Quick Answers / 'Newbie' Questions

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I think, but am not 100%, that disorder is required to have a meltdown.

Policemen will only cause a wasted shield to become useful. They won't add to the cities shield count. F1 shows a breakdown of the useful/wasted shields in a city.
 
Policemen increase shields indirectly if you have factory/power plant in the city.
 
[civ3] v1.29f

OK, here's a newbie question for y'all. I've searched the site until I'm going blind. I've seen references to this but no specifics on how to do it.

When you have a city whose population is a mixture of natives and foreigners (e.g., one that flipped to your civ and has grown since then) and have it build a worker, is there a way to determine whether that worker will be native (i.e., efficient and cost gold) or foreign (1/2 efficiency but no support cost)?

How about when you build a settler, can they be used to "drain off" the foreigners?

Thanks,

Greg.
 
I've got another question, never happend with me but still...
If I sign an mution pact with the romans for example, and he signs one with another civ, what happens if I attack that other civ, does rome attack me or them?
 
In that case Rome will attack the first aggressor; if you attack first Rome declares war on you, if you declare war but they attack first Rome declares War on them.

I know the above is true and I think this is but I am not certain: A civ has to be attacked in its own territory to activate the mutual protection pact.

-the Wolf
 
Operc Etcagatal said:
I've got another question, never happend with me but still...
If I sign an mution pact with the romans for example, and he signs one with another civ, what happens if I attack that other civ, does rome attack me or them?

If you attack civ B and it has an MPP with Rome that will trigger the ROmans to declare on you. You can attack civ B as long as their units are in your borders and not triger the MPP.

So what you do in that scenario is to kill units in your lands and send out a unit to their lands for them to kill. Now Rome dclares on them.
 
gwolking said:
[civ3] v1.29f

OK, here's a newbie question for y'all. I've searched the site until I'm going blind. I've seen references to this but no specifics on how to do it.

When you have a city whose population is a mixture of natives and foreigners (e.g., one that flipped to your civ and has grown since then) and have it build a worker, is there a way to determine whether that worker will be native (i.e., efficient and cost gold) or foreign (1/2 efficiency but no support cost)?

How about when you build a settler, can they be used to "drain off" the foreigners?

Thanks,

Greg.

The game I have going now in C3C is not building natives of the former owner, but I did make all the foreigners tax collectors and reduced the population by half before I let it start growing again. The first worker I built was a normal one (if ther is any such thing as normal). Don't know if this helps you or not.
 
gwolking said:
[civ3] v1.29f

OK, here's a newbie question for y'all. I've searched the site until I'm going blind. I've seen references to this but no specifics on how to do it.

When you have a city whose population is a mixture of natives and foreigners (e.g., one that flipped to your civ and has grown since then) and have it build a worker, is there a way to determine whether that worker will be native (i.e., efficient and cost gold) or foreign (1/2 efficiency but no support cost)?

How about when you build a settler, can they be used to "drain off" the foreigners?

Thanks,

Greg.
Generally speaking, the workers you build will be natives....until you only have foreigners left. Theoretically, and I believe TimBentley is the expert on this, there is a small probability that a foreigner may become the built worker.......but, for practical purposes, you should assume it's gonna be a native worker. Same theory for creating settlers.

There is a "silver lining" however.........I believe there is a small possibility that a foreign citizen may "convert" to a native each turn........so, if you leave the city alone long enough you will find that it contains all natives!! ;)

P.s. What a coincidence that scloopy and I answered the same question in the same minute, 8 hours after it was posted! :eek:

@gwolking: Welcome to CFC. :band: :beer: [party] :newyear:
 
EMan said:
P.s. What a coincidence that scloopy and I answered the same question in the same minute, 8 hours after it was posted! :eek:

@gwolking: Welcome to CFC. :band: :beer: [party] :newyear:

We are good. That is what it is. :lol:
 
:xmassign: :snowgrin: !

I just built my first ToA (took me a DG culture game to find a use for it :snowlaugh: ) and I was wondering: is there a way to build those temple things while you are under ToA effect? It would have been mighty convenient to learn education and start rushing (100s SCI) universities instead of colosseums - but not at the cost of 100 temples :dubious:.

Thanks ! :newyear:

@gwolking:
About the foreigner question, I'll try being helpful by saying: IIRC, the LAST grown citizen in the town will go out as a worker/settler, and you can only "grow" native citizens, so you'll have to let them stagnate in food/starve while making them into workers/settlers to clear them and deal with eventual war unhappiness. A foreigner citizen will convert into a native eventually, but that I can't tell how. Of course, if TimBentley says anything, scratch everything I said ;)

@TruePurple:
About the plant meltdown Q, IIRC a fixed, very low % chance of meltdown, and much increased during riots. The result is just pollution over the town's tiles. Couldn't tell if it's the "worked" tiles, the 9 or the 20, but my bet would go on the immediate 9 tiles.
 
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