Quick Answers / 'Newbie' Questions

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yes, look at the income. If you are running lux at some %, you gave up at least one gold. That may have gone to lux and made them content.
 
I love civ3, but sometimes it does completely random stuff.

I attacked a 5 pop. town on plains with two regular fortified spear in it with 13 veteran knights, 3 elite, 4 regular, all 4 regulars, 2 elite, and 8 veterans died. 1 elite and 2 veterans retreated, and the remaining three killed the two spearmen.:confused:

As you can tell, I like mounted units.:)
 
Thanks vmxa, that's certainly the explanation. Actually it was stupid of me not to think of the effects of the luxury slider, as I thought it might have something to do with the extra income on the tile where the citizen was happy.

Sometimes I think I'm too stupid for this game. :wallbash:
 
I would like to ask:in Civ 3 conquests v1.22,when you build a city on a certain tile,does the game count the bonuses of that tile to calculate city production?Eg is it profittable to build cities on tiles that have improvements and bonus resources?
And a second question,certain city improvements (eg factory) say that they give a bonus to city production.Does that mean only the production by the city tile,or does it include the tiles that are worked by workers?
thnks
 
1. IIRC, you will get the bonuses for shield and commerce. (But Not food.) If the tile is forest or jungle, it will be treated as though the tile were cleared first.

You will always get a minimum of 1 shield in the City Center Tile (you only get 2+ if the resource gives 2+) and the amount of food is fixed at 2 (even if its, say, a wheat tile), unless your civ is Agricultural, in which case you will get 3 food. (Exception: Under Despotism, you get 2 food unless the city is adjacent to fresh water.) So, for example, settling on a cow or bonus grassland tile would waste food/shield and shield respectively.

2. City improvements apply to ALL the tiles worked by your citizens in that city. (See City Screen.) :)
 
I would like to ask:in Civ 3 conquests v1.22,when you build a city on a certain tile,does the game count the bonuses of that tile to calculate city production?Eg is it profittable to build cities on tiles that have improvements and bonus resources?
And a second question,certain city improvements (eg factory) say that they give a bonus to city production.Does that mean only the production by the city tile,or does it include the tiles that are worked by workers?
thnks


The city center will always give 2 food, and 3 if you are agricultural. Whatever food the tile gave before is removed, including bonuses.

The center of a town will always give 1 shield regardless of the natural shield output of the tile.
Bonuses to shields, including bonus grassland, unlike food bonuses, are not removed, but suppressed. Once your city grows to size 7 or higher the bonuses will return.
If your civ is industrious, you will get an other bonus once the city grows to size 13 and higher.

Commerce is calculated normally in the city center. The center always has a road automatically.
Exception: The capital city center will always produce at least 4 commerce, no matter what.
Commercial civ get bonus commerce in city centers that increases as the city grows to size 7, and again at size 13. Seafaring civ get a commerce bonus in coastal cities.

The despotism penalty applies to city centers to.
Exception: When a city is next to fresh water, agricultural civ get 3 food, even in despotism.
Exception: Capital center will still give 4 commerce, even in despotism.

So building a city on a hill: 2f 1s 1c
Building a city on a wheat floodplain: 2f 1s 2c
Building a city on a bonus grassland: Size6: 2f 1s 1c Size7: 2f 2s 1c
Building a city on a hill with iron: Size6: 2f 1s 1c Size7: 2f 2s 1c
Building a city on a plains: 2f 1s 1c (since the plains shield is not a bonus, it will stay 1 shield at size7)
 
Geez thanks you two guys are really experts!MAS,thanks especially for the detailed answer.I'll have to paste your text in my desktop for 2 or 3 days to remember! :)
 
And a second question,certain city improvements (eg factory) say that they give a bonus to city production.Does that mean only the production by the city tile,or does it include the tiles that are worked by workers?
thnks

Oops, I forgot to answer that question...

First lets get some confusing terminology straight.
A worker/Workers are the units (att/def/mov 0/0/1) that you see in the main map, you use them to improve tiles, with mines, irrigation, roads, and rails. Only tech, government, and the industrial civ trait effect the speed they do work.

Each City has a population of citizens, these citizens work the tiles in a 2 tiles radius around the city. Each produces an amount of food/shields/commerce.
They are effected in the following order:

1# The total shields all of them combined produce plus the shields from the center are added up,
2# Waste (red shields) is removed.
3# The remaining shields are effected by the multiplier buildings.
4# Shields created by specialist citizens (citizens that don't work the land) is added. (specialist output is thus not effected by multipliers, nor corruption and waste)


1# The total commerce produced by all citizens combined plus city center are added up.
2# Tourist commerce from ancient wonders is added up
3# Corruption (red coins) is removed.
4# SCI/TAX/LUX is split up according to how you set the sliders in the F1 screen.

5A# SCI is effected by multiplier buildings.
6A# Beakers from scientist specialists are added.

5B# TAX is effected by multiplier buildings.
6B# Gold from Tax collector specialists is added.
7B# Gold from building wealth (shields to gold) is added.

5C# LUX is effected by multiplier buildings. (none exist in standard game, but can exist in a mod/scenario)
6C# happiness from Entertainer specialists is added.
 
MAS, if I'd known you were going to write such a comprehensive answer to Base the Bass' questions, I wouldn't have responded! :mischief: Good Job! :goodjob:

...The center of a town will always give 1 shield regardless of the natural shield output of the tile...Building a city on a hill with iron: Size6: 2f 1s 1c ...
When I build a "town" on a hill tile with iron resource, I get 2 shields in the town center tile.....So, I'm thinking the shield output is not affected, just like commerce. :)
 
The center of a town will always give 1 shield regardless of the natural shield output of the tile.
Bonuses to shields, including bonus grassland, unlike food bonuses, are not removed, but suppressed. Once your city grows to size 7 or higher the bonuses will return.

I'm not sure how much difference it makes in practice, but I think it is more accurate to say that the city center gives shields equal to the terrain it is on (considered to be unimproved even if you improve it before planting the city). At size 7, all civs get an extra shield in the city center. There is a minimum of 1 shield for the city center.

Examples:

Grassland: 1 shield up to size 6; 1 shield size 7-12
Flood Plains: 1 shield up to size 6; 1 shield size 7-12
Bonus Grassland: 1 shield up to size 6; 2 shields size 7-12
Hills: 1 shield up to size 6; 2 shields size 7-12
Iron Hill: 2 shields up to size 6; 3 shields size 7-12
Plains: 1 shield up to size 6; 2 shields size 7-12
Plains Fur: 2 shields up to size 6; 3 shields size 7-12
 
Today I launched by long planned naval invasion and discovered that I con only airlift one unit per turn. I only have two airports, one in my capital and one in my beachhead city on Russia's island. Is this a bug or do I have to build more airports to airlift more units?
 
That's the way it's supposed to work. Good thing that airports don't cost very much to build. The receiving city has no limit - it can receive as many units as you like during one turn.
 
Dominatrix, actually this could have happened historically. Just imagine a city with a good wood fence attacked only by mounted troops. A few spearmens could give them hell. Use some catapults to crack down the defenders before attacking.

Yes, I would think this was completely normal if Civ3 had those concepts, but seeing as it doesn't...
 
Today I launched by long planned naval invasion and discovered that I con only airlift one unit per turn. I only have two airports, one in my capital and one in my beachhead city on Russia's island. Is this a bug or do I have to build more airports to airlift more units?

No its not a bug, each airport/field can only airlift 1 unit per turn, but can receive as many as you like.
Build more Airports/fields on your home continent!

If you have conquest, only build airports for these 3 reasons:
1# To build veteran air units, thus only in cities you specialize for air unit production.
2# To connect an isolated city to your trade network. (Rarely, harbor is cheaper and usually just a s good)
3# In your beachhead town, to receive airlifts.

For airlifting, its best to build airfields, they only cost 1 worker to build. Thats 10 shields! You can put them in your ICS areas without much penalty.

Airports not only cost more shields, they also cost maintenance, and they pollute.

In Vanilla you don't have much choice though.
 
MAS said:
For airlifting, its best to build airfields, they only cost 1 worker to build. Thats 10 shields! You can put them in your ICS areas without much penalty.
MAS is absolutely correct. And you can even save those 10 shields if you use slaves to build the airfields. I often build 10 to 20 airfields on my own continent to airlift lots of units...including workers to rail the newly conquered territory. Just be sure you have either a harbor or airport in your first conquered town on the other continent so that you have access to the coal and iron for rails.

Only armies, settlers and artillery still have to be shipped by sea travel, as they cannot be airlifted.
 
Yes, I would think this was completely normal if Civ3 had those concepts, but seeing as it doesn't...
*gg*
Yeah, that's too true. But maybe it has these concepts, we only don't see it. ;)

Another newbie question:
Is there a smaller version of WW2-Global? The big one is just too slow for my computer - and my impatience. ;-)
 
There are other WW2 scenarios out there by different people thamight be smaller, but as far as I know, there is no WW2 global - mini. However, earlier versions were on a smaller map than the current one, so if you can find someone who still has that earlier version, maybe they could give it to you.

Btw, it is usually better to ask these questions in the scenario's thread. :)
 
For airlifting, its best to build airfields, they only cost 1 worker to build. Thats 10 shields! You can put them in your ICS areas without much penalty.

Airports not only cost more shields, they also cost maintenance, and they pollute.

In Vanilla you don't have much choice though.

Airports pollute? I never knew that...
But its smarter to build airfields with workers, and even smarter to build them with captured workers, so they're free. To invade someone else on another continent very easily, just build one colony city on the continent, make an airport or an airfield, then make two or three dozen back home, and airlift a massive army over. However, I don't think settlers and workers can be airlifted. Or armies.

BTW does anybody know if trade can be conducted via airfields? If not, it should.
 
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