Quick Answers / 'Newbie' Questions

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Yes, you can certainly build colonies when you reach the "Too Many Cities" limit (512 total cities), because a Colony is not a city. :)

I can still build colonies, but I don't think that will work, will it? The situation is, there is a continent where I don't have any of my cities. I want to build colonies to get resources on that continent, and I want to be able to trade resources with cities on that continent, even though none of the cities on that continent have harbours or airports. If I could build more cities, I'd build a city with a harbour or airport, so it's connected to my trade network, and I'd connect that city via roads to a colony to connect the colony to my trade network, and I'd connect that city to the roads of another culture to be able to trade resources with them.

My understanding of how a colony works is, it has to be connected via road to one of your cities. Is that correct? If I don't have any cities on that continent, I can't do that. But I've never used colonies before. Are you saying I can just build a colony and it's connected to my trade network automatically, even if I don't have a road connecting it to one of my ciites?

So, the question is, how do I do it? Could I connect the colony or the other culture's trade network to my trade network by building an airfield or some other worker improvement? Or is a colony automatically connected? If not, is there any way to connect that continent to my trade network even though I don't have any cities there and none of the computer cities there have harbours or airports?
 
To your final question, I think the answer is no. You or the AI (that you are at peace with) will have to have a harbor or airport on the continent for the trade network to be connected.

If there are already 512 cities in the world (and I'm familiar with this number.......playing HOF Huge Map Histographic Victories), I think you will either have to capture a city and build harbor/airport or disband one of your own and build a new one on the continent just like you suggest. :)

With 512 cities in the world, unless you are playing a Huge custom map or have beaucoup d' AI, it shouldn't be too difficult to find an unnecessary city to disband. I'm currently playing a 4576-Domination-Limit Map and it's not a problem.

Tip: Next time, if possible, get all the resources (at least the Luxury ones) connected before you hit the Max City Limit......However, my guess is you were taken by surprise by the "Too Many Cities" notification!? :)
 
When I attack and overcome an enemy city (CIV III, Vanilla, 1.29), I sometimes can capture it but at other times, it is destroyed without my having any say in the matter. I have not been able to find any reference to this and the reasons for it. I am new to the game. I have searched the forum, strategy tips, manual, etc with no success. Is there anything that can be done so I always have a choice once I overcome an enemy city - i.e., so that I can actually choose whether to capture the city or whether to destroy it?
 
If it's a town of size 1 and doesn't have any culture points and you take it over, it will automacticly be razed theres nothing you can do about that.



I don't know if you get the negitive hit the same as if you razed a bigger city hopefully someone else can answer that.
 
You do get the negative attitude hit. Quite annoying sometimes but it's not the end of the world.
 
If it's a town of size 1 and doesn't have any culture points and you take it over, it will automacticly be razed theres nothing you can do about that.

I don't know if you get the negitive hit the same as if you razed a bigger city hopefully someone else can answer that.

Is this true for all versions of the game? I play un-patched Vanilla and I'm pretty sure I have captured just-built cities without them being automatically razed.
 
You said it all right there yourself...'unpatched'. Now, I don't know for certain but I want to say that was something that was added in with one of the patches. 1.17 and 1.21 were game changing patches as I recall.
 
If it's a town of size 1 and doesn't have any culture points and you take it over, it will automacticly be razed theres nothing you can do about that.

That is almost correct. Actually it works like this: When you conquer a town, you kill one of its population points belonging to the nation that you're at war with, if there is any population of that nationality. And if the population hits zero, the city is gone.

The difference is this: If I'm allied with China against the Aztecs, and the Aztecs take a town with population size 2 from China, it drops to size 1. Now there's a Chinese population of size 1 in the town, but the town belongs to the Aztecs. If I take it from the Aztecs, the life of the Chinese population will be spared, and the city is not razed.

The same thing happens when you take a town that was once yours back, and it's only size 1, as long as that population is yours.

And just to make sure: Correct me if I'm wrong in any detail, but that's how it works as far as I know…
 
You forgot culture. If the town has either expanded for the first time or has generated at least one culture point, it will not raze. I don't remember which is which.
 
Do goody huts regenerate? I always seem to come across goody huts in already explored terrain and it seemed that they were respawning like barbarian encampments but I wasn't entirely sure.
 
No. Any goody hut you come across was there in 4000 BC.
 
I just came up with an idea (why didn't I come up with this earlier?), that when I play my own scenarios and the highscore doesn't get recorded because it's a scenario, I could just open up the highscore file and type it in myself. But there's a problem, I don't know what all the numbers stand for. First there's the name of the leader (where one has to use _ for spaces if there are any), then comes a number which I guess stands for which civilization, then comes the score, but then there are three numbers after that that I don't know what they stand for. Can anyone help?
 
Indeed, those numbers are Level, VC, and Win/Loss.

Victory Condition by Number:
0-Domination
1-Conquest
2-Cultural
3-Diplomatic
4-Space Race
5-Retired
6-Rank
 
HighScore.cv3
format:
leader name A nnnnn B C D
A = the civ race counting from the list shown in the hall of fame. That is 22 would be Arabs.
B = level counting Chief as 0.
C = type of vic/loss
Victory Type: Domination(0), Conquest(1), Cultural(2), Diplomatic(3), Space race(4), Retired(5), Histograph(6)
D = 1 means won 0 or 2 means lost

nnnnn is your final score.
 
I posted this on the CivAssist II forum 2 days ago, but no response. Perhaps a guru here can enlighten me?:

I have the "Cities that have Grown" option checked on my Alerts.

At the beginning of a turn, if I save the current game, then in CA II go back and Load the saved game from the end of last turn followed by the current save, some cities are not identified as having grown. However, if I don't save the current game, the Alerts would appear to correctly identify all the cities that have grown.

Solution: Don't save the current game.........The problem is that I have circa 500 cities and want to save my game at the end of a session (and maybe during a session in case there's a Civ3 Program crash!) before going through all the "Alert Cities"!

Anybody come across this problem?........And, more importantly, how can I get around it AND also save the current game? :)
 
If you do that then CA does not see them as having grown. If you are going to want to check on these new growth towns, do it as soon as you get control of the game. Bring up CA and go through the list of places that grew.

I presume you want to put another pop as a specialist. That is what I do, but above about 15 new growth per turn, it is too much. At that stage, I just deal with the about to riot. Those are growth cities, so I fix those.

It does not matter if I 50 cities or 350. I GR23 and it is my turn we have 332 cities. It took hours to go to each town to start my session.
 
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