Quick Answers / 'Newbie' Questions

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I think that the amount of goody huts should be the same for the various degrees of barbarian activity (as long as it is not off completely.) What will be more frequent with higher activity is the spawning of barb camps.
 
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Originally Posted by vmxa
I have never seen this occur, are you sure you are not thinking about swamps?

To be honest, I'm not 100% sure but I think I've seen it in jungle cities.
I don't really know if there's a difference between swamp disease and jungle disease; I only know that Sanitation only eliminates floodplains disease.
Jungle does cause disease. I've never seen it happen in marshland, but I'll take your word for it.
 
I don't think the number of huts is impacted my any setting, other than map size. You can verify that with the editor. Make a map and set on debug, change the barb settign and see what you get.
 
I can never remember who built what wonder or in which city it was built. When I busy warmongering it's an important thing to know. Because rightfully they they all belong to me. How can I get this piece of information during the game?
 
I have played about 15 games of RAFC. I do OK. However, I have some questions related to stability. 3 stars under civs and cities is all i sem to be able to get. I can get up to 5 stars in commerce and foreign, but the rest... well. And that puts my civ usually in stable and worse. Occasionaly I get solid.

Mostly unstable and shakey.

I see many other civs with solid, etc. WHats the deal? I maxmize trade, diplomacy contacts, build up city infrastructure, (happy, healthy, and commerce) (as well as research).

I aviod unhealth and rioting cities, even if it means sliding the culture up for a while. i am afraid that telling me its common sense does not cut it. For example, if one is NOT under vicroy, does having a colony ADD unstability?

the 15 tiles from capital re "founded cities" also refer to distance from summer palace? How does counting on the diangle rate? IS a city 14 tiles from the capital on the diaganle futher away than one 14 away straight on a compus bearing (directly east, say)? Also, are founded cities cities you founded, or cities that are now, by culture, assimilated?

Does connecting my cities with railroads add to stability. Connecting with roads seems to... (or is this justy the added trade roads enable?)

Please, some specifis would help. Thanks, elana
 
I have played about 15 games of RAFC. I do OK. However, I have some questions related to stability. 3 stars under civs and cities is all i sem to be able to get. I can get up to 5 stars in commerce and foreign, but the rest... well. And that puts my civ usually in stable and worse. Occasionaly I get solid.

Mostly unstable and shakey.

I see many other civs with solid, etc. WHats the deal? I maxmize trade, diplomacy contacts, build up city infrastructure, (happy, healthy, and commerce) (as well as research).

I aviod unhealth and rioting cities, even if it means sliding the culture up for a while. i am afraid that telling me its common sense does not cut it. For example, if one is NOT under vicroy, does having a colony ADD unstability?

the 15 tiles from capital re "founded cities" also refer to distance from summer palace? How does counting on the diangle rate? IS a city 14 tiles from the capital on the diaganle futher away than one 14 away straight on a compus bearing (directly east, say)? Also, are founded cities cities you founded, or cities that are now, by culture, assimilated?

Does connecting my cities with railroads add to stability. Connecting with roads seems to... (or is this justy the added trade roads enable?)

Please, some specifis would help. Thanks, elana

Wrong thread. Go here for answers to questions about RFC.

Also, welcome to CFC!
 
I've been reading a couple of threads about wonders in conquered cities, but I still don't get it. I'm asking in this thread, since it doesn't seem worth wile digging up any old discussion about this.

If I haven't misunderstood things, you don't get any culture points from a wonder in a city you've taken. And many wonders go obsolete, so they won't benefit you in any way if you conquer them? Still people say it's great to conquer cities with wonders…

Is that mainly because you reduce another civilization's culture per turn? Or are there other benefits? Are there wonders which are better to capture than others in certain circumstances?

Many thank from civ addict Nicklas H!
 
If I haven't misunderstood things, you don't get any culture points from a wonder in a city you've taken. And many wonders go obsolete, so they won't benefit you in any way if you conquer them?
Correct.

Still people say it's great to conquer cities with wonders…

Is that mainly because you reduce another civilization's culture per turn? Or are there other benefits? Are there wonders which are better to capture than others in certain circumstances?
In such cases, people are mostly talking about taking over wonders that have not become obsolete yet.
Capturing pyramids, leos's, bach's, others that don't go obsolete = good. They'll continue to give you the benefits.
Capturing most others = might be good if they're not obsolete, but they certainly aren't what you're aiming for. Just a side effect.

Reducing an opponent's culture is not an issue unless you're afraid that the opposing civ might win via culture.
 
What are the advantages and disadvantages of using military police and how do you use military police effectively? If I am playing with a despotism/monarchy/communist government, then is building military police better than building contentment producing improvements?
 
Military police make people in the city content (as opposed to unhappy). They only do this in more authoritarian governments though.
Disadvantage - they count towards your unit support limit, and they limit the number of units you have available to do other things.
 
How come stealth fighters cannot perform air superiority missions :confused:
 
Because they aren't really fighters. The F-117 Nighthawk (which is the model that the civ3 unit is based on) was only called a fighter to garner support for funding the project. It's actually a light bomber.

Now, the F-22 Raptor actually IS a stealth fighter... I wonder why they didn't include that in the game? Probably because it'd be too hard to figure stats for it, as most of the specifications are classified, and it's true combat capabilites have yet to be determined.
 
Because they aren't really fighters. The F-117 Nighthawk (which is the model that the civ3 unit is based on) was only called a fighter to garner support for funding the project. It's actually a light bomber.

Now, the F-22 Raptor actually IS a stealth fighter... I wonder why they didn't include that in the game? Probably because it'd be too hard to figure stats for it, as most of the specifications are classified, and it's true combat capabilites have yet to be determined.

Ok, thanks for that info...I'm now a smarter man :goodjob:

However, I'm still confused why they would even put in a different unit...
Based on psweet's info, I can only say that it's because it's a lighter bomber than a stealth bomber...but that kind of reasoning can be applied to every unit in the game (or almost every unit,) and I don't see one or two extra unit types for every single unit (except for the occasional unique unit here and there.) So, I'm thinking there must be a different reason...
 
It's a lot cheaper. Stealth bombers are the most expensive units in the game, so if you can't afford them, it's nice to have a lower cost unit that has stealth.

But, they're pretty much useless. I'd rather have one stealth bomber than five stealth fighters.
 
Now, the F-22 Raptor actually IS a stealth fighter... I wonder why they didn't include that in the game? Probably because it'd be too hard to figure stats for it, as most of the specifications are classified, and it's true combat capabilites have yet to be determined.

I don't think the Civ team would be particularly worried about the exact combat statistics. They are painting with a pretty broad brush, and I think they could have made something up that would have been an OK approximation for game purposes. I think it has more to do with release dates.

Civ III first came out in 2001. The Raptor wasn't operational until late 2005.
 
It was, however, relatively common knowledge that such a fighter was being worked on. And considering that there is an SDI wonder in the game, they don't seem to be too worried about going into future tech, do they?
 
And considering that there is an SDI wonder in the game, they don't seem to be too worried about going into future tech, do they?

LOL. Fair enough. Since you don't like my explanation, and I don't like yours, I guess we'll just have to concede we don't know. :confused: :)

I don't do mods myself, but I'm sure someone can easily put the Raptor in if they want. Probably already have, actually. (Of course, I don't know that for sure, either!) :D
 
Cheers to that! I don't like my own explanation either, I was just grasping at straws. For what it's worth, I think yours is better than mine, but I still don't think it's credible.
 
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