Quick Answers / 'Newbie' Questions

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Press ctrl+shift+M to see map without towns and improvements, press these buttons again to change back. Or right click on tile you want to see. CTRL+C to open civilopedia and see what different bonuses and minuses tiles have.
 
here's a basic question i'm hoping that someone can help me out with...

what's the best way to correct a city wasting food?

if i turn a citizen into a specialist i will get rid of that food but i will lose shield & gold most of the time.

if i build a worker/settler it goes back up (& sometimes i don't need a worker or settler)

i know this one is basic but it drives me nuts. thanks guys.
 
You can also go back and re-improve tiles, mining something that has been irrigated. If you have free tiles, you can swap citizens around. If it's late in the game and you have Sanitation, you could build a hospital and allow the city to keep growing. Sometimes, though, you're just going to get a city that wastes 1 food for the rest of the game.
 
1. Move tiles around by hand.
Don't only check one city tiles, check surrounding cities too - governors are idiots often take same value grassland tile from 'hotspots' - where others could use them and leave then 4 or 5 what only that town could use, alone.

2. If you got few mountains around you could actually boost production by irrigating and making more food, even if size 12 town, then just move one worker from grass/plain to hill/mountain tile.

3. If town can not make more [whatever] by irrigating and is making one or more too much food, then re-mine few tiles.

4. Think of what your empire needs, if it needs more soldiers then think for soldiers and maximize production, 5 more production is often worth losing few gpt and breakers. I'm trying to keep numbers of production paired eg 12 spt for 60 shield unit in 5 turns.

5. Always rearrange by hand, your governor is just dumb, you on otherhand are GOD even one tile moving can save billions of lives, or kill them.
 
How does it happen that an AI civ will contact you with an offer for GPT for a resource, but if you counter offer, they will refuse to consider it and will even refuse their original offer? (eg from my current game-Egypt contacts me and offers 9 GPT for horses. I counter offer horses for 9 GPT and 9 gold. My foreign adviser says they'll never accept this. They "will never accept" me putting their original offer of 9GPT on the table and if I ask what would they pay for horses, Egypt says "It can't be done")
Probably they switched something in their finances between their offer and counteroffer so they don't have any positive gpt anymore. I would have thought they might have offered straight gold when asked what to pay though.
 
That's odd, Tim Bently, as I never even closed the dialog with Egypt. That explanation makes the most sense though.

Regarding my pillaging question, I think it was a hill hidden that messed my count up. Pillaging now seems to take up no movement with armies. Thanks all!

Game mechanics question: What determines the order of units that become active in a turn? I've been messed up forgetting I have arty buried in a stack and starting an assault before bombarding when my ground units come active first.
 
Well, I'm in a process of translating C3 Conquests but I do want to translate the menus in the editor.
Any ideas?





Thanks in advance.
 
That's odd, Tim Bently, as I never even closed the dialog with Egypt. That explanation makes the most sense though.

Regarding my pillaging question, I think it was a hill hidden that messed my count up. Pillaging now seems to take up no movement with armies. Thanks all!

Game mechanics question: What determines the order of units that become active in a turn? I've been messed up forgetting I have arty buried in a stack and starting an assault before bombarding when my ground units come active first.

Speaking from personal experience... you have to train yourself to use your bombard units. You have to remember they are there and get in the habit of counting on them so that you go to your stack and select the Arty units to begin an assault. It can be very annoying when you want your arty and clicking on one doesn't get you the use of your whole stack. I have even been known to use Cont-j to move the arty out of the stack and then covering them after they are done. maybe it's because I do this stuff, my game now tends to start with my bombard units when I continue in a war.
 
I got a question, the image editor units_32 picture, the civilopedia text, and the pedia icon text files never save when i have everything right! Im doing that on the flying dutchman download! HELP!
 
Yes, Windows vista is evil :wallbash: When a document/whatever won't save, I sometimes just close what you're trying to save (without saving; make sure to copy whatever you want to add [ctrl+c]) then re-open it and paste it back in and save. It happens to me all the time.

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Now playing: Killswitch Engage - Holy Diver
via FoxyTunes
 
In hopes of fomenting a little unrest among the AI I have set the aggression level just one above the Normal level. (can't remember what terms they use)

In two separate games, I have used the CAII world map/properties and it says that my aggression level is set to normal.

Can someone explain this for me please? Is it possible that CAII is wrong :eek: or is it likely that playing @ warlord automatically reduces the aggression levels so what I set for above average is just average.

Will setting it to the highest level just cause me a lot of trouble or will it get them to wage intra-AI war? There are almost never any AI-only wars in my games.
 
CAII is wrong, showing Normal aggression for all games.

Setting aggression to the max just makes all AI civs play more like Germany, Zulu, and Mongols. Go the other way and they play more like France and India.
 
Switched from standard maps to a huge map for this game and I also think I went for some version of Archpelego. This is my first huge map what should I be looking out for. Playing warlord by the way

Have a decent size empire which is fairly productive but very resource poor (no iron or saltpeter) Am doing well in science compared to other six civs I am in touch with. Have traded with them for resources and then upgraded my old units to muskets. It's around 1400. All civs I have contact with are around the same level I am a bit ahead on culture, score and population level. With the upgrade I have finaly reached the phase where I could probably defend myself fairly well. There seams to be no wars so far?

There must be a whole other containent out where with a bunch of civs on it. Will head for the navagation techs next to give me a chance to explore for them.


Anyone any tips or advice for huge maps? Not sure how well to judge how I am doing with such a big gap on the map
 
On any map at any level, if the world is mostly unexplored, the only real way to tell is watch the Great book announcements, so and so lists the largest, wealthiest, most advanced nations, etc. and the wonder initiation pop-ups to find out who is doing what. If someone starts a wonder, you know they have the required tech to build it. Meanwhile, build suicide curraghs and galleys to make contacts and explore.
 
...Anyone any tips or advice for huge maps? ...
The first tip is to determine what kind of victory condition you are playing for?

Since I'm well-versed on Histographic Victories (Viz. High Score), these would be some of your general considerations (at warlord level) [Check out Games at CFC Hall Of Fame http://hof.civfanatics.net/civ3/ ]:

1. Good start position (grass cows, fresh water)
2. Get to Republic government ASAP
3. Get to the Domination Limit ASAP
4. Get to Replaceable Parts ASAP. (For faster workers & Civil Engineers). No need to research beyond Ecology (for MT)
5. At Warlord, Cavalry is more than enough muscle to eliminate all-but-1 of the AI's. Don't build defensive units.
6. On a Huge Map, go to the max city limit of 512.
7. Build hundreds of workers and dozens of Galleys/Caravels/Galleons to transport Settlers/Workers/Horsemen/Cavalry.
8. Build many coastal cities to take advantage of Sea tiles.
9. The generalized build-sequence is Settler/Worker/Aqueduct/Temple/Marketplace/Harbor/Hospital/Granary/Courthouse/Police Station/Mass Transit. Build Libraries in your core cities.

Good Wonders to Get (preferably by SGL): Pyramids/Temple of Artemis/Lighthouse-Magellan's.

Histographic Victory takes the longest, bypassing Domination & Conquest victories on the way. Remember, the other Victory types have different strategies for winning. ;)
 
Switched from standard maps to a huge map for this game and I also think I went for some version of Archpelego. This is my first huge map what should I be looking out for. Playing warlord by the way

Have a decent size empire which is fairly productive but very resource poor (no iron or saltpeter) Am doing well in science compared to other six civs I am in touch with. Have traded with them for resources and then upgraded my old units to muskets. It's around 1400. All civs I have contact with are around the same level I am a bit ahead on culture, score and population level. With the upgrade I have finaly reached the phase where I could probably defend myself fairly well. There seams to be no wars so far?

There must be a whole other containent out where with a bunch of civs on it. Will head for the navagation techs next to give me a chance to explore for them.


Anyone any tips or advice for huge maps? Not sure how well to judge how I am doing with such a big gap on the map

I play mainly on huge maps, so here are a few comments. It would help if you listed your civilization, which I assume is not a Seafaring one.

On a huge map, you should figure that there are about the same number of strategic resources as there are civilizations, give or take a couple. Some of those resources are going to be on islands, most likely. I would get to the Navigation techs as soon as possible, and get some caravels out exploring. If you have the Great Lighthouse, take a couple of your galleys, and run them around your continent right on the sea tile edge, and see if you have any sea tiles running out into the dark. If so, follow them, you may hit an island. Archipelago maps often have strings of sea tiles that lead to island chains. But you need Astronomy for trade over sea tiles, and Navigation or Magnetism for trade over ocean tiles. On Archipelago maps, I normally go for the Navigation techs over Gunpowder in order to broaden my resource base.

A fast way of checking what is going on in the game with civilizations that you do not know about is check the Victory Conditions Screen. This will show you how many rivals are still out there to be located. On a huge map, if you have located 6 other civilizations, you probably have 9 more out there, and likely two more continent-size land masses. Plus the islands.

Since you are on Warlord, you should have a bit of a tech edge. If not, then check your research slider and see if you can bump it up a bit.
 
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