Quick Answers / 'Newbie' Questions

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TruePurple said:
Anyways, can anyone recommend any tips for getting a drastically out powered nation to cough up a tech for peace?

Tech for Peace straight-up is virtually impossible after the ancient age. I'd go as far as to say that you will never get a monopoly tech that way.
 
On bashing techs out of the AI:
Don't even bother trying for Modern techs, even in a situation like this. Just research one of the ones they didn't get, and trade for it.

On popping GHs:
- Popping a GH by settling next to it is always safe, no matter what level you're playing at. You won't get barbs, a settler, or a city.
- Any other popping of a GH - by unit or by border expansion - except when you have no units with an attack value (of any kind, including sea-based), is unsafe.
- If you're expansionist, of course, any hut popped will be safe regardless of how it's done, regardless of level.
 
I have several newbie questions about mod-making (but are also realted to the game itself). I will start with the one from the game :
1. If you build Copernicus' Observatory, Newton's College and the SETI project in the SAME city, would the effect be cummulative ? (quadruple research:) )

And of course that question demands another ...
2. I'm making a mod with PLENTY of new wonders and some of them have the same effect (like Golden Horde has effect of Wall Street but you can actualy build wall street a little later in the game- there are a LOT of these kind of coincidences). The question IS : EXACTLY wich traits from the editor (the wonder related traits of course) have cumulative effects ?
 
Somewhere on this site (Strategy Articles I think) I found a table of probabilites for huts based on the level you're playing and whether you're EXP.

To get barbarians here's the rules.

1. Cannot be EXP trait
2. Must not be a city in a 1 tile radius
3. Player must have at least 1 city
4. Player must have at least 1 military unit (ie attack/defense factor > 0)
5. Unit popping hut must not be All Terrain as Road ability

The percentages then go from 10% at Warlord to 90% at SID
 
Also another question - is there any way to (dramaticaly) increase the effects of global warming from the editor ?
 
Heretic_Cata said:
I have several newbie questions about mod-making (but are also realted to the game itself). I will start with the one from the game :
1. If you build Copernicus' Observatory, Newton's College and the SETI project in the SAME city, would the effect be cummulative ? (quadruple research:) )

Those wonders are +100% research, and they are indeed cumulative. Having all three of them in the same city will give +300% research, which is quadruple research if you don't have other modifiers (lib, univ, lab). Having those improvements along with the wonders gives the city a total of +450% research.

And of course that question demands another ...
2. I'm making a mod with PLENTY of new wonders and some of them have the same effect (like Golden Horde has effect of Wall Street but you can actualy build wall street a little later in the game- there are a LOT of these kind of coincidences). The question IS : EXACTLY wich traits from the editor (the wonder related traits of course) have cumulative effects ?

+1 and +2 ship movement are not cumulative. I'm not sure, but you might be able to get +3 if you have one of each.
+1 trade/tile (Colossus effect) is cumulative.
Double Reseach (actually +100% research) is cumulative

Ask in Creation and Customization for more thourough help.
 
Just a couple of questions because I'm curious.

Where did the last quick answers thread go?

Are there any plans to finish the FAQ thread?
 
The first post of this thread has a link to the previous thread.
The first post of that thread likewise has a link to its predecessor.
And so on, all the way back to the first of these threads.
 
To find previous Quick Answers threads, go to the very first post of the current thread. We always link to the previous one. ;)

As for the FAQ, well, nothing *planned* that I'm aware of. The folks who built the current one have pretty much moved on....


Edit: too slow. That's what I get for posting from work, where I get interrupted by people expecting me to do my job. ;)
 
Thanks for the quick response. I posted a chunk of tips there in a single post but I've lost my hard copy and can't find the original doc file. So CFC was my ultimate data backup.
 
Thanks for the help.

Here's something that I posted about a year ago. There's probably a couple of newcomers who might like this information.

Chart1.JPG


AI warfare unit bonuses: At Monarch and above, the AI civs get extra offensive and defensive units when they start the game. These are the best units that the Civ could build at that time; usually these will be normal units (warrior, with archer or spearman if the civ knows the appropriate tech.) These can be unique units if those can be created at the start of a game by that civ.

AI non-military unit bonuses: The AI gets an extra settler at Deity level, and either one or two extra workers at the top two levels, respectively. (Note that if you look this up in the Civ3XEdit, the help file there helpfully has the actual unit type reversed.) In my view, the extra settler is one of the greatest bonuses the AI has at the Deity difficulty level. This gives the AI a huge jump at the start of the game, where a lot of games are decided.

AI unit support bonuses: This gives the AI civs the ability to have a lot of units without paying for them. At Deity level it's 16 free units to start and 4 extra for each city it has. A large percentage of the time the AI never even has upkeep costs at this level, even once it's a great sprawling Democracy.

AI government turns in anarchy: The AI gets no bonus for the lower three difficulty levels, and has to stay in anarchy just as long as a player would. At the higher difficulty levels it gets a nice bonus; at Deity level the max turns an AI civ stays in anarchy is 2, almost as good as being Religious.

AI cost factor: This determines the cost factor for AI growth, shields and research. The cost factor for players is always 10; the lowest difficulty levels give a bonus to the player, while the top three difficulty levels give a decided bonus to the AI.

AI to AI trade rate: The AI thinks it is getting "better deals" from other AI civs than it would from you, on every difficulty level. If you're playing a Regent game and one AI civ wants something from another AI civ that would normally cost 130, the first civ only has to be able to pay 100 to get it. In the words of the editor, "This rate directly affects the frequency and aggressiveness with which AI civs trade amongst themselves."

AI and player factors: These aren't factors where the AI can get a bonus, but they're on the same screen and deal with difficulty levels so I included them. It's all pretty basic stuff, although the last one is interesting, which determines how many cities you can make before you hit the higher corruption level. Higher difficulty levels lower this number, which is based on the optimal number of cities per world size which is also listed. In short, you have to make do with fewer cities on the higher difficulty levels unless you want to deal with more corruption. This is true for both the AI civs and for players; the number of cities that can be built before corruption kicks in is also raised (by 25% post-1.29, I believe) for civs which are Commercial.

The AI bonuses are quite strong at the higher difficulty levels, apart from the other ones mentioned elsewhere (knowing where all the units are, knowing where all current and future resources will be, etc.) The fun, of course, comes in beating it even with all these bonuses. Perhaps in the next rendition (or more likely by Civ X) we can play against an AI that is adaptive enough it won't need all these bonuses to beat humans.

Chart2.JPG


Gold: The tile must not have any type of resource or luxury on it.

Maps: always available

Nothing: always available

Settler: Player must not have a settler (active or in production) or any unit with the Settle AI strategy.
Player must have less cities than (TotalCities / NumActivePlayers).

Mercenaries (skilled warrior): There must be a unit available to the Barbarians as well as the player and that unit must be able to be built (or have been built) by some player in the game.

Tech: Player must still be in Ancient Times.

Barbarians: Player must not have Expansionist trait. There must not be a city within a 1-tile radius. The player must have at least 1 city. The player must have at least 1 military unit. The unit popping the hut must not have the "All Terrain As Roads" ability.

With the following adjustments for C3C

Deity corruption should be 60% & trade factor should be 170
OCN is now 14,17,20,28 & 36

Chart3.JPG
 
Thanks for all of that hand refrence material, denyd!

On question though, it is town up to size 6, then city upto 12, and 13 and up is metro, or is it 6 to 11 city and 12 and up metro?
 
Another factor in difficulty level, at demigod and up the AI will attack you right off the bat if it sees a empty city, at lower levels theres a small window where it will leave you alone at first. Presumably this window is larger at lower levels.

If your in a mutual protection pact with a AI and it goes to war.. is there any negative consequences for not going to war as well? (lower opinion?, broken trade trust?)

How do you know if the other nation has attacked your protectorate? Or do you automatically fall into war with that nation when it happens? If so, and you had a trade going at the time, would it break trade trust?
 
TruePurple said:
If your in a mutual protection pact with a AI and it goes to war.. is there any negative consequences for not going to war as well? (lower opinion?, broken trade trust?)

It never gives me a choice, if your partner in the MPP is attacked then you automatically declare war on the attacker.

TruePurple said:
How do you know if the other nation has attacked your protectorate? Or do you automatically fall into war with that nation when it happens? If so, and you had a trade going at the time, would it break trade trust?

Your foreign advisor goofball tells you that "the morons in blah attacked our brothers in blah-blah and we declared war" or something to that effect.
 
Marsden said:
On question though, it is town up to size 6, then city upto 12, and 13 and up is metro, or is it 6 to 11 city and 12 and up metro?

Town: 1 to 6
City: 7 to 12
Metro: 13 and up

A town cannot become a city without an aqueduct or access to fresh water. A city cannot become a metropolis without an hospital.
 
Marsden said:
It never gives me a choice, if your partner in the MPP is attacked then you automatically declare war on the attacker.


Your foreign advisor goofball tells you that "the morons in blah attacked our brothers in blah-blah and we declared war" or something to that effect.
So do wars started that way break trade trust if gpt trade was canceled as a result?
 
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