Quick Answers / 'Newbie' Questions

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So let me get this straight, there's more room on an air transport for an elephant or a M1A Abrams tank than for General Robert E Lee. :crazyeye:
 
Bondsting said:
I've been playing Civ 3 for almost 6 months now. When I go to war I never use trebuchets or cannons in a stack to attack. One, they move only 1 space per turn slowing down movement. But more importanly, I find that more than 50% of the time the result is 'bombardment failed'. They really seem useless for offense. I might build one to guard a city but really don't see much use for them. Artillery is much more effective but still I don't use it often on offense because they can be captured so easily. Am I missing out on a crucial element of offensive attack here?
The whole idea is using combined arms. If you bring arty (cats/trebs/cannons/arty), bring lots of them, and you also want to bring along a defender or two (spear/pike/musket/infantry) to protect them from capture. I often bring a team of workers with my arty/defender stack to build roads (or rails) and keep my military moving. Yes, your horse units move more slowly waiting for the others, but you don't lose so many when attacking after bombardment.
 
Anybody know the EXACT formula whereby Courthouses reduce Corruption? :)
 
Thanks Tim... :goodjob: ....................Double Your Money?:

I'm using SirPleb's Score Projection Calculator and would like to know the significance in the difference between the score on the Victory Status Screen (C3C) and the Pop-up Score in the bottom left of said VSS? (Frequently, the score is 1 point higher in the Pop-up.) :)
 
Bartleby said:
I've noticed that difference before. Our beloved CFC HoF seems to use the higher value.
Yes.....and that's fine at Game End. The reason I'm asking is because I'm about half-way through an HOF game-attempt and am trying to project the Final Score using SirPleb's great utility. (I'm close to be Maxxed out on Tiles & Population.......without some "major" city razing/relocation or razing/"Hospital consolidation".........So, I'm thinking of just "Running Out The Clock!" ;) )

Another question:
At each end-of-turn, is "Happiness Score" calulated before or after new city improvements have been built? (E.g. Marketplace turning a sad person into a happy one.) :)
 
EMan said:
Another question:
At each end-of-turn, is "Happiness Score" calulated before or after new city improvements have been built? (E.g. Marketplace turning a sad person into a happy one.) :)
Before. The city will fall in disorder if it´s unhappy without the marketplace.
 
You can also project the final score using the numbers from MapStat. The "score" that shows up in Mapstat is the "higher value" and I assume that the score on the summary screen is rounded differently or something.

I don't really know about the marketplaces thing, but I guess "before," based on the propensity of citizens to revolt rather than finish building said marketplace.

edit: crosspost
 
It is like 1900 in my game. I have lots of cash and production, just entered the moden age and I'm about to get Rocketry in one turn. (AI won't trade me any techs though). Too late to shoot for space race?
 
Corwin of Amber said:
It is like 1900 in my game. I have lots of cash and production, just entered the moden age and I'm about to get Rocketry in one turn. (AI won't trade me any techs though). Too late to shoot for space race?

Hard to say, how many techs down are you? Are they already making parts and closing in on it?

If you have lots of cash get a spy planted and start stealing techs. Make prebuilds for the parts that take the most time. Locate the UR and AL and see if you can cut them off of it in a pinch.
 
I have a question regarding renegotiating trade deals.

Sometimes when a deal's 20 turns are up I try to renegotiate the trade with the AI and it turns out they are only willing to pay less, or not at all, then they were. Sometimes I can crack up the price.

The only gauge i could figure was to see if the AI has any gold. If its 0 or a very low amount then I'm probablt better off leaving things be and letting the deal ride for as long as possible. I'm not sure if this always works though.

Is there any good advice about this? I hate it when I renegotiate and end up screwing myself. I also hate feeling like i could be getting more but am afraid to screw up the deal I have.

Spanks in advance! :D
 
Thanks Twonky and Bartleby for quick responses on the Game Score Timing System for Happy People. :goodjob:

I guess to be sure, I could run a test in the early game to see the Scoring effects at end-of-turn on:
1. People
2. Tiles

(I.e. City abandonment via a Worker-rush.)

Unless someone has already run a similar test? :)
 
Matto the Hun said:
The only gauge i could figure was to see if the AI has any gold. If its 0 or a very low amount then I'm probablt better off leaving things be and letting the deal ride for as long as possible. I'm not sure if this always works though.

This is about the only way to test in advance whether to leave a deal in place or not.
 
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