Quick Answers / 'Newbie' Questions

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I never tough that way, probable because I live in a nation with no wars (Brasil).

But I guess it make sense. Well when I want to get in to war I'll do the same thing I did to the Germans then, ask then to get out of my borders or declare war, until they do it...lol.
 
I have an odd issue I've never seen before...

I'm playing Diety, largest map. Heres the issue: Zululand was completely wiped out -- there are no more Zulu cities or units on the map -- yet, Zululand remains an active nation. I guaretee there are no Zululand cities or units or territory because I excahnged maps with all the nations.

So why the hell does Zululand appear as a regular nation in my Foreign Advisor screen and in the Start Diplomacy list? I can excahnge and buy/sell maps with them, also technologies, Right of Passage and Peace treaty. But they cannot buy/sell resources/luxuries. Other nations currently have Right of Passage agreements with them too.

I want them to disappear because I have many of their citizens in my cities, making City Defection more possible.

My Right of Passage agreement ran out with them, and then the 20-year peace treaty cameup for renegotiation. I thought if I refused to renew the peace treaty they would disappear, but instead they declared war and my cites with majority Zulu rioted. So that doesn't work. I backed up a save game on that move.

Anyone see this before? Why is Zululand is still a nation without any cities? How do I get rid of them?
 
They've probably still got a settler... perhaps on a boat, at that. Gift them a city. Chances are, they'll bring the boat to port. You can then sack the city, enslave the settler, and they'll be gone for good.
 
Also, having full world maps is not important. You have to actually get to their settler/settler in a boat, just knowing the map isn't enough, as it's going to be covered by Fog of War. :)
 
Hmm... Being all the other nations disappeared just fine, I guess a ship with a settler is a reasonable explaination. Thanks guys. I'll give your suggestion a try.

It is a bit dangerous, as Zululand could make a Military Alliance, or another nation could take the Zulu city and then have a foothold on my continent.

But I'll give them a newly created city with nothing in it. And I'll renew the ROP so I can cover their land squares do they can develope them. Them I'll arrange my cheap Galleons to make a tube-opening, 6 squares long, along my coast, so the alleged Zulu ship with the settler can enter the tube-opening with me noticing. And I can also close the tube if an another nation tries to sail up the tube opening to take over the Zulu city.

If a Zulu ship actually docks at the new Zulu city, I can use a spy to initiate propaganda that should definately make the city defect to my side, as Zululand has no culture. But another nation could do the same thing to this city as well. Nothing I can do to stop that. I just hope the AI won't think of it.

If this Zulu ship with settler is really the case, and this actually works, I'll post back here and let you know. ;)
 
Propaganda is not very trustworthy. You might as well just capture it.
 
Yes, a settler on land or onboard ship is the only explanation I've encountered in practice. The settler (boat) would be looking for a place to settle according to certain internal rules which are discussed somewhere else. But basically a place where there are a certain number of unassigned tiles. :)
 
As far as I know, bombardment success rate is a fixed percentage, and is independent of the position of the unit. (This seems to be especially confirmed by the success rates of aircraft units.) So, bombarding from 2 squares away should not make any difference than bombarding from 1 square away, and likewise bombarding within enemy territory will not tilt the odds differently from bombarding within your own territory. Perhaps you just had a run of 'bad luck' (or 'good luck'), which happens sometimes. :)

Thank you, Lord Parkin! :). It probably just would have been a stroke of bad luck, as you said.

Yes there is!

When Pearl Harbor was attacked, the US united in war fever. The entire economy had to be adapted to support the massive war effort, but the citizens did so happily. And when they war was over, they continued to build up the wealthiest nation in the word.

In england, during WW2, there was a shortage of everything, because the British government put all of its resources in the war effort. Yet, if you'd ask any of the old folks about their memories of that time period, they'd answer you with a very, very big smile on their face: it was the happiest time of their lives.

More recently, when the WTC was attacked, the American public (an most of the rest of the world for that matter) was very supportive of a war with Afghanistan.

And just to show you how closely the game fits with reality here, when the US declared war on Iraq, it did not work out for the US public. Just like it would have in the game. :lol:

To expand upon what MAS posted...

I'm really old...born during WWII. I remember the Korean Conflict (at about age 8 to 10) and Viet Nam (age in 20's and 30's then) and the 1st war with Iraq. I supported going into Afghanistan, but when Bush wanted to go into Iraq, I was appalled. But online all these young people were posting things like, "We're really gonna kick their b*tts!" and "We'll show them!!!". They were excited and happy about going to war...they didn't have any memory of earlier wars and weren't thinking about our troops dying. NOW the U.S. has War Weariness, right?

So the War Happiness, followed by War Weariness, is very true to life. :(

That's true. I wasnt really aware of the wars...

I'm really old...born during WWII.
It's good to have some older people in the forums :).
 
An alliance with an AI civ against the Zulu will cause the AI to find and sink the ship with the settler since the AI knows where the ship is anyway.

I prefer to gift that civ a corrupt city, find out where the settler is via Steal Plans, and then go after it.

Of course, this is a late game plan, after I have Intelligence Agency.
 
Turner said:
I prefer to gift that civ a corrupt city, find out where the settler is via Steal Plans, and then go after it.

Pre 'steal plans', you can gift a coastal city to them. If there is no more land to settle the galley/caravel/transport will return to port eventually. Then take them out.
 
I'm wondering if you couldn't use that in combination with some economic warfare and use that to cause the AI to not be able to afford the settler or transport ship.
 
Hmm... and by economic warfare you mean?

What buildings/improvements stay (if any) if you gift away a city? Bankrupt through maintenance?

You could pillage every tile to stop them from producing the 'road commerce'.
 
IIRC units are free to support if you don't have any cities. If you gift them a city then it could only work if they're in Democracy (all the other governments have some free units), and even then you get a couple of trade from a city square so they'd probably have enough income to keep the settler and ship going. This is all assuming it is actually in a ship, not just stuck in the corner of a continent somewhere.

Best idea IMO would be to sign an alliance against them with another civ (preferably one with a decent navy). I'd guess it would only be a few turns before the ship's found and sunk.
 
Hmm... and by economic warfare you mean?
Selling them techs for GPT to cripple their economy. Might not work, as the AI will not go negative GPT for a tech.
What buildings/improvements stay (if any) if you gift away a city? Bankrupt through maintenance?

You could pillage every tile to stop them from producing the 'road commerce'.

No idea, actually. The pillaging could work too. But you couldn't stop them from getting commerce from the coastal/sea tiles.
 
Yeah, but who makes privateers?

It it would most likely be peace time, as you don't want them rabbiting on you.
 
Yeah, but who makes privateers?...
Er.......Well, I make 'em............specifically for that purpose.....during Lower Playing Level HOF Histographic Victories. I put the remaining AI Civ on tundra adjacent to the coast and fill the city's water squares with Privateers!

They can't build the city size greater than 2, so they can't build settlers........It's a good containment strategy if you need one for a few hundred turns. (They could of course build a settler and abandon their city [or build a worker and then add it to the city as the settler Production Box fills] but Firaxis' AI programming is not that sophisticated.) :)
 
Hello everyone, sifting through the thousands of pages of info on the forum is a bit overwhelming and time consuming so I turn to you. I am VERY new at this and I have a few questions....

1.How do I create a completely new custom Civilization for use in conquests? Then how do I add it into the game?

2.How do I use a normal map in the conquests3 editor and skip past the map editor part?

3.Is there a way to use the aerial view in a moded/custom scenerio or game? It seems when I play one of these the option (that little eyeball at the top of the screen) to show my city in 3D has been elminated. Any way to fix this?

4.Does anyone else have the same problem I have with getting the AI to take a gold per turn deal in the ancient ages? Seem I get shafted on my deals in the early game for my techs... they'll do it for a lump sum but if I ever offer even just 1 gpt, my advisor tells me something like "They'll NEVER take a deal like this!" or "They will probably be insulted by this deal." Is this the same way for everyone else?

Answers and links to the EXACT appropriate tutorial will be much appreciated!

With your help, I hope to continue to grow as a Civ fanatic and be here for much more time to come! :)
 
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