Quick Answers / 'Newbie' Questions

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simone76 said:
I don't know how to turn off specific abilities and how eventually check it.
I also don't know what a lib is (if you mean library it costs 640 gold, without any shield).
When I discovered motorized transport it gave me only the option to build tanks.



A lib is a library, correct. When I said cost I did mean the cost in shields, but that way it is OK too. Every shield with an empty box would cost you 8 gold (4 if there is at least one shield in the box). 640 divided by 8 means a lib costs 80 shields. That is the standart price that the scientific Germans should not be paying (it should be 40). Unless of course you have civ specific abilities turned off.

And that is what happened in your game. That is what you are doomed to in your game as you can only select or deselect that option at the beginning, on the screen where you select your civ.

So, no Panzer, no cheap libs, rax, no free tech, faster promotions etc. until your next game.

 
gmaharriet said:
Simone76, the reason Lord Emsworth is asking what a library costs is that Scientific civs such as the Germans only need 40 beakers shields to build a library. Non-scientific civs need 80 beakers shields. If civ specific abilities are accidentally turned off, even sci civs would need 80 beakers shields, and the Germans would be unable to build their UU.

One of the easiest ways to determine basic beaker shield cost is to look at a totally corrupt town that is only producing 1 beaker shield per turn from its city center. Since it can only produce 1 beaker shield, the cost (in beakers shields) is the total number to produce anything...bombers are 100 beakers shields, cannons are 40, etc.

Edit: Hmmm, well I DO know the difference between a beaker and a shield, but my fingers just sorta forgot. :blush:

Lord Emsworth said:
A lib is a library, correct. When I said cost I did mean the cost in shields, but that way it is OK too. Every shield with an empty box would cost you 8 gold (4 if there is at least one shield in the box). 640 divided by 8 means a lib costs 80 shields. That is the standart price that the scientific Germans should not be paying (it should be 40). Unless of course you have civ specific abilities turned off.

And that is what happened in your game. That is what you are doomed to in your game as you can only select or deselect that option at the beginning, on the screen where you select your civ.

So, no Panzer, no cheap libs, rax, no free tech, faster promotions etc. until your next game.


Thanks to the both of you.
When I started the game I picked only domination, thinking that all the other options were different ways of winning.
I always do that because once I lost a game I was winning just because somebody built UN.
Since then I've played only domination without noticing that I wasn't getting civ abilities. I really pay attention to what I'm doing.
Thank you again.
 
snowrider9 said:
How do i take over an island that has only 1 tile?
Welcome to CFC, snowrider9! :wavey:

Besides what vmxa said, you could try to aquire the town in a peace deal.
Or maybe even try the espionage action of propaganda, although chances for success are usually pathetic.
Both options won´t work if the town is a capital.
 
So if the civ has one 1 tile island and one other city, on a continent, don't conquer the other city, and try to get the 1 tile island one from a peace deal.
 
Exactly!

Believe It Or Not, in that scenario (even though Marines are hundreds of years off), the AI WILL give you the 1-tile island-city if you "bully" them enough! ;)
 
How do you get more Laborers for your first city?

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edit2:
Thank you for the welcome.

:goodjob:
 
@Spoiler Eater: Welcome to CFC. :band: :beer: [party]

You get one Laborer for each count of the city size. So a size 3 city gets to work 3 squares using 3 laborers.

If you're talking about Workers, you have to "produce' them, using shields in the Production Box......10 shields per worker plus the loss of 1 civilian from the city size. :)
 
How do you increase the size of a city?
Is there a limit on size?
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How many units can a city support for free(combatants,workers,and settlers)?
 
It is limited by the amount of food available. Further you cannot grow past size 6 without being on a river or an aqua. Then size 12 is the limit without a hospital or in C3C shakes wonders.
 
What is the effect (if any) of building a mine on a tile with a resource? For example, if I have a tile with wheat or cows, is there any disadvantage to building a mine there? Of course, the other side of that is, if I have a tile with gold or iron, is there any added benefit to building a mine on the tile?

Thanks in advance for the information.
 
well, if you have a wheat or cow, you definetily want to irrigate it to get the extra food. on the other hand, if you find gold or iron, they will be on a mountain or hill, which can only be mined. hills with gold wont give extra shields if you mine it, but iron will. :)
 
Well they said to just post questions so here I go. :)

Q: Can someone please explain what the effects are of a hated/favored government?

Q: An AI builds a city in a moronic environment. i.e. nothing but tundra, along my border. Do I want to acquire this city?
 
Not sure about the first question, but on the second question.

The AI knows where the resources are, so either there is a resource(oil,aluminum,etc.) on the 9-tile radius or there is some in the 21-tile radius. so...to sum it up, yes, or well, thats what I would do. :scan:
 
jiminut said:
Well they said to just post questions so here I go. :)

Q: Can someone please explain what the effects are of a hated/favored government?

None. It's a concept that didn't work out. But you can see it's effects on the AI's attitude towards you.
jiminut said:
Q: An AI builds a city in a moronic environment. i.e. nothing but tundra, along my border. Do I want to acquire this city?

Sure. Any space you can deny the AI is worth it. You might not get any production out of it, but you can use it to up your Unit Support. And there are some late-game resources that can appear in Tundra. Which is probably why the AI settled there.
 
Aabraxan said:
What is the effect (if any) of building a mine on a tile with a resource? For example, if I have a tile with wheat or cows, is there any disadvantage to building a mine there? Of course, the other side of that is, if I have a tile with gold or iron, is there any added benefit to building a mine on the tile?

Thanks in advance for the information.
The effect is to gain an extra shield. The disadvantage is wheat and cows offer extra food. So at that point in time which do you want the most. Usually it is food.

It may be that you do not have access to water and hence, the option of irrigation is not available. It may ne that you do not need the food and the extra shield is more useful. Often you will not mine wheat, but will come back later and mine the cow.

You pretty much always mine gold and iron. There is a case where you do not even road iron, but we can ignore that for now.
 
But I won't be penalized on the resource (other than by not having it irrigated), right? By way of comparison, I think in SMAC, if I build a mine and a farm on the same tile, I get a -1 food penalty for the mine. If I can't irrigate and maximize the food, I don't want to further cripple my food production by building a mine if that's the effect.
 
A tile gets a value unimproved. Whatever that value is, you can only add a road for commerce or a mine for shields or irrigated for food. These are accumulative and do not subtract.

Of course some tiles cannot be irrigated suh as hills or mountains.
 
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