Quick Answers / 'Newbie' Questions

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CH+Police still has zero effect on the Capital, even under Communism - the Capital is ALWAYS 0% corrupt regardless of Govt.

Not in vanilla. (Can't remember about PTW.) Some of the settler factories set up in recent SGOTM games differ markedly between the C3C teams and our team (we played vanilla), simply because in our games we had a corrupted shield in the capital where the C3C teams didn't.

Renata
 
I've been reading some of the threads in the legendary games forum, and I've seen the terms '2fer' and '3fer' banded around.

I know they are talking about aquiring techs, probably in a 2 for 1 deal of some sort, but could someone please explain this properly. (i.e what it REALLY is, and how to spot it and do it.)

Thanks
 
2fer and 3fer are short for "2 for 1" or "3 for 1".

Let's say you just researched a tech, tech A. You are the only one that knows this, so you have a monopoly. Civ X knows tech B and C, and Civ Y knows tech B.

You trade tech A to Civ X for tech C, and then trade tech C to Civ Y for tech B. You just got 3 techs for researching only 1.

Try to spot times when only some AIs know one tech, and some know another. Broker between them. It works best on continents or archipelago, when the AIs research at different speeds.
 
thanks.

I had to read, and then re-read that slowely, and contrary to first impressions, it does make sense. :crazyeye:

I'll try to keep my eye out for it.
 
I've had civ3 and conquests for quite some time now but am just getting around to making the backup copy that's allowed according to the EULA. However, I'm having trouble doing so due to the copyright protection. Can anyone help? Thank you in advance.
 
In a European scenario I don´t need asiatic and american culture groups. Is there a way to rename this culture groups to Northern Europe, Central Europe and so on ?

In the editor for civs I only found a drop down menue and I haven´t seen these entries to change in the labels and script files.
 
Clicking on an unhappy person will tell you why the pop in a city is unhappy. A percentage of that will say "Give peace a chance."
 
IS there a way to modify barbs(in the editor) so for example, they advance as we do?

Ex: Ancient Age-Warriors and Horseman
MIddle AGes-Knights and Pikeman
INdustrial age-Paratroopers and Guerrilla
Modern Age- TOW Infantry and Modern Paratroopers


JUst want to add a little variety to barbs.
 
Turner_727 said:
Clicking on an unhappy person will tell you why the pop in a city is unhappy. A percentage of that will say "Give peace a chance."
Thanks for your reply Turner, that is indeed true. But in the case that your people are happy because another civ declared war without any provocation, you have no way of knowing this right? Unless you start counting the happy faces I guess. I was just hoping that we could have some extra numbers somewhere ;)
 
Ginger_Ale said:
Nope, not that I know of.
In RaR barbs have been beefed up so you can change something.... but I dont think they advance either...

Atleast they arent the weakest anymore... 2/2/1 IIRC kindoff swordman looking...

You should really try RaR... Totaly different game...
 
Lord Valentine said:
Thanks for your reply Turner, that is indeed true. But in the case that your people are happy because another civ declared war without any provocation, you have no way of knowing this right? Unless you start counting the happy faces I guess. I was just hoping that we could have some extra numbers somewhere ;)

The info might be in the .sav file. That'd be a question for ainwood or Dianthus, tho.

namliaM said:
You should really try RaR... Totaly different game...
Indeed. The epic game feels like a quick game after RnR.
 
namliaM said:
In RaR barbs have been beefed up so you can change something.... but I dont think they advance either...

Atleast they arent the weakest anymore... 2/2/1 IIRC kindoff swordman looking...

You should really try RaR... Totaly different game...

RaR has changed the stats of the barbs - but there are still only 2 barb units (like warrior and horse in regular C3C) and 1 ship unit.

I do in fact have a RaR game going (early Industrial - researching High Explosives) as the Japanese - done some warring, it's quite fun. Turns do take a lot more time than the equivalent in C3C.
 
Yeah, but the barbs are hardier and last longer, is the point he was making.

At least it's not like the older barbs....those sucked. What was it, 4/4/1?
 
Civinator said:
In a European scenario I don´t need asiatic and american culture groups. Is there a way to rename this culture groups to Northern Europe, Central Europe and so on ?

In the editor for civs I only found a drop down menue and I haven´t seen these entries to change in the labels and script files.
AFAIK you can't edit the names of the culture groups. The best you can do is match your North European and Central European Civs to either "Asian" or "American" and make a mental note of what culture they represent in your scenario. Alternatively, you can attach a note in your scenario description as to what you changed and defined as to what the "Asian" and "American" cultures represent just to remind you or anyone else who wants to play your scenario


AnsarKing101 said:
IS there a way to modify barbs(in the editor) so for example, they advance as we do?

Ex: Ancient Age-Warriors and Horseman
MIddle AGes-Knights and Pikeman
INdustrial age-Paratroopers and Guerrilla
Modern Age- TOW Infantry and Modern Paratroopers


JUst want to add a little variety to barbs.
Not exactly what you asked for but ...
... I discovered this little gem (though I have not tried it yet because there is no C3C version for it) from Roland Johansen in this post

The utility is called Civ3Ext by Muchembled

Muchembled said:
08/29/2003 : Civ3Ext 1.04

A new extension (well, for modders for the moments) : evolving barbarians, as in Civ2
--Civ3Ext 1.04 update info

As first barbarians : default units.
1st evolution : mech infantry, modern tank & a battleship when the world switches to middle age :crazyeyes:
2nd : still a mech infantry but an ICBM and a submarine from turn 400, or before if rocketery is discovered
--Civ3Ext info

-Pacifist-
"Spreading by word of mouth, or in this case word of fingers" :)
 
Pacifist,

thank you for your answer.
 
@Civinator
I do what I can :)

@Everyone
Thanks for answering the OCN stuff



New question ...

What is better, building a city at 4000BC to get started ASAP or moving to a more suitable spot?

The reason I ask ...
Everytime I establish an embassy, I always see the AI's capital city founded at 4000BC.

I get the feeling that when starting locations are randomly generated, the AI's are given the optimal starting conditions so they don't need to scout around. Maybe I'm just being paranoid.

-Pacifist-
"I pick your brain and pass it on"
 
Sometimes settling in place is better, sometimes moving one square is better (there probably are cases where moving more than one square is better, but most of the time that is unwise). If moving doesn't add much compared to settling on the spot, it's generally wise not to move. Getting a food bonus, moving to the coast, or moving to a river might be reasons to move. The AI will always settle on the spot, even if that's a stupid move (eg on a food bonus).
 
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