Quick Answers / 'Newbie' Questions

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Thanks for your input vmxa. :goodjob:

Certainly this is a Micromanagement question to the extreme! :eek:

Here's where CivAssist II appears to fall down (Example):
1. Save game at end of turn......Call it 0.SAV
2. Start new turn and save game........Call it 1.SAV
3. Bring up the Minimized CA II and Load 0.SAV.
4. Now Load 1.SAV.
5. Show Alerts.

You will get most of the cities that have grown but I'm trying to figure out why some of the cities are not listed! (Most annoying.).....I DON'T want to go through all 500+ cities "manually"!

If in Step 2. above, after starting a new turn, you simply bring up CA II, you will get ALL the grown cities. (Assuming CA II looks in the Autosave Folder automatically.)

Yes, there are a few reasons to know which cities have grown, especially if you're going for a competitive Histographic Victory (Viz. High Score):

1. To re-allocate the Laborers so that they produce more food or commerce. (Something I can't get the City Governor to do right consistently!)

2. Change a program-defaulting Taxman/Content/Unhappy Citizen to a/another Specialist such as Scientist or Civil Engineer.

3. Re-assign Laborers in a neighboring city because your current city's new Citizen doesn't have a tile to work......and thus you only get 1 Base Point (as a Specialist) instead of 2 Base Points (as a Happy Citizen).

4. Re-allocate Laborers when the Food Box is full, so as to allow neighboring cities to use more food-producing tiles.

5. Be notified that a City has reached a point where you want to Rush-buy a City improvement such as Aqueduct, when, for example, the city reaches size 6 and is producing 10+ Food/turn (or 5+ with Granary).

Where are those players that have that word "Micromanager" in their ids? :)

P.s. Kudos to CRpMapStat for identifying all the cities correctly........BUT, I need to have them sorted by City Name, so that I can access them more quickly. (Viz. Grouped by Continent....My Cities' names begin with a number/letter identifying the continent/island.)
 
Where are those players that have that word "Micromanager" in their ids? :)
:wavey:
P.s. Kudos to CRpMapStat for identifying all the cities correctly........BUT, I need to have them sorted by City Name, so that I can access them more quickly. (Viz. Grouped by Continent....My Cities' names begin with a number/letter identifying the continent/island.)
In the "cities that have grown" part of the alerts tab, they should already be sorted by name. In the other tabs (Economy, cities, etc.), clicking at the top of the column with the city names in it should sort them by name. For that matter, clicking at the top of a column will allow you to sort them by name, size, corruption level, etc.

I posted this on the CivAssist II forum 2 days ago, but no response. Perhaps a guru here can enlighten me?:

I have the "Cities that have Grown" option checked on my Alerts.

At the beginning of a turn, if I save the current game, then in CA II go back and Load the saved game from the end of last turn followed by the current save, some cities are not identified as having grown. However, if I don't save the current game, the Alerts would appear to correctly identify all the cities that have grown.

Solution: Don't save the current game.........The problem is that I have circa 500 cities and want to save my game at the end of a session (and maybe during a session in case there's a Civ3 Program crash!) before going through all the "Alert Cities"!

Anybody come across this problem?........And, more importantly, how can I get around it AND also save the current game? :)
I've noticed this discrepancy, but never had anywhere near 500 cities, so I never paid that much attention to this particular problem. With that said, . . . . This may be an inelegant solution, but how 'bout pulling up the Alerts tab and hitting Print Screen? Take a screenshot of the Alerts and then save the game.
 
Thanks Aabraxan for weighing in. :goodjob:
:wavey:

In the "cities that have grown" part of the alerts tab, they should already be sorted by name. In the other tabs (Economy, cities, etc.), clicking at the top of the column with the city names in it should sort them by name. For that matter, clicking at the top of a column will allow you to sort them by name, size, corruption level, etc...
Yes for CA II. I was referring to CRpMapStat which seems to have a fixed order for listing Cities.

I've noticed this discrepancy, but never had anywhere near 500 cities, so I never paid that much attention to this particular problem. With that said, . . . . This may be an inelegant solution, but how 'bout pulling up the Alerts tab and hitting Print Screen? Take a screenshot of the Alerts and then save the game.
Yes, I like this solution, which would certainly keep you a copy of the Entire List of cities that have grown. I guess you could compare lists to identify the cities that were dropped on the 2nd List.

Another thing I can do is look at the CRpMapStat List and scroll to the bottom, where you will find the cities that now have content/unhappy citizens. I know these cities have grown because, at this point in the game, I don't go into End-Of-Turn with any Content/Unhappy citizens. However it doesn't identify smaller cities that have grown where the new citizen is happy or a specialist.

If I could somehow save the Civ game without CA II knowing that it needed to refresh the Alerts List, that would also solve the problem! :)
 
If you turn off autosave, I think you will be fine. I do not use it, unless I am in GR games.

In any event you should at least be able to save at end of turn. Hit the enter and when the game comes back, bring up CA right then. Note the growth, if any. Then save. It is the act of bringing CA up again that causes it to check and see what was changed.

I am not positive, but I think you could even save at the start and then go to CA and be fine. It has only bee recently that I adopted checking on the growth towns. Normally I am not that concerned about squeezing out an extra specialist or more growth or production, so I just take the hit form the gov.

In the very early going, I will check all towns, but once I get late into the game, regardless of the city count, I am more concerned about how many cities to raze or capture. Loss of anything other than armies, is not a problem to me.
 
Thanks vxma, I'll try turning off the Autosaves switch and see if that fixes the problem.

10 minutes later......A cursory test indicates that this WILL solve the problem. (Viz. By preventing CA II from looking at Autosave files.)

On closer inspection, CA II looks like it will NOT show the correct cities if you use 2 contiguous Autosave files....Nor, if you use the Autosave from the previous turn and your save from this turn.

However, if you use your End-Of-Turn save and the Autosave file (or your latest save) from the start of the next turn, it looks like the grown cities are all listed. :crazyeye:

Am cautiously optimistic. :goodjob::goodjob:
 
hi, newb here. can i ask you guys a question? how do i add a new civ to my scenario?

I only have civ III and i noticed that theres an add button in the civilizations category so i created new civs. it worked fine and i can also pick out the civs i recently created but as i start the game, only 16 players are there. how do I expand it to 17+ players in-game?
 
Yeah, it's around here somewhere. Hold on a sec.....

Edit: Try this.
Indeed, those numbers are Level, VC, and Win/Loss.

Victory Condition by Number:
0-Domination
1-Conquest
2-Cultural
3-Diplomatic
4-Space Race
5-Retired
6-Rank
HighScore.cv3
format:
leader name A nnnnn B C D
A = the civ race counting from the list shown in the hall of fame. That is 22 would be Arabs.
B = level counting Chief as 0.
C = type of vic/loss
Victory Type: Domination(0), Conquest(1), Cultural(2), Diplomatic(3), Space race(4), Retired(5), Histograph(6)
D = 1 means won 0 or 2 means lost

nnnnn is your final score.
Aha, thanks much! :):goodjob:

hi, newb here. can i ask you guys a question? how do i add a new civ to my scenario?

I only have civ III and i noticed that theres an add button in the civilizations category so i created new civs. it worked fine and i can also pick out the civs i recently created but as i start the game, only 16 players are there. how do I expand it to 17+ players in-game?
Have you checked the scenario properties page? In there you get to specify how many players there should be in the game and which civs are playable.
 
C3 16
PTW 24
C3C 32

Note that you really only get 31 as one is reserved for barbs as they are treated as a civ.
 
What message do you get if you create an army from a leader, place the empty army in an undefended city, and it's taken by the enemy? "Our army was destroyed" or something? I just realized that it could happen, and I'm just curious. I bet there's someone who's had the experience… :mischief:
 
I have lost leaders, but not empty armies. I move them farther back, but leaders can be made on defense and killed before you get a chance.
 
I guess you will just get the animation for any defeated army: The guy with the flag first sinks to his kness and then further collapses.

Sounds probable.

I have lost leaders, but not empty armies. I move them farther back, but leaders can be made on defense and killed before you get a chance.

Yeah, I've had that happen to me. First you're very happy that you got a leader, and then he's killed before you even got the chance to say hello to him. :cry:
 
Hi guys, I made a deal with some other civs and we got an ROP together. Now though, the 20 turns have passed and it hasn't asked me if I want to continue with it, neither has it cancelled it. Can anyone shed any light on this? I want to attack them now, but will I take a rep hit because we have an ROP? Thanks guys.
 
You'll need to cancel the RoP. Then move all units out of their territory. Probably better to move the units out of their territory first. Then you must wait. You can't declare on the AI in the same turn that you cancel the RoP. It will consider that RoP rape if you do it on the same turn.

Don't have any units in their territory at all. Even one lonely worker will be bad and they'll consider that RoP rape.
 
Yes, as long as the ROP is in force, you'll take a rep hit if you DOW. Go into the diplo screen and pull up "Active Deals." Click on the deal that you want to renegotiate, then click it again and it should disappear from the box. That takes it off the table and you're free to DOW (assuming you don't have some other deal going which would cause a rep hit).

Edit: X-posted with Turner. Also, I didn't realize that you got a rep hit by canceling and DOWing on the same turn.
 
You'll need to cancel the RoP. Then move all units out of their territory. Probably better to move the units out of their territory first. Then you must wait. You can't declare on the AI in the same turn that you cancel the RoP. It will consider that RoP rape if you do it on the same turn.

Don't have any units in their territory at all. Even one lonely worker will be bad and they'll consider that RoP rape.

Uh oh. Like Aabraxion, I never thought about how the game views turns when I dropped an ROP and (probably, possibly) declared on that same turn. oops, my bad.:blush:

Thanks, next time I will be more careful.
 
Hi guys, I made a deal with some other civs and we got an ROP together. Now though, the 20 turns have passed and it hasn't asked me if I want to continue with it, neither has it cancelled it. Can anyone shed any light on this? I want to attack them now, but will I take a rep hit because we have an ROP? Thanks guys.

If you are not playing a competitive game, or have other reasons that keep you from doing it, it generally is not a bad idea to check out stuff like that for yourself by saving and reloading.

It neither is a bad idea nor is there any shame to it as you know anyway what you are gonna do if such and such. You now know already, that if you got a rep hit then you wouldn't attack right away. And that if you did not get a rep hit then you would attack. Etc.

I only say that because a lot of things connected RoPs and Rep hits are both hard to communicate and murky even to players who almost know all about the game mechanics.
 
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