Quick Answers / 'Newbie' Questions

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You have to be a city or metro to draft. Some mods (Rise and Rule, for example) have different levels. And as Bartleby stated, you get a conscript of the best defensive unit you can build. Again, the default is two, but some mods change that. :)
 
and different governments allow different number of citizens (per city) to be drafted each turn. Communism allows 2, I think, while Republic only 1 (I think)
 
hey peeps, i am currently using civ3 version 107, and i jaust tried downloading all the patches from this site but i cant get them to work, i downloaded the 2 newer versions, also ptw and conquest, can anyone help?,
btw i dont have the disc for my civ3 as this is also downloaded could this be the reason?
 
Quick modding question - Is there a guide anywhere that walks you through how to change the Spaceship? I was thinking of something like the RFRE mod where you build parts of the Roman Empire instead of the SS. How would I do that, and what files would I need to edit? I tried looking in the Tutorials section of Creation, but couldn't find anything.
 
Bartleby said:
After you discover Nationalism, and depending on your government type, you may have the ability to draft. A button will apear near to to the rushbuild button, near enough that you can accidentally draft when you wanted to hurry production. :cringe:
Yeah, I always hated that about the draft... that's why I like Democracy so much, since it didn't appear there to bother me.
 
It's been a fair while since I've played a game in democracy but I thought that you could draft 1 unit per turn. My 'civ bible' (Rob Shires' document) confirms this. Are you sure?
 
A weird thing happened to me the other night. I was playing as the Ottomans with the highest culture in the game when Montezuma declared war on me. I promptly took one of their border towns...and there was not a single resistor. What was the deal there? Were they about to flip over to me?
 
glisp42 said:
I was playing as the Ottomans with the highest culture in the game when Montezuma declared war on me. I promptly took one of their border towns...and there was not a single resistor. What was the deal there? Were they about to flip over to me?

The key to this is your high culture, plus I'm assuming that border town means low population. From WillJ's article in the war acadamy:

Upon capturing a city, each citizen has a certain chance of becoming a resistor, depending on the culture comparison of its civilization and yours, and the comparison of its government and yours. The chance for each citizen becoming a resistor is as follows:

When they are "disdainful of" your culture: 90% chance
"dismissive of": 80% chance
"unimpressed by": 70%
"impressed with": 60%
"admirers of": 50%
"in awe of": 40%
so for example, a size 3 town (after pop loss) stands about a 20% chance of having no resistors if your rival is in awe of your culture.

Maybe they would have flipped anyway, but this is primarily to do with how many of their fat cross tiles are controlled by you. i.e. a different factor.
 
I have a quick question. Is it the total culture for a civilisation that doesn't grow during periods of anarchy or just the culture rating for indvidual cities?

I know it's only one of them (and I think it's the individual city culture that stalls) but I can't remember which one it is. I'm playing a 100K game and want to know if a revolution will put my projected finish date back a couple of turns.
 
In Fascism, a city must have > 50% native population in order to gain culture. So a city has > 50% native pop, you'll gain culture from that city.
 
Tone: As far as I know, for most of the revolution you get no culture but then a bug affects the final turn of the revolt, when the "global culture" gets credited but it is not added to the individual cities, viz your total culture is higher than the sum of your cities' culture by one turns worth.

edit: like this:

hitrn3.jpg
 
Now that is one cool screenshot, Bartleby. :clap: :clap: :clap: (I think I remember you saying a while back that you tried for a 5CC 100K game. Have you succeeded yet?)

So a religious civ will not lose any global culture, or will they lose one turn's worth in C3C?
 
The screenshot is from a chieftain game, I've been trying to do a standard 5cc 100k or small 4cc 80 k at regent, but no luck yet.
I came very close to 3cc 60k at regent but I failed because my democracy was overthrown because I also wanted to be able to win by conquest. I had three cities set to exceed the 20k and would need to be adjusted, but the extra revolt screwed it up. As it was I was one turn short for the SS, so I ended with a histographic loss. :(


edit:
Tone said:
So a religious civ will not lose any global culture, or will they lose one turn's worth in C3C?

One turn, I think (I was the babs in the game above).
 
If I try to rush an improvment (e.g., in Despotism), and get message 'it would cost too many citizens', I may still be able to complete the improvment on this turn by selecting a less expensive improvement, rush it, then select the improvement I want and rush it. Is that considered a 'legal' exploit?
 
milr said:
If I try to rush an improvment (e.g., in Despotism), and get message 'it would cost too many citizens', I may still be able to complete the improvment on this turn by selecting a less expensive improvement, rush it, then select the improvement I want and rush it. Is that considered a 'legal' exploit?
Yes!.......well it is by me anyways.....and the HOF & GOTM............I don't know about Apolyton though!? :groucho:

Actually, it's a very good and necessary tactic IMO. ;)
 
I am not aware of any formal rules for short rushing. I do think it is an exploit, but no one will raise a fuss. I don't use it in my games, but will if I am in playing with someone else.

Poly is pretty much dead as far as Civ3 goes, other than PBEM games.
 
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