Quick Answers / 'Newbie' Questions

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Somehow in my Civ Complete game my unit actions buttons have moved from the bottom center of my screen to the right center. Please please please tell me how to get the stinking things back to the bottom.

Thank you!
Cheryl
Hit the Backspace key, I think. It might be Delete, but I'm pretty sure it's Backspace.
 
Cossacks with blitz would be awesome agreed..but in vanilla the upgrade path is broken so the best your horsmen will ever be is knights......thats why i reckon they are actually worse than the replacement unit..

Having said that it seems Im one of the few people here stuck in the dark ages without conquests

Patch your Vanilla at least and the paths will work. (And you'll get stack movement ("j"))
 
I'm not really a newbie anymore, but I do have a question. At what point do you cease to get slaves when razing enemy cities? It almost always happens in my games, as I raze alot, especially late games where enemy culture is easily 10 times mine and cities flip almost continually. It kinda takes the fun out of razing when there are no spoils for the victor.

Probably has something to do with the unit limits that the game can take. But I don't know where exactly they are - 2048 or 4096 are likely numbers.
 
I'm not really a newbie anymore, but I do have a question. At what point do you cease to get slaves when razing enemy cities? It almost always happens in my games, as I raze alot, especially late games where enemy culture is easily 10 times mine and cities flip almost continually. It kinda takes the fun out of razing when there are no spoils for the victor.

Since when do you get workers from city razing?:confused:
 
Has any one ever noticed this........sometimes in the immediate turn that you steal foreign workers (either from a razed city or just taking one) it wont let you build a railroad? then suddenly it fixes itself and you can?

My other question is this....If you have a ROP does it make use of their harbours? for example if I take a city from an enemy which has no harbour or road route back to me(but a road to my ROP buddy) , will the road heading to the civ that I have the ROP with link to their harbour thus linking all my luxuries etc to the captured city
 
Alright I have a question,

Is there a way for me to easily control what all my cities are producing at the same time without having to manually click on each city individually?

For example, if I wanted to build a swordsman in all my cities at once at the same time could I click on some kinda of hotkey or shortcut or something instead of clicking first on one city, then the next, then the next, then the next...and so fourth...
 
Not really a Shortcut, but you can go to the Domestic Advisor Screen (F1) and right-click on each city's production item (rightmost column) and change it to swordsman or whatever. :)
 
You could also just go to the governor screen and and set "offensive units" to "often". You could even go so far as to set everything else at "never".

The other option would be to go to preferences and check "always build previously built units". Both of these of course would be a little more long term.
 
What do the 3 numbers in the bottom right hand corner beside your government type stand for?

Thanks,
Josh
 
Welcome to CivFanatics, josh_w_!:) It's great that there are still new players playing what is becoming quite an old game.:lol:

The three numbers are respectively tax/science/luxury spending ratios. The Domestic Advisor(F1) allows you to change it by using the sliders in the top right of the screen.
 
Can any body help me?:confused: I need help with this question: How do you put dinosaurs into a scenario you are creating for Civ III: PTW?:help:

:newyear:
 
Dig around in the creation and customization forum. If it's possible, you're more likely to find the answer there than here.
 
Does the game calculate the score BEFORE or AFTER the End-Of-Turn?

For example, let's say you're trying to maximize your score and you will build a Marketplace at the end of this turn. You have 12 people in the city but, without entertainers/specialists you have 6 Happy People (12 points) and 6 Unhappy People (0 points). And, lets say you have all irrigated-railroaded-grassland tiles + all 8 luxury resources.

At End-Of-Turn, to maximize score, should you:

1. Have 6 Happy + 6 Unhappy People (12 points) going into EOT. At the beginning of the next turn you will have 12 Happy People (24 points)?, or

2. Have 8 Happy + 4 Entertainers (20 points) going into EOT. At the beginning of the next turn you will still have 8 Happy + 4 Entertainers (20 points)? :)
 
Can any body help me?:confused: I need help with this question: How do you put dinosaurs into a scenario you are creating for Civ III: PTW?:help:

:newyear:


Just follow the instructions in the stickeyed "how to add units" thread in the units forum.
 
Does the game calculate the score BEFORE or AFTER the End-Of-Turn?
IIRC, the in-game score is calculated between turns, and indicated in F8 at the beginning of your turn. If you complete your marketplace between turn T and turn T+1, you'll have all your happy people at the beginning of turn T+1, and it should be reflected in your score on turn T+1.

Bear in mind - your total score is the result of a running average of your individual in-game turn scores...so if you're milking a game the result of those 6 happy citizens for that single turn will not matter much at all. Over the course of 300 turns or so those 6 happy citizens will make a real difference in your overall score (ceteris paribus). Over the course of 100 turns...less of an impact. Half a dozen happy citizens for a single turn... I'd be surprised if that added a single point to the end-game score at 2050.

Key to maximizing your score is to lock in those points early. Once the game matures it is very difficult to affect the final score. SirPleb came up with a nifty little calculator that will look at the score from the current and previous turn, and calculate an expected score at 2050.

During my last COTM "Milk Run" I actually tracked my in-game score as well as the projected 2050 score from SirPleb's calculator. (If it matters, I think this was the game that got me a cow award...but don't hold me to that.)

If you look at the graph below, the jagged blue line indicates the theoretical maximum score from SirPleb's calculator. The pink line is the in-game score logged each turn.

As you can see from the graph, the theoretical maximum moves a bit based on what happened to my score during each turn. Once you're about 360 or so turns into the game it is very difficult to move that theoretical maximum. By the time you're 100 turns from endgame the theoretical max estimate doesn't fluctuate much at all, and becomes a nearly dead-linear function that converges with the actual score at endgame.



To make a long story short... the timing of the six happy citizens isn't so much a function of whether you get them on turn T or T+1...it matters more if you get them on turn 200 or turn 400. I hope that helps.
 
Thanks scoutsout for taking the time to give an in-depth answer. :goodjob:

...At End-Of-Turn, to maximize score, should you:

1. Have 6 Happy + 6 Unhappy People (12 points) going into EOT. At the beginning of the next turn you will have 12 Happy People (24 points)?, or

2. Have 8 Happy + 4 Entertainers (20 points) going into EOT. At the beginning of the next turn you will still have 8 Happy + 4 Entertainers (20 points)? :)
So, in my example, you're saying number option # 1 would be the way to go, to maximize score?

...so if you're milking a game the result of those 6 happy citizens for that single turn will not matter much at all...
However, if you have 504 cities (which I do) and you're going for a #1 HOF score (which I am), it's good to know which strategy is better, from a scoring point of view! ;)
(BTW, I'm at turn 203 [viz. 880AD].)

...(If it matters, I think this was the game that got me a cow award...but don't hold me to that.)...
Yes, it matters to me! Anyone that gets a Cow Award has proven milking skills!

...I hope that helps.
Thanks again. :)
 
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