Quick Answers / 'Newbie' Questions

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We will assimilate you, resistance is futile. :borg:


No really, here is something I discovered accidentally. You don't need troops to put down the resistance. What you say? Even though resisters are resisting, they still have a chance to change to your culture, and when they do they aren't resisting anymore. Not always practical but after I found this I tend to let them resist and just use the not resisting citizens. After all, resisters are effectively nonexistant, they don't produce, they don't eat therefore they don't starve. I'd rather keep a troop withing striking distance to retake the city if it flips than garrison and risk losing troops while putting down resistance. But that has it's own problems at times, like a sneaky enemy cavarly grabbing the city back and making a crack to exploit in the front.
 
I think that if you have a 50% native size 2 town that is starving, there is a chance that the foreigner dies. Or is my memory playing tricks?
 
I once had the theory that citizens starve "from the right to the left", which did seem to work on larger cities, but definitely not in pop 2 towns. Note that you can change which citizen is displayed on the right side by juggling them around.

Bartleby said:
I think that if you have a 50% native size 2 town that is starving, there is a chance that the foreigner dies. Or is my memory playing tricks?
From my (possibly selective) memory, this chance is surely not 50%, but much closer to 0%. I´m not so sure if it is exactly 0% though.
 
Yes, but is that worth the effort? It depends on the exact circumstances, but it may very well be an option to just settle with a flip chance and recapture any city that flips.

Well, just a thought! :)

I'm starting to like this Idea. I'm growing very weary of jumping through all kinds of hoops to prevent flips, and the garrisoning requirements can really bog down your offensive if your trying to swallow one of your neighbors whole.

Of course, this leads to other questions. After a city flips, what determines the make-up and quantity of the defenders that seem to magically appear?
Lets say you haven't manged to turn off the civs iron, but you've pillaged all the roads around the city before it flips. Does that mean the defenders will be spearmen instead of pikemen, assuming they could build pikemen?
 
Well, it appears that I'll have to wait a while to test my idea anyway. I forgot that the city square produces 2 food. That means that the only way to make my idea work is if you have a square that your native citizen can work that produces 1 food or less. I didn't have any such squares near Trondheim where I wanted to test. So I couldn't starve the city without making both natives and foreigners into specialists.

I'm usually reluctant to garrison to prevent flips because: (a) if the city does flip, I don't want to lose a bunch of units; and (b) it slows down my offensive. So I pretty consistently either just raze or take the flip risk and recapture where necessary.
 
Upon capturing a city, you can garrison the city the same turn without fear of a flip. This is a good tactic for removing or at least lessening resistance.

After the first turn, I agree it is usually safer to keep the military units outside of the city, close by if practical, to retake in case of a flip......and, since you previously owned the city, culture is not a factor in re-taking a size-1 city. (viz. A first-time capture[ownership] of a size-1 city with less than 10 culture points will result in the city being razed.) :)
 
Of course, this leads to other questions. After a city flips, what determines the make-up and quantity of the defenders that seem to magically appear?
Lets say you haven't manged to turn off the civs iron, but you've pillaged all the roads around the city before it flips. Does that mean the defenders will be spearmen instead of pikemen, assuming they could build pikemen?

The defender is the highest level "draft" unit available to the city/civ. The city itself has to have access to the resources necessary to build the unit. Thus, in your example, the defenders will be spearmen, not pikemen.
 
I've seen some discussion regarding "luddite" games. What are they?

I have not seen such discussion, but a luddite is an opponent of technological progress. A RL example would be the Amish.
The term came from an Englishman named luddite who was supposed to have destroyed weaving machinery around 1779. (a victim of the industrial revolution)

I'm guessing a luddite game is a varaint where one put its SCI slider at 0 and leave it there?

Don't know, just guessing...
 
Ok, I have civilization 3 complete, and i wanna know what patch i need to use for it, I also wanted to know about when downloading new units, how would i go about adding them, they only give me directions for ptw or conquests
 
Ok, I have civilization 3 complete, and i wanna know what patch i need to use for it, I also wanted to know about when downloading new units, how would i go about adding them, they only give me directions for ptw or conquests
Civilization III Complete is the final version of Civilization III. It contains the original game, plus the Play the World and Conquests expansions. It also contains all of the final patches.

So, to answer your question, you do not need to download any patches, your version should be just fine as it is. Also, you can follow the instructions for adding units in Conquests, since that's the game you'll be playing in when you click the startup icon on your desktop. :)
 
You can play Vanilla Civ & Play The World by clicking on their .exe files in Windows Explorer (You will need to keep Disk 1 CD in the drive.)................If, for instance, you were trying to score some fast finishes for the Civ 3 Hall Of Fame..........Vanilla & PTW only require 10 shields to build Jaguar Warriors versus 15 for Conquests. :)
 
Thanx parkin, I havent played in awile and i was just getting the game back from a friend and wondering about that. Although civ 4 is a great game, there is still something about 3 that appeals to me more. thanks again.
 
I was playing a Deity game, and the Zulus, who were cautious towards me, offered to trade me their world map for my world map plus 3 gold. I could spare three gold, so I accepted. Their attitude went to annoyed at once. Why is this? They made the offer and they benefited from it!
 
Interesting! They made the trade so it was done on the inter-turn. Did they also change governments then?
 
Sorry, I don't understand how changing governments means they suddenly become annoyed with me for accepting their offer. :confused:
 
They didn't get annoyed for accepting your offer. My suggestion relates to the fact that attitude towards you may deteriorate if they switch to a government that is different to you. This is particularly noticeable if you are in their 'shunned' government or were previously both in the same government type that was their 'preferred' one. Have you read Bamspeedy's AI attitude article in the War Acadamy?

The trade cannot be the reason for the change in attitude. Something else triggered this during the interturn phase of the game. Another possiblility could be that you razed some towns owned by a third civ and your two rivals have just made contact with each other.
 
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