Quick Answers / 'Newbie' Questions

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Well the problem is do I need to know computer language to do this? Must I have a firm grasp of programming? How do you do that? What if there ARE still resources to be linked to and the TA says "I got nothing to say" as a result of my edit?

:confused:

As was already mentioned you don't need to know a thing about programming even though it looks complicated. It is actually pretty straightforward, learn a little bit about how its set up so you can use the find function (ctrl + f) and it will become even easier. I believe there's even a script editor, if you prefer, somewhere in the utilities forum that you can download (it will have the advantage of being more user-friendly but it will likely take more time.)

yes it does, but UNTIL you get sanitation, you have the penalty

A question of my own, wasn't there some bug with the "cured by sanitation" flag? or was it the "causes disease" flag? I remember something not being quite right with one of them but can't 'member what it was...?
 
This is true, but building on a floodplain DOES incur a permanent risk of disease. Unlike jungle, floodplain is not treated as an overlay, and you can't remove a citizen from the center tile.

Really? I've gotten disease from citizens working unimproved flood plain tiles, but I don't ever recall getting diseased from them working improved tiles (roaded & irrigated) - and I tend to think the improved tiles being worked is in a higher population of turns when compared to citizens working unimproved flood plain tiles.

I'm not saying you're wrong - I just never had that happen with improved tiles.
 
I got an announcement in one game saying that there were concerns about disease - in a jungle city. Since I had read the comment here that working a jungle tile is the cause of death, I went to the city view to change that tile. My citizens were not working any jungle tiles at all and on the very next IBT I got the dead citizens notice. So when y'all say that working the tile is the problem... I am not convinced.

My experience has been different so now I don't bother to even look any more. either the game will kill a pop point or it won't.
 
I am pretty sure that you do not lose pop from jungle, if you are not working that tile. I suspect the timing or possibly an over sight. Sanitation is the only cure for flood plains.
 
Darski, so long as the town is bigger that size 2, disease always strikes two turns in a row. Even if you rearrange the citizens to avoid jungle/floodplains after the first strike.
 
I usually get two messages. First a warning is issued. I used to think that it was a chance to change something but that does not appear to be the case.

Then, either I get the notice saying that a pop is lost or I don't. Nothing I do seems to affect it one way or the other.
 
I sometimes have the feeling that wrt to floodplains Sanitation is not the whole story. Very early on in the game disease seems to strike from them quite regularly, while later on they seem almost completely harmless.
 
Very early on in the game disease seems to strike from them quite regularly, while later on they seem almost completely harmless.
This probably has to do with the way time passes in the game. The editor doesn't say much about it, but disease is probably set up the same way as volcano eruptions are in Conquests. Volcano eruptions work with approximate time intervals and grace periods, and they are set in years.
As the years pass quickly in the early game, you'll get a lot more eruptions then. My guess is that disease is set up the same way, even when the controls in the editor aren't there.
 
I usually get two messages. First a warning is issued. I used to think that it was a chance to change something but that does not appear to be the case.

Then, either I get the notice saying that a pop is lost or I don't. Nothing I do seems to affect it one way or the other.

There is no warning. When you first get the pop-up, one population has already been lost. As Bartleby stated, a second population will unavoidably be lost on the following turn.
 
Well the key word you used here is "ALMOST". What if you have ALL resources and luxuries? Will the trade advisor continue to whine by stating that "we should acquire more resources?"

:confused:

In this pic, I have all known resources and luxuries...


Spoiler :

allknown.jpg
 
In this pic, I have all known resources and luxuries...


Spoiler :

allknown.jpg

Thanks!! I wonder what the programmers were doing when they developed Civ 3!!!??? Can't believe they overlooked this illogical text statement!! Hope this does not happen in Civ 5!!!! (I am not sure whether Civ 4 got this problem as well!! LOL!!)

:(
 
Personally sometimes I wonder if they didn't do it on purpose, just to make advisers annoying like they are in real life (and civ 2!).
 
The rewards of conquering the world, or least a good chunk of it.

Edit: your trade advisor is a greedy SOB, just like he was programmed to be.
 
This probably has to do with the way time passes in the game. The editor doesn't say much about it, but disease is probably set up the same way as volcano eruptions are in Conquests. Volcano eruptions work with approximate time intervals and grace periods, and they are set in years.
As the years pass quickly in the early game, you'll get a lot more eruptions then. My guess is that disease is set up the same way, even when the controls in the editor aren't there.

That makes actually a good deal of sense and I really didn't think of that. (I was more thinking along the lines that maybe certain techs (pottery, construction?) already mitigate disease to some extent)
 
you keep luxury and strategic resources but you lose the bonus resources

well you lose the benefit of cows and tobacco etc. but if you abandon the city they will still be there.
 
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