Quick Answers / 'Newbie' Questions

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Do you need to pay upkeep on Temples produced by the Temple of Artemis/Granaries from the Pyramids?
No. Structures provided by Great Wonders are maintenance-free.

Do you need a temple to build a cathedral? If so, do the temples that derive from Artemis count and are the cathedrals lost when the temples disappear with education?
I don't know the answer, but this came up in either General Discussions or Strategy & Tips within the last week or so.

How do banks and marketplaces work? The FAQ, data sheet say they increase tax revenue-is that commerce that goes to the treasury? Alll commerce? Tax from tax collectors?
Might I recommend Multiplier Buildings: A Practical Primer? Hopefully that article will answer some of these questions. :D

Is there a good reference for the beakers needed for the various techs? The game tells me turns to build and the civ3cdata sheets don't include it.
Beaker cost (IIUC) is related to map size and number of opponents left alive. (It may also be related to difficulty, but I'm not sure.) CivAssistII lists beaker costs under the Technology Tab.
 
...Do you need a temple to build a cathedral? If so, do the temples that derive from Artemis count and are the cathedrals lost when the temples disappear with education?...
Quick Answers:
1. Yes. (But not a Colisseum.)
2. Yes.
3. Don't think so. :)
 
I just posted this in the "4 rules of wonder building" thread. It may do better here...

I am a novice player, just recently getting comfortable playing at the Warlord level (vanilla). I, of course, fell in love with the idea of a wonder monopoly. As I am learning the basic early expansion strategies, I definetely look at this piece of wonder advice as crucial improvement to my gaming skills.

There is something I would like cleared up though...

Your skills at tech research, tech trading, diplomacy, and the use of the luxury slider will be TREMENDOUSLY hampered.

I understand how this wonder will DIRECTLY relate to hampering one's tech research and trading skills, as well as how to build friends through trading with diplomacy skills. However, I'm not really sure how it will effect the use of the luxury slider. (I can only assume it is meant INDIRECTLY as use of BOTH sliders will improve)

I sort of 'skimmed' through a majority of replies in the thread and couldn't find any discussions of this. Could someone help clear this up for me?

[Side Question: Is there a benefit (besides 'we love the --- day') of having happy citizens, or is it just to prevent them from being unhappy?]
 
Side Question:

Answer: Yes.
Happy Citizens score 2 points X difficulty level.
Content, 1.
Sad, 0. ;)

And of course you need more happy than unhappy to prevent the city from rioting!! ;)
 
Since I'm not really counting on a histograph win this early on, I should be able to lay on the happiness near the end of the game and just keep the slider high enough (throughout the game) to keep them from rioting. Right? Or would it be just as beneficial to keep them happy throughout (as I can afford)?
 
[Side Question: Is there a benefit (besides 'we love the --- day') of having happy citizens, or is it just to prevent them from being unhappy?]

Cities in WLTK day benefit from reduced waste (there will be fewer red shields, but I forget the extent of the reduction).

If you intend to win by histograph in the end, you should still concentrate on expansion rather than happiness until you're at or near the domination limit, but you should try to get as much happiness as you reasonably can, since the score is averaged over all the turns of the game.
 
Thanks Abraxan and Eman! I've felt very welcome on these forums.
I appreciated your article on building multipliers. I'll have to look over my commerce before building marketplaces/libraries everywhere vs using specialists!

What is the effect of luxuries on happiness before/after marketplaces?
 
Cities in WLTK day benefit from reduced waste (there will be fewer red shields, but I forget the extent of the reduction)...
For "dead" cities (viz. cities with 100% waste/corruption), the WLTK will increase the token commerce production from 1 to 2. The shield production will stay at 1. :)

WLTK calculation for "productive" cities?

P.s. splunge, don't overlook the tremendous value of Civil Engineers for building city improvements. There is also a program bug which allows you to more cheaply cash-rush improvements when using CE's. :)

Luxuries provide 1 happy-face-point for each luxury connected to a city. So, if you have 2 luxuries connected to a city, they will make a sad person happy. (One would make him content.)

If you have a Marketplace, the happy-face-points are increased:
1-2 luxuries - no bonus
3-4 luxuries - 1 extra HFP for luxuries 3 & 4
5-6 luxuries - 2 extra HFPs for luxuries 5 & 6
7-8 luxuries - 3 extra HFPs for luxuries 7 & 8 :)
 
I thought that WLTKD had no effect on commerce, only shields, but I'm not sure. I had a cursory glance at alexman's thread and is seems the effect is equivalent to a second courthouse.
 
P.s. splunge, don't overlook the tremendous value of Civil Engineers for building city improvements. There is also a program bug which allows you to more cheaply cash-rush improvements when using CE's. :)

Civil engineers?:confused:

Never mind! In my last game (ie my first game) I never got to replacable parts having domination victory in early industrial age.
 
You have to get the technology Replaceable Parts to be able to use this kind of Specialist. They are only available under Civ 3 Conquests. If you are not using Conquests.............Get it! :lol:

If you have Conquests, read the Civilopedia. :)
 
Could someone please reiterate the requirements to build a settler in early cities for me? I've run into the problem with a city ready to build a settler, but it won't finish building. If I remember the instance, I believe it was a pop 2 city and had one or two extra food per turn and grew in a few turns. Is this a population or food issue? Combination? What am I doing wrong?

Thanks for the help on my other Q - eman, bartleby
 
Building a settler costs two population points. If the population is less than three, the build will be postponed until the town has grown. If there is no food surplus, however, once you have 30 shields you will be asked if you want to abandon the town (you can get a settler from a size one town in these circumstances).
 
In a size 2 city, if the foot bin and shield bin fills up in the same inter-turn, the city will grow to size 3 and lose 2 pop before you get to se it, so you will never notice it has ever been size 3. In addition, this will also happen before the city can go into disorder, and before the granary (if it has one) is empried upon going from size 6 to 7. So this makes an ideal settler cycle.
 
When you settle on a Cow, the bonus from it goes away IIRC. I believe it's the same with wheat and game? But what about other bonus resources? Tobacco? Sugar? Gold?
 
Bartleby said:
Building a settler costs two population points.
MAS said:
So this makes an ideal settler cycle.

Ah, soo simple. Thanks for clearing that up.
 
Usually the extra trade from bonii doesn't go away but the food certainly does. The shields disappear until the town becomes a city(?) I put the question because I'm not 100% on that. Any strategic or luxury benefits stay as well so settling on iron or silk does not destroy the resource.
 
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