Quick Answers / 'Newbie' Questions

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Keep in mind too that if the babs are the only ones who know Monarchy, you can easily make back what you spent when you sell it to the other AIs that don't know it. You get first chance to buy, usually, and then can sell it off at a profit.
 
Twonky said:
After that you should be able to select one of the options immediately/normal/safely (or something like that), where the cost of that action is displayed as well. Choose one (it´s all the same whenn establishing an embassy) and click okay. Note that if you have insufficient funds, those options will be greyed out. I can´t see what else might be the problem.
Thanks for your reply Twonky.Insufficient funds was the problem.I should have known,it's the story of my life.
Terry.
 
Question about turns and dates:
What are the time intervals between turns in Civ3 ? I can't find the timeframe manually (well, I haven't got around to it yet with the search function ... there's a mighty lot of threads showing up whatever I write :mischief: )

I'm basically looking for the first date that finishes by a 4, ie 1504, 1604, 1704... it'd be all my curiosity needs to shut it and go back to the corner of my brain, for a lil' while longer...

Thanks!
 
Sorry, I found it:
Spoiler timeframe :

Zagnut said:
From AlanH's post in the maintenance thread:

These are the turn numbers taken from the save files and reported in the SGOTM upload lists and graphs:

Turn 0 => 4000 BC then 50 years per turn until ...
Turn 25 => 2750 BC then 40 years per turn until ...
Turn 50 => 1750 BC then 25 years per turn until ...
Turn 90 => 750 BC then 20 years per turn until ...
Turn 140 => 250 AD then 10 years per turn until ...
Turn 240 => 1250 AD then 5 years per turn until ...
Turn 340 => 1750 AD then 2 years per turn until ...
Turn 440 => 1950 AD then 1 year per turn until ...
Turn 540 => 2050 AD

SG change-overs:

Turn 0 => 4000 BC
Turn 20 => 3000 BC
Turn 30 => 2550 BC
Turn 40 => 2150 BC
Turn 50 => 1750 BC then every 250 years until ...
Turn 90 => 750 BC then every 200 years until ...
Turn 140 => 250 AD then every 100 years until ...
Turn 240 => 1250 AD then every 50 years until ...
Turn 340 => 1750 AD then every 20 years until ...
Turn 440 => 1950 AD then every 10 years until ...
Turn 540 => 2050 AD
 
For the record, and in the unlikely case that someone doesn't know, yet wants to know, the first date that ends with a 4 would be 1754 AD.
 
Are there any bonuses, or drawbacks, from having your civ in its chosen/preferred government, or its shunned government?

If so, what are they?

Thanks so much for your previous help as well!
 
chris88 said:
Are there any bonuses, or drawbacks, from having your civ in its chosen/preferred government, or its shunned government?
Preferred/shunned governments only come into play when dealing with an AI civ. If you are in the AI's shunned government, they may be somewhat more hostile. And if both you and the AI are in their favorite government, they may be a bit friendlier.
The effect is hardly noticable though. Past actions and other factors are much more important.
 
For each map size (tiny, standard, large and huge), what's the ideal number of cities should I be aiming for before I stop expanding? By ideal, I mean with the least amount of corruption in any form of government.

And can someone explain to me what is OCN and how it factors with corruption?

Thanks in advance!

-Pacifist-
"I'm tip seeking"
 
OCN = Optimal City Number

From the editor: Determines the optimal number of cities before rampant corruption occurs. If a player exceeds this number of cities, corruption dramatically increases, regardless of how far away from the capital a city is.

Basically, it is the number of cities you can have until corruption gets really bad. It is affected by world size and difficulty level.

OCN #s:
Tiny - 14
Small - 17
Standard - 20
Large - 28
Huge - 36

(you need half of the OCN to be able to build the Forbidden Palace - so 7 on a tiny map)

Multiply those numbers by the difficulty level:
Chieftain - 100%
Warlord - 95%
Regent - 90%
Monarch - 85%
Emperor - 80%
Demigod - 70%
Deity - 60%
Sid - 50%

That means, on Sid, on a standard size map, you only get 10 (20 * 50% (or .5)) cities before corruption will drastically increase.
 
I have a question RE forresting and cutting in your own territory.

When you have more cities than the OCN, can you continually plant forrests in your specialist cities and then chop them down again for the 10 shields, or does that only work once per tile???

I'm going for cultural flips, and therefore need cultural buildings to acheive this. At 1spt it takes a while to build them.

Thanks for your help.
 
Forgot to mention version, Vanilla, 1.29f

Damn!! :mad:
I was really hoping that I had found a way to make my specialist cities more productive, but while I was playing I found that sometimes I'd reap shields, other times I wouldn't... so I thought I'd ask here to find out.

Thanks for such a quick response :goodjob:
I've lowered my research slider to increase gold to the treasury, and I plan to hurry work on the imps. (Republic)

Now what to do with that surplus of workers???
 
Your version does not support more than once per tile.

You can disband units made from your most productive cities in your corrupt cities and pay for the rest of the improvements there.

Join workers to cities and make specialists or more important - keep them for pollution clean-up!
 
Disbanding did cross my mind, but they'd have to travel a bit to get there.

Picture the Scene
Tiny Map (I don't get much time to play)
1 large continent.

My empire is pretty well established on the North Eastern quad of the cont.
The Romans have the South Eastern quad covered.
The Aztecs have the North West.
The Chinese were unfortunate to start in between myself and the Romans.


The Chinese have succumbed to my culture, and many of their cities have flipped :cool: , so they are practically out of the game.

I expand by sending a settler out ot the remaining quadrant, (South West) with the intent of building FP and thereby a starting point for controlling half of the map.

Once there, the city is massively corrupt, so I start building colluseum (120 turns) with intent to change it over to FP once it's nearing completion. I merged a few units and chopped forrest to bring the col close to completion, then tried to switch to FP. Couldn't! I guess it knows I've disbanded to speed along the build (which I couldn't do with FP). That plans out of the window :blush: !!

Change plans, still dominate the SW corner, but with specialist cities. Whilst I've been doing that, the Romans and the Aztecs have closed the gap between their territories so I no longer have a path back to my main empire.

I considered going to war with the Romans and trashing myself a path, but I had very little military built up, so I've gone with culture flipping the cities that block the path to the SW.

So far that's been pretty succesfull, but SLOW going!!
The Chinese do actually have a city in that blockade, so I've sent a few units few (workers for the failed forrestry plan :rolleyes: ) trying to stick to the Chinese territory as much as pos, and ignoring them when they complain.


I think I can just continue as is, culture flipping my way across the map. (first time I've tried to do things peacefully!)... but I just wanted to get it all down. I feel much better now I've told someone about it!! :D
 
clut said:
I guess it knows I've disbanded to speed along the build (which I couldn't do with FP). That plans out of the window :blush: !!
Correct assumption. In fact any method of rushing (chop, disband, gold rush etc.) will ruin your wonder production.
 
Theoden said:
Correct assumption. In fact any method of rushing (chop, disband, gold rush etc.) will ruin your wonder production.

so on that assumption, if I want to build FP far far away from my empire, There is no way of building it in less that 100 turns?
 
You can rush FP with a Great Leader. You'll need a fair bit of war for that, though.
 
so far this game I've not been involved in any war... I may war with the chinese soon, just to finish them off. All they have left is their capital (slap bang in the middle of my empire) and 1 city.

I assume you can't culture flip a captial??
 
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