Quick Answers / 'Newbie' Questions

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I'm hazily getting the idea that moving your units out is not enough? Do the troops have to be away for 1 turn? 5? At some point you just have to go for it. But which rep are we talking about? Treaty rep, trade rep, or attitude? IIRC, RoP-rape affects treaty rep, not trade rep. It shouldn't affect your trade rep, so gpt trades should be unaffected. Wouldn't the test for a treaty rep violation be whether they would accept a RoP? I'm getting more confused, not less.
 
Ok, I did a quick test and the result may come as a small shock. There does not seem to be any effect at all.

I dug out some old save, moved one unit into an AI's territory and clicked the red bubble to immediately end the turn. On the interturn I was reminded that there are units in their territory, but I was not booted. On the new turn I saved the game.

Then I went and checked what a deal with another AI involving the relevant things would cost. That deal included:
- a RoP
- cash on the AI side
- a lux on my side
- gpt on my side

(I did not make the deal, but only paid attention to my trade advisor.)

The I DoW'ed the first AI with the unit still in their territory. No change to the deal; it would still be possible. After that I amended the deal by a Military Alliance. I needed to shill out a bit more gpt, but still possible.

Then I reloaded, and tried the exact same thing with the slight change that now I removed my unit from the AI territory before DoW. Prices as before.



Yes, the AI has lump sum gold to pay but would not even give 1 GPT.

I normally play on monarch or emperor level.

I think they won't pay any GPT if they dont have a positive income. Nothing to do with your trading rep (although obviously that will sometimes affect it)

Deals where you only give up front goods (cash, tech, maps) are never affected or made impossible by a rep hit anyway. So, yeah, if it the AI simply won't give gpt for upfront they simply don't have it.
 
Ok guys here is the problem ; I have a relatiy good computer and I play civ3 and when I put standard world size and 7 opponents evrything works fine and turns come fast one after another but if I put large size and only 1 more opponent (8) it starts to lag and I need to wait very long for turns.. Does any1 know whats the problem ?
 
Newbie asks about sea routes
Still in my first game CIV3 ever (actually trying two different games at same time), after 500 years of circling my island (after wiping out Egyptians and creating much boredom in my game), the people on this forum assisted me into the middle ages and sea travel, thanks. However, as a nervous seagoer who lost 3 galleys at sea in hope of reaching the “new world”, I then waited for caravels and just lost my first one at sea and am just using a coastal defense navy until I get some advice. Today my advisor says I can’t trade with anybody because I don’t have sea routes. I do have a world map (from the French) which makes even more frustrating -
Questions: What is a sea route and what is the best method to establish sea routes (i.e. one suicide mission at a time, 3 in a chain, follow another CIV ship? Do the blue shades in the water mean anything? Do they change color if I learn the route? Do I need to make a full round trip to another CIVs harbor to establish a “sea route” that is ok to my trade advisor? OR Should I just let the world come to me and defend and trade?
 
Questions: What is a sea route and what is the best method to establish sea routes (i.e. one suicide mission at a time, 3 in a chain, follow another CIV ship? Do the blue shades in the water mean anything? Do they change color if I learn the route? Do I need to make a full round trip to another CIVs harbor to establish a “sea route” that is ok to my trade advisor? OR Should I just let the world come to me and defend and trade?

The different colors do mean something. The lightest blue is coast (the one you were originally hugging near your shore. The next darker one is sea, that Astronomy lets you cross safely. But the deepest blue color is ocean, which you cannot cross safely until Navigation or Magnetism (Navigation is optional, but easier to get earlier.) You also cannot establish trade routes over the ocean until Navigation or Magnetism. Note, sometimes the colors are tricky to distinguish (especially under the fog), right click on the tile to check it to see if it is coast, sea, or ocean.

My guess is that you just got Astronomy, but are trying to cross ocean squares which will sink your ships fairly often (half the time normally, but seafaring civs only have a 1 in 4 chance of sinking IIRC.) Both you and the AI need harbors to connect a trade route over water squares, but only one of you needs Navigation to do trade routes over the ocean.

To answer your questions specifically. Best way to establish trade route, if there is a lot of dark blue (ocean), get to Navigation, build a harbor somewhere on your coast and hope the AI does the same. (Ships themselves have no effect on trade routes.) The water colors never change. No round trip needed.

I hope that helps.
 
Ok guys here is the problem ; I have a relatiy good computer and I play civ3 and when I put standard world size and 7 opponents evrything works fine and turns come fast one after another but if I put large size and only 1 more opponent (8) it starts to lag and I need to wait very long for turns.. Does any1 know whats the problem ?

The game is cpu intense. The more civs you have the more towns and routes. The game must calculate routes every time a town is created or destroyed. Every time a harbor is created or destroyed. Same for airports.

That means the more civ the more frequently ou will have delays. The more water the more delays as you get more harbors as a rule.

Additional civs tends to add more units and combat, but that is not every turn, so it is not always going to add to the lag.
 
To answer your questions specifically. Best way to establish trade route, if there is a lot of dark blue (ocean), get to Navigation, build a harbor somewhere on your coast and hope the AI does the same. (Ships themselves have no effect on trade routes.) The water colors never change. No round trip needed.

I hope that helps.

Thanks. Looks like I'll be patient for Magnetism.
If another CIV has the Lighthouse wonder, does that help me get to his harbor?
So did I waste money by building Harbors in two cities?
 
Does we love the King day (WLTKD?) Lower corruption or produce extra trade? What exactly does it do for me?
 
Thanks. Looks like I'll be patient for Magnetism.
If another CIV has the Lighthouse wonder, does that help me get to his harbor?
So did I waste money by building Harbors in two cities?

I'm a noob so feel free to discount my answer.

No the lighthouse wonder only helps the AI's boats move faster. Your ships gain no advantage (Or disadvantage from it).

The Harbors you've built also increase the amount of food and trade in the city you've built them in. The city gains with a harbor gets 1 extra food and (Possibly 1 extra trade, maybe I shouldn't answer this question since I don't know the actual answer). For each ocean square you the city is using.

It makes it so that cities with Harbors can become very good trade centers.

The harbor also works as a "barracks" for ships. (What I mean is any ships produced in a city with a harbor are produced as veterans, and they repair fully in one turn if not moved out of the city when damaged).

Hope this helps.
 
Does we love the King day (WLTKD?) Lower corruption or produce extra trade? What exactly does it do for me?

It reduces waste (shields lost to corruption). Essentially it gives you the benefit of a courthouse (or an extra courthouse if you already have one) in determining usable shields.
 
No the lighthouse wonder only helps the AI's boats move faster. Your ships gain no advantage (Or disadvantage from it).

It also makes it so you can safely end your turn on sea tiles and can trade over sea tiles which can help you establish a trade route much earlier than Astronomy.

The Harbors you've built also increase the amount of food and trade in the city you've built them in. The city gains with a harbor gets 1 extra food and (Possibly 1 extra trade, maybe I shouldn't answer this question since I don't know the actual answer). For each ocean square you the city is using.

One extra food only, no extra commerce.
 
I seem to recall that there was a way that you could view your Civ roads and rails only. [C] + + [M] is not it I know but I am wondering if I am thinking of some other game or some other Civ version. Is there a way to view your road system only? it would be useful.
 
I seem to recall that there was a way that you could view your Civ roads and rails only. [C] + + [M] is not it I know but I am wondering if I am thinking of some other game or some other Civ version. Is there a way to view your road system only? it would be useful.


I'm not aware of one. It'd be neat though.
 
Crtl-shift-N gives you the clean map preferences, where you choose what to show on the map.
Ctrl-shift M goes directly to clean map mode, reflecting the preferences as they stand.
 
Crtl-shift-N gives you the clean map preferences, where you choose what to show on the map.
Ctrl-shift M goes directly to clean map mode, reflecting the preferences as they stand.

Oh neat. thank you! :goodjob:
 
Ok, another question. How do sience advancements work? I mean is there a formula someone has found? Last night I was playing the Greeks and researching Magnetism.

@ 70% it was going to take me 4 turns to research it. Since I really wanted Galleons I slid my research bar up to 80 and 90% but the turn count stayed locked. So then I started sliding the research bar down and was able to lower my research to 40% and still complete Magnetism in 4 turns. So basically from 40% to 90% research it made no difference in timing, which just seems like a huge range to be solely dependent on the number of beakers produced.

Magnetism was the final technology I needed to move to a new age. And I was the most advanced Civillization at the time. If that has any bearings.

Sorry to post this long explanation but I am thinking that someone has a link they can point me to but I couldn't find anything in my searches.
 
In the basic, unmodded game, 4 turns is the minimum number of turns in which you can research a tech, at least in Conquests. Each tech costs a certain number of beakers and when you get that number gathered, you get the tech, but not in less than 4 turns. So if you're researching a 1000-beaker tech and are generating 600 beakers per turn at 100% science, it's still going to take 4 turns. So turn down research as far as it will go without increasing the time to hit the next tech. One common trick is to turn the science slider down on the last turn of research, which will increase your gpt on that turn, without losing speed on science.

At the other end of the spectrum is the maximum, 50 turns. If you're generating any science at all, you'll get the next tech in 50 turns or less in Conquests. With that same 1000-beaker tech, if you set science to 0% and turn one specialist into a scientist (known as the Lone Scientist), that one specialist will generate 3 bpt and get the 1000-beaker tech in 50 turns, having accumulated only 150 beakers.

Does that help?
 
In the basic, unmodded game, 4 turns is the minimum number of turns in which you can research a tech, at least in Conquests. Each tech costs a certain number of beakers and when you get that number gathered, you get the tech, but not in less than 4 turns. So if you're researching a 1000-beaker tech and are generating 600 beakers per turn at 100% science, it's still going to take 4 turns. So turn down research as far as it will go without increasing the time to hit the next tech. One common trick is to turn the science slider down on the last turn of research, which will increase your gpt on that turn, without losing speed on science.

At the other end of the spectrum is the maximum, 50 turns. If you're generating any science at all, you'll get the next tech in 50 turns or less in Conquests. With that same 1000-beaker tech, if you set science to 0% and turn one specialist into a scientist (known as the Lone Scientist), that one specialist will generate 3 bpt and get the 1000-beaker tech in 50 turns, having accumulated only 150 beakers.

Does that help?

Huge help thanks. It appears that Micro management is the key to everything and any time I see 4 turns to research something to begin with I need to check the slide rule.
 
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