Quick Answers / 'Newbie' Questions

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What happens when you destory a civilization's last city? Is the civilization lost forever or can it rebuild? And if there is a unit of the civ that's not a settler? What happens to him?

For example, I currently have a game going in 925 B.C., Japan, Chieftain difficulty level. I have several archers rapidly advancing on Zululand's last city. As the most recently founded of the Zulus' three cities, it only has one puny warrior guarding it. Is it wise to destroy this city, as I might be able to force the Zulus to give me techs and gold for peace treaties again and again? And what happens to their scout?

If you haven't realized it already, I'm a REALLY BAD military strategist. :)
 
Oh, one more question. (Don't you just love me?! :D)

In terms of movement cost, do you "pay" the cost for the square you are moving onto or the square you are moving from?

I.e., if I move a worker from a grassland square with a road on it to an untouched jungle square, will it cost me 1/3 of a point or 3 points? (or are even these values right?)
 
vmxa said:
You can't change the end time of 2050AD, even with PTW or C3C. You can make the number of turns larger. What that means is the interval values of some times will change to fewer years, so that it still gets to the 1000 turn by 2050AD.

This is because of the score, I would guess and it probably is hard coded. Anyway you can play on as long as you want after 2050AD. It only effects the recording of your HoF score.

It does not even impact your game score as that is still tracked. It is just not logged in the HoF. This means nothing as you can edit that anyway.


ok and now how can i get the see if i'm getting the 1000 turns un the civ# wihtout any expantion pack???????
 
yagtag7 said:
Oh, one more question. (Don't you just love me?! :D)

In terms of movement cost, do you "pay" the cost for the square you are moving onto or the square you are moving from?

I.e., if I move a worker from a grassland square with a road on it to an untouched jungle square, will it cost me 1/3 of a point or 3 points? (or are even these values right?)

To. Moving a Cavalry from a grassland onto a hill costs 2 movement points. The other way 'round it will cost 1.

Note that roads are needed on both squares to give you a movement-benefit.

 
milenario said:
ok and now how can i get the see if i'm getting the 1000 turns un the civ# wihtout any expantion pack???????

Only C3C (Conquest) will tell you for sure. It show the turns for the game and the turn you are on in F8 screen. I don't know of any any way to tell in the other games. Maybe Grampho's tool could do it.
 
Thanks!
Ok, now back to the war stuff...:

yagtag7 said:
What happens when you destory a civilization's last city? Is the civilization lost forever or can it rebuild? And if there is a unit of the civ that's not a settler? What happens to him?

For example, I currently have a game going in 925 B.C., Japan, Chieftain difficulty level. I have several archers rapidly advancing on Zululand's last city. As the most recently founded of the Zulus' three cities, it only has one puny warrior guarding it. Is it wise to destroy this city, as I might be able to force the Zulus to give me techs and gold for peace treaties again and again? And what happens to their scout?

If you haven't realized it already, I'm a REALLY BAD military strategist. :)
 
yagtag7 said:
What happens when you destory a civilization's last city? Is the civilization lost forever or can it rebuild? And if there is a unit of the civ that's not a settler? What happens to him?

For example, I currently have a game going in 925 B.C., Japan, Chieftain difficulty level. I have several archers rapidly advancing on Zululand's last city. As the most recently founded of the Zulus' three cities, it only has one puny warrior guarding it. Is it wise to destroy this city, as I might be able to force the Zulus to give me techs and gold for peace treaties again and again? And what happens to their scout?

If you haven't realized it already, I'm a REALLY BAD military strategist. :)

What hapeens depends on your game settings. If you choose Respwan, then if there is a valid location for the civ to spwan it will, if not it is eliminated.

If Respwan is off, then the are gone for sure. Note that if they do have a settler they can still exist, until you kill it.

If it is no respawn and no settler then all other units will be disbanded. That is a fine way to kill of scores of units in Sid, without fighting those units.

As far as the saving the civ to abuse it for techs. well it is chief, they should not have any tech you do not have.
 
A valid location would be some place that has enough tiles not under anyones culture to build a town. I think they actually have to have the fule fat cross.

I always have respawn off.
 
I'm ready to end a treaty that has passed over the 20 turn mark. But I can't figure out how. What do I do?
 
Hey i just built the Intelligence Agency and I want to do something useful with it but i have no clue how to use it. I know the civilopedia says to click the espionage button on the info box but I'm not sure what that is. So how do I use the Intelligence Agency?
 
You can double click the icon for it in the city it was built or in C3C you can use the E in the mini interface.

Then you will have an option to use the spy. That leads to a number of possible missions, if you have the gold.

Really I only use investigate city and steal tech. Once in a great while I will steal plans, very expensive.
 
No, it's not you........captured workers ARE half as productive as regular workers........and only a third as productive as workers from an Industrial civilization. (I.e. Maya) ;)

If you were a slave, would you feel like working hard? :lol:
 
I've noted that in my games with "Culturally-linked starting positions," I almost always start near the American civs. Am I imagining this?
 
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