Quick Answers / 'Newbie' Questions

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Do workers count for military Unit Support
 
Arg, I don't even know what question to ask...
ronin.JPG

WTH? How do these things happen? How do I stop them from happening?

And more percisey, barbs take gold rather than burn your cities, what happens if you run out, also do they take a % of your gold? Or is it some weird formula?
 
Sometimes, setting up an empty frontier town and let the barbs have their way with that town is the best way to deal with them. They'll just disappear and you don't lose any units.

Barb camps appear in area's that have once been explored by a civ, but are not currently in the line of sight of any city, or a military unit from any civ. (units without a def rating, such as workers and scouts, can spot a barb camp appearing right under their noses)
To prevent camps from appearing, make sure all the empty land is settles as soon as possible, or place some military units around in the empty land.

The number of barbs appearing from camps, and the rate at witch they appear is effected by difficulty level and the barb setting (roaming/raging etc) you can set at game creation.
In addition, when the 2th civ in the world enters a new era there will be a barb uprising, meaning all current barb camps will spawn a multiplication of of barbs than they do at other times.

In case of some scenarios, such as the sengoku senario you are playing, the scenario designer can place many, many barb camps in the map that are there at the star of the game. If these camps are not removed, you get this when an uprising occurs.
I think the introduction screen of that scenario actually warns you about it.
 
Do workers count for military Unit Support
If you want to know if workers and settlers can be used as Military Police, and thus make a city happier, the answer is NO.

This is probably academic as I suspect you wanted to know if you have to pay for them just like regular military units and Abegweit answered that. :)
 
Sometimes, setting up an empty frontier town and let the barbs have their way with that town is the best way to deal with them. They'll just disappear and you don't lose any units.

Barb camps appear in area's that have once been explored by a civ, but are not currently in the line of sight of any city, or a military unit from any civ. (units without a def rating, such as workers and scouts, can spot a barb camp appearing right under their noses)
To prevent camps from appearing, make sure all the empty land is settles as soon as possible, or place some military units around in the empty land.

The number of barbs appearing from camps, and the rate at witch they appear is effected by difficulty level and the barb setting (roaming/raging etc) you can set at game creation.
In addition, when the 2th civ in the world enters a new era there will be a barb uprising, meaning all current barb camps will spawn a multiplication of of barbs than they do at other times.

In case of some scenarios, such as the sengoku senario you are playing, the scenario designer can place many, many barb camps in the map that are there at the star of the game. If these camps are not removed, you get this when an uprising occurs.
I think the introduction screen of that scenario actually warns you about it.
MAS, you are the best.
Two new questions:
1. Ok, as far as I can see, it would be optimal to capture a city and turn it's population into slave workers, while repopulating it with your own people. I noticed the closest one can get to this is 1 foreign citizen remaining, and a LOT of wasted money ($rushing) even if you wait 1 turn (for some production). Is there a more practical solution that everyone but me knows?
2. If golden age could be simply triggered any time you want, no wonders or victories needed, when would you use it?
 
SO... towns isolated on Islands stay centeries behind in building code? From the looks of it, thats how it goes for some spots. Heres Proof!

Spoiler :
old_shot.JPG


OK and heres the nations's main land territory. Notice none of the other small cities have the 'straw village' look.
Spoiler :
Gettin_da_beats.JPG


My only real explanation comes from noticing the lil island resort has walls. Does this means all towns with walls stay old lookin or they just tryin to keep the locals out and the look is some cool Hotel resort concept :cool:
 
1. Ok, as far as I can see, it would be optimal to capture a city and turn it's population into slave workers, while repopulating it with your own people. I noticed the closest one can get to this is 1 foreign citizen remaining, and a LOT of wasted money ($rushing) even if you wait 1 turn (for some production). Is there a more practical solution that everyone but me knows?
2. If golden age could be simply triggered any time you want, no wonders or victories needed, when would you use it?

1) I rarely put any buildings in highly corrupt towns. I irrigate all available tiles and use the surplus food to have some of the citizens as Scientists / Tax men.
2) If I could choose the timing of my GA it would be after despotism but early in the game to make a difference in Military / city improvements. So I would say late AA to early MA.
 
1) I rarely put any buildings in highly corrupt towns. I irrigate all available tiles and use the surplus food to have some of the citizens as Scientists / Tax men.
2) If I could choose the timing of my GA it would be after despotism but early in the game to make a difference in Military / city improvements. So I would say late AA to early MA.
Actually, the question I was asking wasn't what to do with highly corrupt towns, but how to most effectively turn foreign population into workers.
 
Oops, my mistake, sorry :blush:

To answer your question, I always starve the citizens but I will rush settlers/workers after either a few turns of shield production or after disbanding a obsolete or redlined unit depending on how quickly I need the settlers/workers and how much cash I have available.
 
Oops, my mistake, sorry :blush:

To answer your question, I always starve the citizens but I will rush settlers/workers after either a few turns of shield production or after disbanding a obsolete or redlined unit depending on how quickly I need the settlers/workers and how much cash I have available.
Arg:wallbash:! I feel so stupid in forgetting that you can actually tell people where (and whether) to work. I usually have the problem of population increasing faster than workers are built. Not anymore. I won't starve the pop though, I'll just build workers, making sure that the population doesn't increase. <3 free workers.
 
Yeah. One of the things that the AI takes into consideration when 'building' (perhaps 'loading' is a better word) is the MP value of the unit being considered. If the unit's MP do not match the army, then they don't put those units in there. In Conquests, armies get +1 to the base MP of the slowest unit. So if the AI has an Army in a city, with two Knights, it will put one in, and not the other because the MPs don't match. What the AI fails to consider is that the Knight will have 3. So that why you'll see armies of something like a spearman with a Knight, because the MP's 'match'.
 
They must have done something to the logic in C3C as I have never encountered an amry in C3C. It was rare in C3 or PTW, it did happen.
 
Yeah. One of the things that the AI takes into consideration when 'building' (perhaps 'loading' is a better word) is the MP value of the unit being considered. If the unit's MP do not match the army, then they don't put those units in there. In Conquests, armies get +1 to the base MP of the slowest unit. So if the AI has an Army in a city, with two Knights, it will put one in, and not the other because the MPs don't match. What the AI fails to consider is that the Knight will have 3. So that why you'll see armies of something like a spearman with a Knight, because the MP's 'match'.
No, what I mean is, if you notice, you would at least from time to time, see that the AI would turn their MGL into an army (a crappy one), but an army, nevertheless. In C3C, it just rushes something.

Is there any way this could be fixed in C3C? Somewhere in the Civ3 Edit? Should I ask in the C&C Forum instead?
 
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