Quick Answers / 'Newbie' Questions

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To hit a couple of points, here:

This thread is primarily for quick answers, usually to "newbie" questions. Long, multi-page discussions are usually better served in their own thread. If Experiment 626's topic continues much longer, I will split it out of here into its own thread. ;)

Concerning Experiment 626's topic, proper forum placement is often a subjective thing. From what you have described, Stories & Tales sounds to me like the right forum. The SG forum is for Succession Games, only, and that is not what you are planning (as I understand it). Strategy & Tips ... maybe.

Smart: I have no idea whenthe AI usually gets there. I just know that I *usually* get there first, but even that varies by quite a bit, dependign on circumstances in a specific game. :)
 
rprA5 said:
i took the advice given about not building temples and found that my border towns very quickly flipped. is there any way to stop this happening??
IIRC, that advice was to force you to *learn* to handle Happiness differently. ;)

Build *other* culture buildings, like libraries, to expand your borders and protect your cultural identity. :)
 
rprA5 said:
i took the advice given about not building temples and found that my border towns very quickly flipped. is there any way to stop this happening??
I LIKE that advice about NOT building temples, unless you're going for a Domination or Histographic or 100K Cultural Victory. After checking with CRpMapStat (My Signature....thx Dianthus) or CivAssist2 (Thx ainwood), you can find out how many military units to place in a city to prevent a flip 100%...... PERIOD!!

My Preferences:
1. If practical, put enough military units in the city to prevent a flip 100%.

2. If not practical:

A. Station NO military units in the city (except to eliminate resistors)....BUT, keep units one square outside the city-center-tile so you can recapture it in case of a flip!

B. Capture/Raze the adjacent AI civ's city...to reduce flip chance to perhaps zero! (If your city's citizens are all native.)

C. Accept that it may flip (Especially if you're the Peaceful War-Hater type)......But, at least KNOW the % chance of a flip......and take a Controlled Risk! ;)

This are MY personal preferences........BUT, Padma's suggestion of building culture in your cities such that they expand to "21-squares" will ALWAYS prevent a flip! ;)

TIP: Whether in the Real-Live Business World or the CFC World, ALWAYS listen to the OracleS Of Omaha! :hatsoff: :hatsoff: :hatsoff:
 
This thread is primarily for quick answers, usually to "newbie" questions. Long, multi-page discussions are usually better served in their own thread. If Experiment 626's topic continues much longer, I will split it out of here into its own thread.

Actually, I'll be starting the new thread soon. The world is built. I've moved my Scout and my Worker. I took a screenshot and I saved the game.

A quick question: Should I go ahead and play the first 10 turns of the game with a 4000 BC screenshot (and save) and a screenshot (and save) of whatever year it would be after 10 turns? You know, sort of like a Before and After shot? OR should I just post what I think that I should do at 4000 B.C., and have the gurus tell whether it's a good idea or not?

:confused:
 
I think you should post your 4000Bc and do what you want for 10 turns and post that, too. You should go with what you think is right, then let advice come in. Abstract "you shoulds" can help but actual "this might have been better" is more constructive IMHO.

And don't forget, you could hear "what you did is good!" ;)
 
Can somebody tell me how to use custom avatars??? :confused:
 
[tab]Its never practical to put enough troops to prevent flip, even small flip chance requires 20 or so troops. More serious pressure requires over a 100 garrisoned troops. You absolutely need culture. Remember libraries are also a source of culture and useful items to build for the research boost.

[tab]But temples for happy faces can be good too, as long as you wait till AFTER expansion phase of the game and are willing to build them almost everywhere. The point being is to be able to turn down the lux slider. Cathedrals really help with this and are more efficient upkeep wise.Though such should be low priority below research boosters/income boosters/military units/needed workers etc. (unless you got that wonder that doubles there effect) Also of course are circumstance dependent (if your one unhappy face short of being able to turn down the lux a notch, temples are called for)

Of course if you can make population happy with MP thats usually better.

[tab]For flip when taking over enemy towns, they never flip on the first turn, so pile in your troops to squelch those resisters on that first turn. (bombardiers don't squelch resisters) Resisters are a big source of flip, even without culture pressure.
 
I had a bunch of units with zoc on one tile and a large number of AI units (I was at war with this AI) went by their square and only one unit took a shot. I thought ZOC units were suppose to shoot at the enemy on adjacent squares as they passed.
 
Smart said:
And the time for my own question :)
On what turn first AI usually get philosophy? I need to know this to determine, can I make Republic slingshot or no... Settings are standart size, random civs (some will start with Alphabet of course), continents, demigod.
Obviously, the exact turn that the AI reaches Philo varies, but you will usually not be able to get Code of Laws and then philo on a continents map much above Emperor. Even Emperor is uncertain. If you don't start with Alphabet, you can pretty much forget it.

If you're a Seafaring civ and start on a river, you can consider researching writing at max. It will cost you a lot of gold and won't make a difference at first, but can shave a few turns when you get more population.
 
scloopy said:
I had a bunch of units with zoc on one tile and a large number of AI units (I was at war with this AI) went by their square and only one unit took a shot. I thought ZOC units were suppose to shoot at the enemy on adjacent squares as they passed.
The enemy unit must pass from one controlled sqare to another. Then I think it's a matter of attack rating vs. defense rating to give the probability that a shot will hit, but I'm not exactly sure. It happens frequently with armies, in my experience.
 
Does anyone know exactly what Universal Sufferage does? I searched on this site and found somewhere that it makes one citizen that would be unhappy from war weariness content, but they didn't seem too sure about it. It just seems kind of weak for a 600 shield wonder.

I know I could find out for myself, but was just wondering if anyone knows for sure.
 
Obviously, the exact turn that the AI reaches Philo varies, but you will usually not be able to get Code of Laws and then philo on a continents map much above Emperor. If you don't start with Alphabet, you can pretty much forget it.
I have read somewhere, that on DG continents you can usually get Rep for free if you start with food bonuce, and any other tech (without CoL) if you start on river. Is it true? Also I've read COTM08 spoilers (Sumeria, demigod), and few players have taken Rep for free, even without Alphabet as starting tech :eek:, for example this QSC.
I have done few test games, and I saw that AI usually research Map Making after writing, and only then philosophy. But at the last game AI on other continent have got philosophy on turn 54 (1650 BC) :rolleyes:
 
BlizzardGR said:
Can somebody tell me how to use custom avatars??? :confused:
From the Forum Rules:
If you have 30 posts AND have registered for 30 days, you can give yourself a custom title and a custom non-animated avatar.

;)
 
In this save, I've mostly conquered Germany, I've squelched all resisters. But even in towns where my population outnumbers native population, civ assist tells me theres a flip chance. They aren't anywhere close to culture pressure. Also some towns have flipped, even though they weren't close to any culture pressure. Can someone please explain. Heres a save.
 
Is there a cost upgrade list for units for [c3c]?

For example: Warrior to Gallic Swordsman- (number of money)
Gallic Swordsman to MI- (number of money)
 
Its so much gold for every shield difference in cost of production. I can't remember the ratio, But simply go into civ3 and try to upgrade something and figure it out for yourself. Then simply use that for figuring other upgrades cost.

Considering the number of possible upgrades,(since you can upgrade a ancient unit to a modern one with enough gold) I'd think a list would be impractical. Unless maybe we were talking about a cheat sheet you could referance while playing of the most common upgrade. In which case, figure it out for those and write it down and keep it handy.
 
TruePurple said:
In this save, I've mostly conquered Germany, I've squelched all resisters. But even in towns where my population outnumbers native population, civ assist tells me theres a flip chance. They aren't anywhere close to culture pressure. Also some towns have flipped, even though they weren't close to any culture pressure. Can someone please explain. Heres a save.

Foreign citizens are included in the formula that determines flip risk. Until Germany are completely eliminated from the game (viz. you see a message that they are destroyed) any city with residual Germans will be at risk.
 
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