Quick Answers / 'Newbie' Questions

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New to Civ3. Still learning the ropes anew from civ2.

I have had a culture victory but have played on to get a feel of other aspects of the game. I built the united nations but wasn't ready to take the vote at the time it offered it to me. Can I get it to call a vote now? and if so how?

Thanks

Ronan

Did you win the game with the UN?
 
sure, I understand I can't get a victory just wanted to play the UN vote to get a handle on how it will play out. Likewise I will be able to launch spaceship launch in about 20 more turns. After that I will have some fun with the army.

This is just a learning game for me on Chiefdom with two of the AI's removed to give me more growing room so I can try out different aspects of the game, particularly the new ones like culture and the UN victory routes.

You will not be able to launch your ship. You will not be given the option.

I am surprised that you got the UN option unless you had started the prebuild before your cultural win.
 
Yeah I think I finished the UN before the cultural victory was declared. Have played on afterwards and was wondering if I could get the UN to vote now as I skipped that option on the round after the UN was compleated.

So are you saying that I can't get the UN to vote or actually launch my spaceship now (I had started to build that before victoryas well)? Ah well I was hoping to see my space ship launch anyway just for fun.



Another question on the UN victory approach if you call the vote and lose does that mean the game is over for you and you can't officialy win by other methods?


Thanks Loving the game by the way
 
The UN vote comes around every 11 turns. I'm also surprised you get to hold an election if you've already won by culture.

If you haven't already won or lost, and you call the vote and lose, you lose the game. But you can keep playing if you want to...you can't trigger any other victory condition though.

edit: on reflection...you can choose keep on playing after you've won, by whatever method, but I don't know if you can do that if you lose by means other than conquest. :blush:

And on further reflection, I don't think the vote will come around if you've won by culture. You can finish building the UN, but I don't think you can hold the vote. This is based on my experience with triggering more than one vicory condition on the same turn...Diplo is the "second-lowest-ranked" victory condition (Histo is the lowest) and the vote is only called if you haven't triggered another victory condition.
 
Ronanp, if you've skipped your chance to have a UN vote, you'll get the same question again every 11 turns (Ok, I'm not entirely sure about that number of 11, but it won't be far off), but yeah, if another victory condition is already fulfilled, that there won't be any votes anymore.
About Japan not getting it's golden age with Sun Tzu: Japan is Militaristic and Religious. Both traits must be reflected in your built wonders. So yes, the Knight's Templar will do it, because then you've got a Militaristic wonder - Sun Tzu- and a Religious wonder - Knight's Temlar.

To your added question: If you lose the vote, or lose by any other means, the game's over. But what happens a lot with the UN vote is that the votes tie. You must have an absolute majority. If there are 6 nations left, you must have 4 votes to win. And if there's a tie, the game goes on.
Bartleby already beat me to some of my reply (and I bet, when I press submit, he's done it again!)
 
Just to be clear, you cannot call a UN vote if you have already won by other means. I don't know if you ever got a clear answer to that question. Once you win or lose, all remaining victory conditions are disabled, including the UN vote. You can't call a vote just to see how it would have gone.

The best you can do as far as experimenting goes is reload the game from a save before you won (or lost) by one method, and then try to win a replay using some other method. That means you'd have to go back to before your culture win, destroy enough culture to prevent the culture win, then call the vote.

Edit: X-post with Optional.
 
Thanks guys. Yes thats what I was looking for I got the option to call a vote and postponed it. My culture victory must have happened before the 11 turns where up till the next vote. Thats why when I played on afterwards the vote option never came up again.

So can't get to see a UN vote or spaceship launch without restarting from a previous saved point. Will play around with that.
 
I have a question a bout the Earth. One time, I was playing as Korea, and I started in South America. I started another game, and I began on the Korean Peninsula, but Lincoln was in China. Is there anything I can do about this? Would playing a standard map (as opposed to a huge one) alleviate my problem?
 
I have a question a bout the Earth. One time, I was playing as Korea, and I started in South America. I started another game, and I began on the Korean Peninsula, but Lincoln was in China. Is there anything I can do about this? Would playing a standard map (as opposed to a huge one) alleviate my problem?

No, playing a standard map instead of a huge one won't change anything. However, you could get the civilizations to start where they started in real life history if you're willing to edit the map. What you need to do is open up Civ3Edit (if you have it) and open up the Earth map you want to edit. Then go around and right-click on each of the starting locations and click 'Assign' on the menu that comes up. Click on the option button next to 'Rome', then replace 'Rome' with the civ that belongs there.
 
I have a question a bout the Earth. One time, I was playing as Korea, and I started in South America. I started another game, and I began on the Korean Peninsula, but Lincoln was in China. Is there anything I can do about this? Would playing a standard map (as opposed to a huge one) alleviate my problem?

Or you can play TETurkhan Test of Time (Cities) scenario. It is within Civ-Content folder. Sligthly modified, but after you adjust to these changes it is even better (at least for me). :goodjob:
 
NEW QUESTION - re: Defending against Bombers-

Situation: Playing Warlord, CIV3 vanilla - great world war underway, via various MPPs - Me (Rome), England & Greece vs. Japan, India, Germany, China and sometimes a very weak Egypt. ISSUE: India knocked out one of my Bombers (cool effect) when I attacked their capital and thus I have used my bombers on other targets (nice deterrent); then India starting sending about 8 Bombers per turn at one of my cities. I have two fighters and have each turn put them in the targetted city and had them "Control the skies". I have had them activated and fortified, but in either case the next turn comes and the Indian bombers come and I see nothing from my fighters. What am I missing to get these fighters to knockdown a few bombers or even attack and fail????

(2) Is there another strategy I could use to "defend" against bombers or reduce thier impact?
(so far its not been too bad, because there hasn't been any significant ground attack thereafter against me weakened defenses)?
 
NEW QUESTION 2: Same game as above: I have a warmonger strategy. I have read the writup here regarding culture flips. Despite being a warmonger, I generally put in a temple or library in any city I settle or conquer, even very early in the game (therefore have several 2000+ year old temples) because I'm always nervous about (and have had bad luck with ) culture flips. Per guidance here, I don't build wonders. It seems I am average in the game re: culture. but some CIVs (India in this case have numerous wonders) seem way ahead.

(1) Therefore I have come to the realization that I almost always raze a conquered city (even if they have wonders) and quickly resettle a new city (because bad luck with flips occuring within 5 turns of taking over, its become a "why risk it or why bother" situation). Am I missing a point somewhere or is it an inherent risk in my strategy that I have to live with?

(2) In this game I had an ex-Egyptian city that I conquered over 50 turns earlier, and was bounded by only my empire and the ocean, depose & culture flip back to Egypt. Which in this game Egypt is very weak, has only three dispersed ocean cities left, with the closest city at least 20 tiles across the ocean. I had 2 defenders in this garrison, and it was far from any battle front or other CIV. Therefore it only had a harbor and barracks. Is this just a really really unusual occurance and I should just learn to live with this rarity OR is there something I need to be aware of (like the AI cheating) and should do more to offset the risk??
 
Bombers can be shot down by a fighter, but that is very hit or miss. Same goes for flak/mobile SAMs. A strong defender will take the bombing if there are no fighters or other air defenses. Best defense is a SAM battery(city improvement), those rarely miss. The culture flips are an annoyance, but there are ways to prevent them. Best way, if not always possible, is to destroy the parent civ, then those cities can't flip back. Second best is to starve/slave the people of the city. Starving is obvious, but slaving isn't. To slave an enemy city, build workers. As long as the city doesn't grow, those citizens become slave workers(no upkeep). Do this until the city only has 1 citizen left, then when it grows, the new citizens are yours. Razing cities makes your opponents more likely to attack you, so that should be limited.
 
First do not put the fighters in the town that is getting bombed, they get tore up. I cannot recall if C3 has lethal or not, as C3C does.

IIRC C3 does not have airfields, so you cannot build one to put the fighters on. The best thing is then to put them in a town nearby as have them defend. If the town is close enough and it should be, they can get in some kills.

Next, if does C3 have flaks? If it does make 4 and move them into the town. The AI will shift targets, if it can.

If you are down the tech tree far enough, you can make a SAM, those are in vamilla right.
 
NEW QUESTION 2: Same game as above: I have a warmonger strategy. I have read the writup here regarding culture flips. Despite being a warmonger, I generally put in a temple or library in any city I settle or conquer, even very early in the game (therefore have several 2000+ year old temples) because I'm always nervous about (and have had bad luck with ) culture flips. Per guidance here, I don't build wonders. It seems I am average in the game re: culture. but some CIVs (India in this case have numerous wonders) seem way ahead.

(1) Therefore I have come to the realization that I almost always raze a conquered city (even if they have wonders) and quickly resettle a new city (because bad luck with flips occuring within 5 turns of taking over, its become a "why risk it or why bother" situation). Am I missing a point somewhere or is it an inherent risk in my strategy that I have to live with?

(2) In this game I had an ex-Egyptian city that I conquered over 50 turns earlier, and was bounded by only my empire and the ocean, depose & culture flip back to Egypt. Which in this game Egypt is very weak, has only three dispersed ocean cities left, with the closest city at least 20 tiles across the ocean. I had 2 defenders in this garrison, and it was far from any battle front or other CIV. Therefore it only had a harbor and barracks. Is this just a really really unusual occurance and I should just learn to live with this rarity OR is there something I need to be aware of (like the AI cheating) and should do more to offset the risk??

I seem to recall a polling thread not too long ago where someone asked how we all handled flip risk. You might try digging that out.
Anyway, I suggest that you get CivAssist2 which can calculate flip chances for you. If the flip chances that you are getting are too high for your liking, then you can alter your strategy to include raze-and-resettle. If you find them manageable, then you can keep towns, but of course you will sometimes get accidents like that Egyptian flip you describe.
Personally, I happily tolerate high flips risks - higher than most players I think. It helps me not get annoyed by flips, because I was expecting them anyway, and when I don't lose a risky town even after dozens of turns, I'm happy to have had such great luck. :)
 
The best strategy to deal with flips of onquered cities is to simply kill the opposing civ. Conversely, if you know you are going to kill off the civ that you are warring anyway then you can easily hang on to what you capture.
 
Personally, I happily tolerate high flips risks - higher than most players I think. It helps me not get annoyed by flips, because I was expecting them anyway, and when I don't lose a risky town even after dozens of turns, I'm happy to have had such great luck. :)
Exactly how high is high? :confused:

I get worried at a 5% flip risk; I'll empty the city at that point. Anything less than a 1% chance I ignore.
 
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