Zapp Brannigan said:
What exactly is the continental rally point...
Yes, it's the square where units produced by every city on the continent will automatically move to when they are produced. (Unless they are unable to do so........E.g. Inland CRP: If you build a Galley it is not possible for it to go there!)
Zapp Brannigan said:
1. You right-click on any city on the relevant continent.
2. Left-click on Set CRP. (The cursor will be enclosed in the borders of a square. The cursor will look like a Lightning Bolt.)
3. Left-click where you want the CRP to be. (It can be a Land or Water square.)
Knickers said:
So, what exactly do the scientists do? And can you actually see it making a change to tech or whatever?
2 Points:
A. Sometimes a Lone Scientist can be very useful. Let's say you don't want to spend any of your resources on Tech Research. (viz. You set the Science Slider to zero.) By setting a Single Scientist you can still research the Tech in 50 turns (C3C) or 40 in Vanilla/PTW.
B. Because Civ 3 doesn't allow you to "Carry Forward" excess Beakers, by using a couple of utility programs you can get Science Research down to....err, well a Science:
1. Use TechCalc or CivAssist II to find out how many Beakers you need to research a Tech.
2. I then use CRpMapStat (CA II overwhelms me a bit) to see how many scientists I have. Since I know how much science I'm producing and how many scientists I need each turn, I can precisely set the science to research the Tech in x turns (usually 4 turns....the minimum number.)
And, just to be sure, you can go to the F1 Screen (Domestic Advisor) and flip a scientist to something else........the number of turns required should increase by one if you're at "Max Science Efficiency".
