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Is it possible to determine why a particular citizen is unhappy, and, if so, how do I do it?
 
aethiv said:
Is it possible to determine why a particular citizen is unhappy, and, if so, how do I do it?

Open the 'city view' and click him!

They will say something like:

"It's too crowded..."
"We will never forget..."
"Hell no, we won't go. No more draft..."
etc.

Edit: and welcome to CFC!

:)
 
The civ assist thing is back up, but it says something about a .NET framework or something... Could someone run me by what all that jazz means?
 
It is a Windows application that you should have already and can get from Microsoft for free if not or updated. Just go to their site.
 
Yeah, I went to it, and there were loads of different versions, do you reckon you could take a look at it and advise? Pwease?
 
So I was playing C3C earlier, as Korea under Democracy, and Seoul just randomly popped out a unit called Seok Tong-sik that allowed me to hurry production or increase scientific production in a city... That's pretty neat, but I wanted to look at the Civilopedia entry for the unit, but it doesn't exist! So, can anyone tell me more about this nifty thing?

:king:
 
In Conquests (C3C) Great Leaders are broken into two types. So that would be a Scientific Great Leader. ;) In C3C, they can be used to rush Great Wonders, or to cause a Scientific Golden Age. (However, the Scientific Golden Age is broken, and was never patched. Don't bother to use it.) There is a 3% chance of an SGL being created each time you are first to a given Tech. (5% for Scientific Civs.)

Military units create Military GLs, which can be used to raise Armies, or hurry production of small Wonders or other normal production.
 
If I remember correctly, Democracy reduces rank corruption, especially in large empires. There are two types of corruption - distance and rank.

Distance is solely the distance from the capitol/FP.

Rank is the number of cities closer to the capitol/FP than the current city. These are added together (or multiplied, I don't remember) to make the total corruption.

I believe democracy makes the 2nd piece smaller - depending on how your civ is set up, it may be significant, it may not. If you have tightspacing, so most of your corruption is from rank corruption, Democracy can help a fair amount.
 
Hypothetical question: If you are researching a tech that costs 100 beakers, and you are researching it at a rate of 26 beakers/turn. Do the excess 4 beakers get put towards the next tech?
 
Knickers said:
Hypothetical question: If you are researching a tech that costs 100 beakers, and you are researching it at a rate of 26 beakers/turn. Do the excess 4 beakers get put towards the next tech?

You want to keep an eye on how much was gathered andhow much is need to finish the tech. You can often make adjustments along the way to hit the mark or very close to it. No overruns as they are lost.

Most will just lower the slider the turn before it is to be learned and save some beakers as gold. You could go farther and track the beaker and making more or less scientist to hit it on the nose.

I once wrote an XLS to do that, but now I can use CivAssist II instead. If you track ir and look peridically you can see if a few more scientist can shave a turn. Just look at what is need and how many turns. Then divide by some number less than that many turns.

You now know how many beakers you need to make it in fewer turns and can figure out how many scientist that is or maybe a bump in the slider and fewer scientist.

I will did this in tough games or if I take a set in an SG, oterwise I may not always bother.
 
I usually start looking at the science rate when it's 3 or 4 turns left and see if I can lower it at all while still keeping the same number of turns. If I have a lot of cities pumping out settlers (and thus growing and shrinking) I have to pay closer attention to it, of course.
 
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