Quick Answers / 'Newbie' Questions

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Does using forestry to get shields help with wonders?

No, chop shields cannot be used for Small or Great Wonders, or for that matter anything that cannot be cash or pop-rushed.

If you chop a forest next to a city that's building a wonder, the shields will go to whatever other eligible (non-wonder building) city of yours that is closest (based on a spiral pattern starting 1N of the first city's center square and going clockwise for 20 tiles). If no other city is close enough, the shields are lost.

Also, if you build a normal unit/improvement, do a chop, and then try to switch to a wonder, the game won't let you. That wonder will be grayed out on the list because the game considers those chop shields as "tainted" for wonder-building purposes.
 
What if you tried to move onto the tile the invisible unit is on, then would you see them?

No, but you would receive a message asking if you are sure you want to attack. Just as if you where to try to move your unit into the same tile as a normally visible unit from an other civ.
Except if you are already at war with the civ the invisible unit is from, then it will be an automatic attack! This can be problematic if you move transports around, as transports have a low attack value, they are likely to lose. So when the AI gets their hands on subs, always move the escort first and let the transport follow along the same path.

It should be noted that the message asking if you are sure you want to attack is an GUI safety measure, and since the AI doesn't use the UI, if an AI moves his unit into a tile occupied by an invisible unit, it will attack automatically and thus sneak attack, causing war, even though this may not have been the intention of that AI. when invisible units come into play, AI-AI diplomacy becomes next to impossible.

It is funny, the fact the AI knows the location of all units is one thing, but they should have been programmed to ignore this knowledge to act more natural. This isn't done very well, except for this one instance, where the AI ignores the knowledge as it should, but then Firaxis still screwed up some way anyway, making the situation even worse.... :crazyeye:
 
Right... they fixed the original invisible unit bug in vanilla but it reappeared in C3C and never got fixed. I've seen two AIs sign a mutual protection pact and then declare war on each other in the same turn. This behavior can be attributed to the invisible unit bug.
 
I have a game where I made MPP(mutual protection pact) with two nations and then got attacked. Nation A refused to continue the MPP but continued fighting enemy nation and was friendly. Nation B continued MPP but then peaced out the enemy nation. To add to my frusteration Nation B attacked Nation A which caused the game mechanics to automatically put me in war with them.

So what gives?! Why/how can Nation B peace out and remain in peace with a nation I'm fighting despite our pact? Yet when it takes aggressive action I'm forced into war. Its not fair.

BTW, what happens when one nation you have a MPP with attacks another nation you have a MPP with?
 
I have to questions:
1. I have Civilization 3, without mods. I saw, that many people are saying about Conquest(or sth)... So, if I download 1.29f patch I will have Civilization Conquest? Or the Conquest is new game, released by Sid Meir?
2. I also have problems with espionage. I can only plant a spy in the another civs capital, but how can I do propoganda mission, see where enimy's units are and so on? It would be good, that you would say that step by step, because i searched everywhere.. ;)
 
Answers:
1) 1.29f is the last patch for Civilization 3 (Generally referred to here as "vanilla"). If you don't have this you should get it, because it fixes a few bugs. But...Conquests (AKA C3C) is the second expansion to Civ3, it also includes the first expansion, Civilization 3: Play the World (aka PTW). If you get this it will automatically patch your vanilla to 1.29f and you can still play that, but frankly you wont want to because PTW and Conquests are both far superior (in my opinion, anyway. C3C is the best as far as I'm concerned).

2) My memory of Espionage in vanilla is too vague to be able to help (it's one thing that was made more transparent in the expansions).

edit: and, Welcome to CFC, Dontcare2. :)
 
Normally I prefer trade agreements to continue after 20 turns have passed so I've set 'automatically renegotiate trades' to 'off'. On the occasion where one would want to terminate an agreement peacefully (that iron has finally appeared in your territory) is there a mechanism to do so? The trade advisor doesn't seem to offer much help.
 
From the diplomacy screen, at the bottom you should see "new" and "active". If you select "active" it will bring up all the deals you have running currently. Selecting one of these puts it back on the table and then you can choose to take it off the table.
Using this method, you can even renegotiate your peace treaty; if you are more powerful you can use this to squeeze stuff out of the AI (but you can also end up at war).
 
1-There are four versions of Civ3; "Vanilla," Play the World, Conquests and Gold. Your update 1.29 is for the original or "Vanilla" version. WW2Global requires the Conquests expansion pack or the Gold version.
2-Regarding the features and how to use them. You might try turning on the Tutorial mode in the Preferences Section for the "Tips."
3-Your would have had to research Espionage to perform the acts requested and then use the "espionage" function by clicking on your capital. A screen will appear and show you what you can do. NOTE: If you get caught it may lead to an immediate declaration of war so be careful.

PS use F3 to see the enemy TOE.
 
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