Quick Answers / 'Newbie' Questions

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How do you take a screenshot of your game with a dell laptop? Print screen doesn't do it.
 
First hit Prnt Scrn and then open Paint and hit Ctrl + v and save. If that doesn't do it its possible your computer has a different key for it, if thats the case I suggest a screenshot program like Gadwin. (allows you to chose the key or keystroke combination in preferences as well as many other options that make it easier and faster to take screenies).
 
Laptops have usually small button called [FN] or something next to left CTRL button, press that and press "prt scr", then paste pic into paint.

Hope it helps!
 
My trade rep got messed up (I assume that's it- the AI no longer takes my GPT and hesitates to trade for my luxes) and I'm not sure why. Is there a link to an article/topic on this?
Does a neutral AI unit that blocks a trade route to another AI block export of lux or resource? I've had a steady stream of Germans back and forth through my territory to fight foreign wars on ROP.
If the AI declares on you and you have a GPT or resource deal, does that count as a deal break by you? How aout if they declare after a demand to leave or a failed spy mission?

Thanks!

Edit-oops found http://www.civfanatics.com/civ3/strategy/trading_reputation.php
I think it was making peace with the Maya while having a MA with russia against them.
 
That's a helpful article, but there are some 'oopses' in it as well. Microbe says that RoP reputation and trade reputation are two seperate things, and they're not. Wreck your RoP reputation, and you've wrecked your trade reputation as well. I've tested it myself after someone posted about it.
And you can attack an AI while having units in that AI's territory at the beginning of the turn; that does not make you lose your rep, unless you have a signed and sealed RoP.

And I don't know whether you've already figured out for yourself, but a neutral civ can not block a trade route. You can even be at war with those Germans, if your trading partner is still at peace with them, they can still use the trade route that the Germans are controlling and trade with you. So only if both of you would be at war with the Germans they could block the trade route.
 
When a city that is adjacent to the borders of another civ expands culturally, what determines which tiles flip over to you?
 
In a nutshell, the city that has the most culture points gets the "shared" tiles.

If they both have the same number of culture points (i.e. zero), the city that was founded first gets the nod. So, if you place a city next to an AI city, they will get the tiles that are equidistant from the 2 city centers.

However, if you build a temple, for example, and their city has no culture, you will get the shared tiles when your city expands (it could happen before your city expands, if IRC, there is a "border expansion" in another one of your cities.....little hazy on this one), subject to the exception below.

EXCEPTION: When the tiles from the 2 cities are not eqidistant from the city centers. For example, say a "shared" tile is 2 tiles from your center but 3 from the AI's center and the AI city has more culture than your city. In that example, culture is not a factor........distance is the determining factor. (Viz. You keep the tile.) ;)
 
When a city that is adjacent to the borders of another civ expands culturally, what determines which tiles flip over to you?

In a nutshell, the city that has the most culture points gets the "shared" tiles.

If they both have the same number of culture points (i.e. zero), the city that was founded first gets the nod. So, if you place a city next to an AI city, they will get the tiles that are equidistant from the 2 city centers.

However, if you build a temple, for example, and their city has no culture, you will get the shared tiles when your city expands (it could happen before your city expands, if IRC, there is a "border expansion" in another one of your cities.....little hazy on this one), subject to the exception below.

EXCEPTION: When the tiles from the 2 cities are not eqidistant from the city centers. For example, say a "shared" tile is 2 tiles from your center but 3 from the AI's center and the AI city has more culture than your city. In that example, culture is not a factor........distance is the determining factor. (Viz. You keep the tile.) ;)

It is actually pretty easy and I think there are only 4 or even just 3 factors to consider.

0. Capability
Capability just means that a city actually has enough culture to 'combat' for certain tiles.

1. Distance.
Distances of 1 and 1.5 are what you take in with the original 3x3 box (Culture 0-9). The first cultural expansion will take in the tiles at distances 2 and 2.5 (Culture 10-99). The second will take in tiles at 3 and 3.5 (Culture 100-999). Etc. And just as with RCP distances of 1&1.5, 2&2.5, 3&3.5 etc are treated the same.

2. Absolute amount of cultural points.
Serves as the first tie-breaker.

3. Founding date.
Second tie-breaker.


So, first of all cities need to be capable at all to 'battle' for certain tiles. If this is given then, lower distance always wins over higher distances (rounded down to the next integer). If this is the same, culture points come as first tie-breaker, then founding date as second tie-breaker.

(OK, this is hardly anything different or new from what EMan said, maybe just a little bit more concise.)
 
How come there is no "city view" option in the conquest Civ-content maps (self made scenario). Is there any way to make city view available?

*City View as the one that let you see the kool 3d model of the city, the one with the eye in the middle of a box on the upper right hand corner.
 
How come there is no "city view" option in the conquest Civ-content maps (self made scenario). Is there any way to make city view available?

*City View as the one that let you see the kool 3d model of the city, the one with the eye in the middle of a box on the upper right hand corner.
I think the game developers intentionally disabled the city view in Civ-content maps/scenarios/mods, because these fan-made scenarios usually contain a lot of buildings which aren't in the main game. Rather than making things more complex such that each building would require not only a "build queue" graphic but also a graphic in the "city view", the developers simply disabled the "city view" in any custom content scenarios. Perhaps it wasn't the optimal decision for certain situations, but it's what they did. :)
 
A quick one here... Can you win a UN vote if you are one of three civs left?
 
Yes. You'd need 2 out of the 3 votes. Since your competitor won't vote for you, you'll need the other guy.

Caveat: It's possible to have all three civs appear in the vote screen, if the population/land percentage/owner of the UN work out right. In that case, no, you can't win. Each of the other two would vote for themselves.
 
Does anybody know what kind of corruption is mitigated by the various governments? I mean is it distance corruption, or is it rank corruption that is less in, say, Democracy than in Republic? I know that it is only distance corruption that is affected by WLKTDs, Courts and Police Stations, but I wonder if that holds true for the Governments as well.
 
Two questions:

If I build an army from two Ancient Cavalry and one horseman, right clicking the army says that it has an attack value of 3. Does that mean that you gain something from mixing the army in that way, or is it the attack value 3 that isn't completely correct?

Second Q: If you are agricultural, do you get three food from an irrigated oasis in despotism? (Desert = 1 food for agri, + 2 food from the oasis bonus, + one for irrigation is four food, which should be reduced to 3 in despotism.)
 
Does anybody know what kind of corruption is mitigated by the various governments? I mean is it distance corruption, or is it rank corruption that is less in, say, Democracy than in Republic? I know that it is only distance corruption that is affected by WLKTDs, Courts and Police Stations, but I wonder if that holds true for the Governments as well.

I've heard it said that governments only affect rank corruption. For instance, Monarch has same distance corruption as Republic but more rank corruption. I haven't tested it myself though.

P.S. And I thought Courts and Police Stations affected rank corruption by raising that city's OCN... :hmm:

Two questions:

If I build an army from two Ancient Cavalry and one horseman, right clicking the army says that it has an attack value of 3. Does that mean that you gain something from mixing the army in that way, or is it the attack value 3 that isn't completely correct?

You don't gain anything by mixing units. The game doesn't actually display the proper attack/defense values for armies.

In this case, the correct attack value is (3 + 3 + 2)/6 + attack value of unit currently attacking = 4.33, if an AC is on top. This is also pre-Military Academy values.

Second Q: If you are agricultural, do you get three food from an irrigated oasis in despotism? (Desert = 1 food for agri, + 2 food from the oasis bonus, + one for irrigation is four food, which should be reduced to 3 in despotism.)

Yes, you would get 3fpt from that tile in despotism. But note that the agri bonus for deserts only kicks in once the tile is irrigated.
 
I thought that, if you had an army, consisting of 2 AC's and a horseman, a given attack value of 3 is correct, because the strongest attacker attacks first, which is an AC with attack 3. Unless I understand the question wrong.
 
I thought that, if you had an army, consisting of 2 AC's and a horseman, a given attack value of 3 is correct, because the strongest attacker attacks first, which is an AC with attack 3. Unless I understand the question wrong.

No, armies get bonuses to the stats of the units within and Military Academies add some on top.

Here is an example with an army consisting of marines:

3 marine army, no Military Academy = 18/9/2
3 marine army, Military Academy = 21/10/2
4 marine army, no Military Academy = 20/10/2
4 marine army, Military Academy = 24/12/2

EDIT: The basic stats of a marine are 12/6/1
 
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