simply sign an MPP with the strong neighbor and then declare war on your original target. However, don't attack him! Wait until one of his units comes and attacks one of your units/cities. At that point, an MPP event is triggered and the strong neighbor will declare war on your target. The strong neighbor thinks he's your knight in shining armor, defending his "helpless" ally who was wrongfully assaulted. ;)
 
Guys, trouble!

What do I press to get the buttons back?! :sad:
 

Attachments

  • Uh_Oh.JPG
    Uh_Oh.JPG
    68.6 KB · Views: 46
It's Delete.
 
1) Hmm, can I download that expansion conquest legally? Or is that conquest in another disk, so I need to buy it?

You can buy a legal download, but that can lead to "disk not found" problems, I think. Better to buy a hard copy if you ask me.

2) Another dude tried to help me also, but when I click on my capital city(I have researched espionage already), I can only plant a spy in another civilization.. No other function there is. Maybe someone can upload a screenshot, to the screen how to do that? I don't think that Conquests is vere different from vanilla, so maybe the screenshot will help me.

You need to successfully plant a spy before you can carry out the other Espionage missions.
 
Bartleby, when I planted a spy in the capital and when I clicked again on my capital city I can only do the same(plant a spy) to others civilizations. No more functions... But I think I know what to do - maybe I should click not on my capital city but on enimy's capital? But there is also a problem - to check that is almost impossible to me cause I'm fighting with almost all civilizations..
 
You can do Espionage missions when you are at war, so yeah, try double-clicking on the AI capital, also you could try pressing control-e, or shift-e; stuff like that...
 
I know, this is probably a very elementary question that has been answered before, so keep your girtles on when I ask this, grandmas.

Is it not allowed to transport armies in ships? I have two armies I want to transport across the Bering Sea, one has four units, one has three (I built the pentagon a few years ago). My main transport unit is the galleon. Yet, for some reason, I can't load either army into an empty Galleon, which should hold four units regularly. Do I have to wait until I can build transports, or is it a futile effort?
 
I know, this is probably a very elementary question that has been answered before, so keep your girtles on when I ask this, grandmas.

Is it not allowed to transport armies in ships? I have two armies I want to transport across the Bering Sea, one has four units, one has three (I built the pentagon a few years ago). My main transport unit is the galleon. Yet, for some reason, I can't load either army into an empty Galleon, which should hold four units regularly. Do I have to wait until I can build transports, or is it a futile effort?
You should be able to load the one with three units.

The one with four units is 4 units + the army, so that would make it 5.
 
If you still can't load the Army + 3 units to the Galleon, upload a .sav file and we'll take a look. :)
 
Thanks guys!

It was the backspace key, btw. :)

D'oh! That's what I get for trying to give advice when it's really late. I should have been sleeping and apparently didn't have my head on straight.:crazyeye:
 
I figured since your capital is flip proof and forbidden palace is like a second capital..

Does it count as a violation of trade agreement to declare war on someone you have a right of passage agreement with, as long as no units in their territory and nothing paid for the right of passage?
 
Status
Not open for further replies.
Back
Top Bottom