Quick Answers / 'Newbie' Questions

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No, that's not it at all.

If you're playing the epic game, you get the city view and palace thingy. Once you start playing a conquest or mod, it goes away. Mods like Double Your Pleasure showed just how messed up the City View was, and when Conquests came out, they disabled it for mods. You have to be playing the default ruleset in order to see it.
 
I agree with Bartleby. Even though they can't get the trade, shields or food (if any) from working the tile they still get the luxury or resource until you pillage the road or defeat the city(ies) whose culture is extending the border around the tile.
 
I'm not so sure, guys...

The rule is that the enemy cannot trade through tiles that are occupied by your units. This is the principle of sea and land blockades; if every square is guarded by your units, the trade cannot get through.

In order to have access to a resource, the resource must be connected via the trade network. But, like I said above, that trade cannot go through squares occupied by your units.

Thus, I conclude that pillaging is not necessary. As long as your unit is atop the square with the resource, it cannot be used.

But, I realize that not all things in civ3 makes sense (that plus, the AI cheats...), so you might be right.
 
If X is giving Iron to Y, and Y is at war with Z with just the 1 city left, X will keep giving the iron until all roads to the capital are pillaged and the harbor is destroyed. But only if X is at peace with Z.
 
Ummm, not to seem rude (indeed, I probably seem more stupid than rude for asking this), but what does that situation prove?

You don't have to destroy the harbor, just blockade it. Same with the roads, you don't need to pillage them, just block them off.
 
Ummm, not to seem rude (indeed, I probably seem more stupid than rude for asking this), but what does that situation prove?

You don't have to destroy the harbor, just blockade it. Same with the roads, you don't need to pillage them, just block them off.


Your logic is correct, but, the blockading of trade from one civ to another works exactly as you say. However, if we are talking about one civ that owns it's own resource and has an enemy unit on it, that civ will not lose that resource until the road(s) are pillaged or they lose control of that tile.

And, I'd just like to throw in, there was no rudeness (nor stupidity) implied what so ever. If you understand something differently, by all means say so.
 
Oh. Well that doesn't seem to make sense. Thanks though, now I know better. The AI shall receive no mercy from me any longer!
 
Your logic is correct, but, the blockading of trade from one civ to another works exactly as you say. However, if we are talking about one civ that owns it's own resource and has an enemy unit on it, that civ will not lose that resource until the road(s) are pillaged or they lose control of that tile.

And, I'd just like to throw in, there was no rudeness (nor stupidity) implied what so ever. If you understand something differently, by all means say so.

This is pretty much the core of what I was getting at when I brought up this subject. Lets say the bad guys just got robotics and the spaceship screen sez they have 9 of 10 SS parts built or being built, assuming robotics was the tech needed to begin building the last piece. What your saying is that if I were to drop a stack of paratroopers on their only aluminum resource, I'm still going to have to wait an extra turn to pillage and deny them the resource.
 
Yes, your paratroopers are going to have to survive a full turns counterattack so they can pillage the resource next turn. But becareful, because any player can start something as long as they have the resource and then continue to finish it even if the resource is lost. So landing on the aluminum wouldn't stop them, it's still conected. Then if on the turn your troops dropped on the aluminum they started the last piece and you pillage it next turn they can still finish it. Pillaging would stop them from starting any more of anything that needs that resource, but it won't stop one under construction. I hope I'm not too repetitive, but I was just trying to make sure I worded it clearly.

On a different facet of the spaceship, if you capture or destroy the enemy capital you will destroy their spaceship. This could be the only way to stop them if they have all ten pieces started. If you have a spy planted you can find out if they've started the last piece. The victory screen shows how many they've finished only, not how many they have started.

Sorry I talk so much. :blush:
 
Sorry I talk so much. :blush:
FWIW I think that you've given good advice. Possibly speaking as one person that can go overboard to another, I think that people can always make the choice about whether a post has too much detail but they can't always fill in the blanks when info is incomplete. Keep at it, Marsden!

BTW I'd try my best not to let them get anywhere near 9/10 SS parts completed.
 
Paratrooper armies would be perfect, since they wouldn't be attack when they land, and can pillage without wasting movement points. I'm going use one in the next game I get that far and have a spare army (could be a while :lol:)
 
I didn't think the paratrooper's airdrop worked in an army? Thought there was some kind of bug.

If you're close enough for a paratrooper to airdrop, you're probably close enough to get a helicopter there to drop units off too. Drop some infantry on the aluminium, and you'd have a decent chance of them suriving. Well, a better chance then a paratrooper.
 
I didn't think the paratrooper's airdrop worked in an army? Thought there was some kind of bug.

If you're close enough for a paratrooper to airdrop, you're probably close enough to get a helicopter there to drop units off too. Drop some infantry on the aluminium, and you'd have a decent chance of them suriving. Well, a better chance then a paratrooper.

I tested whether an army of paratroopers works, and all I can say is that I'm very disappointed.
 
If he's dissappointed, I would guess not. :(

In any case, why not simply bomb the resource with bombers? five ought to do the trick.... three to feed the fighters (assuming you're out of your fighter range that is, if not use your fighters to dogfight theirs) and then two to cut the roads. Much faster, and has the additional benefit of not having to survive a counter attack. :)
 
In any case, why not simply bomb the resource with bombers? five ought to do the trick.... three to feed the fighters (assuming you're out of your fighter range that is, if not use your fighters to dogfight theirs) and then two to cut the roads. Much faster, and has the additional benefit of not having to survive a counter attack. :)

A paradropping army would be so cool though. Unfortunately it just doesnt work... :cry:
 
Units lose all their special abilities when they go into a army. So marines can't attack amphibiously, paratroopers can't airdrop, if the unit has a bombard then it can't be used. It is the abilities of the army that are taken into account - so they can blitz and retreat and get radar. For scenarios or mods you could create a special forces army, like a normal army but with the flags for paradrops, amphibious attacks and transports only foot units checked. Then you'll be able to load infantry in, but no armour units.

BTW, I agree with PSweetman - a stack of bombers would be the best thing to take that resource out.
 
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