Quick Answers / 'Newbie' Questions

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i loved that thread :)

time to necro it, thanks!
 
Ok, next question(s).

1) Can you make a game last forever without having to create a mod or something, just by selecting an option in Civ 3 Map Editor?
2) Can you make it so no civilizations in a map can create naval improvements (selected by yourself), nor make any naval units?

(I wanna do a never-ending Huge continent map with many different chokepoints, should be lots of fun if it works)
 
Yes, and yes.

Actually, for #1, you don't need to enter the editor, though you could do it there. When starting up the game, there should be a button under the mug shot of your leader (when you choose your civ) called Game Limits. You can choose the number of turns, VP settings, etc. Just put in an insane number of turns, and you're set.

For #2, you flag all of the desired improvements as naval, the go to the Civs tab of the editor. In the lower left corner there are boxes of flag settings. Set naval units and naval improvements (not sure if there is such a thing, so you might have to flag the units with a different flag, like growth) to build never, and you're set.
 
For #1, the maximum you can do (in C3C, as that's where the game limits are settable) is 1000 turns. You can technically go beyond 1000 turns, but the game won't keep score anymore (and you can't win by space race, diplomacy, etc.)
 
Yes. If you ask me, it should be much higher, considering the number of missles and the AEGIS computer system that is specifically designed to intercept aircraft and incoming missles, but that for another day....
 
Did you mean the best 4 Naval ships get to combine their ant-air abilities? So 4 destroyers would be 80% chance? And 4 AEGIS cruisers would be over 100%?
 
No, they don't get combined, they each have a chance. First one destroyer tries, then the second, then the third, then the fourth. Each has a 10% chance of shooting down the bomber (assuming that they have an AA of 2).
 
Ahh, Know I know what you mean :). I supose they didn't make AEGIS cruisers AA higher because that would make mobile sam's useless. Unless they made them higher to but they probably thought that would be too much.

What about Stealth bombers? what would the odds be off intercepting them?
 
I think it's set in the editor to 5%, but I'm not sure if that applies to AA... just to fighters. Maybe its shot down 5% as often as normal bombers would be by AA? Anyone else know this one?
 
I am a true newbie. I just received CivIII as a gift. Never played nor heard of Civ but I am officially hooked!
I have read many forums/sites and have played several games (easy level) and even won. Besides being a total novice one thing I don't understand is how do you get through the technologies before 2050 hits? I generally get just past fission (even when I rush things and kill luxary) but I don't even get close to advanced technologies before 2050 hits. I realize you can continue on but I would like to still be in the official game when I get to the advanced technologies. Am I missing something?
 
The AI is really crippled at Chieftain. As you get to higher levels, they will research faster and help you research via trading. At Chieftain, you have few opportunites to trade for techs, because you can research so much faster than the AI can.

At the Regent level they build as fast as you do, and research as fast as you can too. So when you get there you usually finish with techs by 2050.

If you play larger maps with more AI, it should go a bit quicker too.
 
Understood. When you reference AI you are referencing the other civ's that the comuter is controlling correct?
Thansk for the help Turner
 
Welcome to the forums, SilverBleeder!

The short answer: empire management. Primarily, science is a function of commerce. (You can also use specialists to generate science, but that's a different discussion). The more commerce (gold) your empire generates, the more potential science (beakers) your empire can generate. I say "potential" because there's a slider found on the F1 screen that lets you determine how much of your per turn commerce is dedicated to science. You can put anywhere from 0 to 100% on science. You can generate more commerce (&, consequently, more science) by: having your workers build more roads; making sure your citizens work roaded tiles; and making sure your citizens work riverbank tiles. I'm sure there are more ways, but those are some of the primary ones.

Also, trading techs is important. This will not only get you techs without researching them, but it can also hinder the AI's ability to research.

If you are playing at Chieftain, it's important to understand that the AI gets totally crippling penalties at that level, which slows the tech pace down to, well, whatever pace you set. As you move up in difficulties, you'll see the tech pace increase pretty quickly.

Edit: Wow. I just got triple x-posted . . . I really need to work on my long-windedness.
 
Thanks Aabraxan! I have figured out the slider (of course the trade-off's are blowing budget or mad workers). I have done the trading of tech with other civs but it is difficult because they want something for nothing. Also isn't it a disadvantage to give your opponents techs...even in trades?
When you referenced work roaded tiles and riverbank tiles what do you mean? I usually set my workers out to find areas where there is gold (3-5 terrain rating) and have them build mines.
I will definitely migrate up to a more difficult level
 
It can be disadvantagous in the lower levels to give the techs to the AI for little or no money.

But there is an upside - Economic Warfare. By selling the techs to the AI for gold per turn, you take away money they could have to use for improvements, units, upgrading, and science. Basically you cripple their economy by selling them techs for gold per turn. And eventually they'll declare war to get out of it, but you'll have more gold, more science, and better units to fight them with. With the more gold and science, that's things you can use to bribe the other AI to get into war with you against them.

So it tends to even out.
 
Thanks Aabraxan! I have figured out the slider (of course the trade-off's are blowing budget or mad workers). I have done the trading of tech with other civs but it is difficult because they want something for nothing. Also isn't it a disadvantage to give your opponents techs...even in trades?

Glad to help. Trading techs does make the AI somewhat stronger, but it also helps you. For example, if you can trade an tech in exchange for another tech and gold per turn, you: (a) get a tech without taking turns to research it; and (b) take gold from the AI that it could otherwise spend on research. And remember that mad workers produce just as much as happy ones. Just don't let the unhappy ones outnumber the happy ones, or you get civil disorder.

When you referenced work roaded tiles and riverbank tiles what do you mean? I usually set my workers out to find areas where there is gold (3-5 terrain rating) and have them build mines.

You don't need mines to get the gold. You only need a citizen to work the tile with the gold on it. (Workers are the units that build roads, mines, etc. and citizens are inside cities). Roaded tiles are tiles on which you have build roads. Riverbank tiles are tiles which have a river as a border. Rivers add +1 commerce, as do roads.

I will definitely migrate up to a more difficult level

Good move.
 
Okay I am lost....when you say the citizen works the tile does that happen automatically (via a completed road thru the tile) or is there something I need to do to get the citizens to work specific tiles. Sorry for my confusion
 
In the Map Screen, you will have to place a Worker unit on the tile that is to be worked. Then click on the appropriate button at the bottom of the screen. Examples: Build Road, Irrigate, Mine, Chop Forest.

In the City Screen, you assign your citizens (the Faces) to specific tiles........Probably tiles that have been worked by the Worker Units.......BTW, All citizens in your city are equal and it doesn't matter which one is assigned to which tile!

Map Screen has Workers........Built in the Production Box (Shields)
City Screen has Citizens.........Increase in number when the Food Box fills up from excess Toast icons (Food). :)
 
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