Quick Answers / 'Newbie' Questions

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In addition, captured wonders still give their effects, just that they don't give culture.
 
Hi there, I have read a lot about about "pop rushing", its pros and cons, effects, uses etc but have not found a basic explanation of what it is or how to do it. Please could someone direct me to a beginners guide to pop rushing if there is one. Thanks.

p.s. I play CivIIIConquests 1.22
 
Hi there, I have read a lot about about "pop rushing", its pros and cons, effects, uses etc but have not found a basic explanation of what it is or how to do it. Please could someone direct me to a beginners guide to pop rushing if there is one. Thanks.

p.s. I play CivIIIConquests 1.22

You need to be in a government that allows it. (Despotism, Feudalism, Fascism, Communism) when you are in a city-view, next to the current build project, you will see a button that allows you to whip to complete the project in one turn.
1 citizen gives 20 shields, so if you are building a market place, and you have collected 22 shields already, you will lose 4 citizens and the remaining 78 shields are given all at once.

Having 0 shields collected will cost you double, so to complete the market from 0 will cost you 10 citizens. Collect at least 1 shield from somewhere else and you can do it with only 5 citizens.

Whipping 1 pop will give 1 unhappiness for 20 turns, whipping 2 pop will give 2 unhappiness for 20 turns and 1 unhappiness for the 20 turns after that.
Whipping that market place with 22 shields in the bin I mentioned before will give 4 unhappiness for 20 turns, 3 for the next 20, etc, and it will take 80 turns in total to get rid of all the unhappiness.
 
One additional basic rule on pop-rushing... You can NEVER whip more than 1/2 of your citizens. You can sometimes get around that limit by first short-rushing a less expensive item, then using a second rush to complete what you really want.
 
What exactly determines the number of turns in anarchy for a non-religious civ?
 
What exactly determines the number of turns in anarchy for a non-religious civ?
It's generally a function of the PRNG...with one caveat: As a general rule you will draw longer periods of anarchy with a larger empire.

IIRC, that potential maximum is longer in C3C than in PTW/Vanilla. Seems like it's possible to draw up to 9 turns of anarchy in C3C...or maybe I drew 8 one time and it felt like 9. :crazyeye:

[digression]
Combined with the strength of Republic in C3C, the "empire size" factor is one of the things that makes the Republic Slingshot so powerful in C3C.
[/digression]
 
I agree with Scoutsout (as usual) that the real power of the early Republic is the short anarchy (usually 3-4 turns) as opposed to the longer ones (5-7 turns) you are likely to get as you nation grows. Note that determining your nations size is a factor of how big the world is. A 8 city nation on a small world will usually draw a longer anarchy that one on a large world. One of the pieces of the calcuation is the OCN (optimum city number). One additional note that the AI is not always subject to the same anarchy calculation, as at Emperor the AI is maxed at 3, at 2 for Diety & Demi-God & at 1 for Sid.
 
Thanks for clearing that up Scoutsout and denyd. :goodjob:
 
I noticed on the minimap and on the map itself that some of my cities/territory appear darker/lighter in color. Why is that?
 
Depends on a couple of factors:

1. Do a lot of the AI start with Alphabet?
2. Do you plan on a lot of wars (Monarchy might be better then)?
3. What level of game? (easy on regent and below, maybe on monarchy & emperor, no way on DG and up)
4. What kind of map? (Easier on Archie, ok on Continents and hard on Panegea)

Also remember that you've got to research CoL & Philosophy anyway, so going that way isn't a bad idea. However, if you realize that you can't get the slingshot, there's no reason not to go for Philosophy and take either Map Making or Literature as the freebie.
 
I noticed on the minimap and on the map itself that some of my cities/territory appear darker/lighter in color. Why is that?

That's because the tribe color is an overlay on top of the terrain. The lighter areas correspond with desert, plains and floodplains. A more subtle difference is, it is darker over jungle and mountains than grass. There is a button on the left margin of the minimap that switches between Geography(G), and Terrain(T) that really shows it clearly.
 
I don't know if this should be in the Interesting Screenshots thread, or if it has some simple explanation. I have no idea how I managed to learn Banking from the Byzantines…
 

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Do you own the Great Library?

By definition the Great Library provides all technologies that are known by more that 1 tribe that you have met. In practice on the turn following when you acquired Great Library, the program checks if the Education has been discovered, if not then it proceeds to move up the tech tree until you have received all techs that are known by more that one tribe, even those beyond Education. At that point the Education discovered flag is set and it expires. Note that just because it has expired for you, doesn't mean it has expired for other tribes. This is known as the Great Library Elevator (or the Great Elevator). Some players base their strategy on using the Great Library to jump from the early Middle Ages into the mid-late Industrial Age (or beyond).
 
The thing is I don't have the Great Library. I'm not sure if I follow your explanation correctly, but in order to learn banking, I must know education? (See tech tree in screenshot.)

And if you try to get later techs from The GL, how do you avoid learning education as soon as two other civs know it?
 

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The thing is I don't have the Great Library. I'm not sure if I follow your explanation correctly, but in order to learn banking, I must know education? (See tech tree in screenshot.)

And if you try to get later techs from The GL, how do you avoid learning education as soon as two other civs know it?
I can't tell you how you got Banking, but yes, you must know Education in order to learn it.

With respect to the GLib and avoiding learning education, well, you don't. Grabbing the GLib before you know education can give you techs beyond education. Somewhere on CFC, I saw a save in which a GLib capture propelled the player from pre-Education to (IIRC) the late Industrial Age or early Modern Age. Once the game was done handing over all the techs that the player got from the GLib, it expired.
 
Messages like that are usually caused by the Great Library or ToE.
The tech-tree changes may also have something to do with it.
 
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