Quick Answers / 'Newbie' Questions

Not sure, if you come out ahead that way or not. If you built nothing the shields would be converted to gold and added to the income. How much depends on your form of governent iirc.

Well, when you put it that way....I'm currently using Monarchy. Does that help? Anyway, just seemed confusing why I was gaining gold.

How much you get from Wealth, i.e. building nothing, depends on if you have Economics. C3C it is 1 gold per 4 shields without, and 1 per 2 with Economics. Vanilla (and PTW?) it is 8 and 4.

If you sell buildings you get 1 gold for every 4 shields, if I am not mistaken. Later on there is something that makes you get shields too.
 
How much you get from Wealth, i.e. building nothing, depends on if you have Economics. C3C it is 1 gold per 4 shields without, and 1 per 2 with Economics. Vanilla (and PTW?) it is 8 and 4.

If you sell buildings you get 1 gold for every 4 shields, if I am not mistaken. Later on there is something that makes you get shields too.

This is correct, and it is recycling that gives you shields as well.

And government does not affect gold output with wealth as far as I know.
 
Ah, econ. I was not sure as I seldom have it. I just knew that later in the game you could get extra gold. I thought it may have been the government.
 
Does scientific breakers transfer from learned tech to the new one?

In other words: Is it worth it to slide down the tech slider when you can finish the tech in same time with lower %?
 
I had just done a little experimenting on how much money you can gain by working the science slider down. Working it down during the last 3 turns of learning an advance, I got 17 gold extra, all told. But when I waited till the last turn to turn down the slider, I got 18. This was around the middle of the first age and prior to moving the slider down, the setting had been at max, with 0 gold surplus per turn.

Also, I believe if you switch research to a different advance, you do not get to apply the research used on the previous advance project for this new one. You'll start at the beginning. But when you eventually return to the original advance to research it, the game remembers the research you put into it the first time around and continues from that point. At least that is how I remember it, though it's been awhile and my memory may be wrong about this.
 
I am the newbie with normal Civ 3, no patches, no expansions...

> i got a query, if there a city with a cow and wheat, beside a river, it's population grows faster right ? how to tackle the civil disorder. ?
> Tried to whip the pop into producing troops, there was this civ disorder. people hate me :\
> also, how to get the patches ?
 
I had just done a little experimenting on how much money you can gain by working the science slider down. Working it down during the last 3 turns of learning an advance, I got 17 gold extra, all told. But when I waited till the last turn to turn down the slider, I got 18. This was around the middle of the first age and prior to moving the slider down, the setting had been at max, with 0 gold surplus per turn.

If you use a program like CivAssistII, you can calculate it down to the last gold piece, wasting nothing... I am not quite that crazy though. I just jiggle the sliders near the end and try to get a fair amount of money.
 
If you use a program like CivAssistII, you can calculate it down to the last gold piece, wasting nothing... I am not quite that crazy though. I just jiggle the sliders near the end and try to get a fair amount of money.

I was just curious, so I ran a test. Never tried CivAssistII, I don't play that often and I'm too lazy to. Usually, I just wait till there is one turn left of the research and then lower the slider. If I remember to, that is. :blush:

I am the newbie with normal Civ 3, no patches, no expansions...

> i got a query, if there a city with a cow and wheat, beside a river, it's population grows faster right ? how to tackle the civil disorder. ?
> Tried to whip the pop into producing troops, there was this civ disorder. people hate me :\
> also, how to get the patches ?

Troops usually only reduce unhappiness by one, in some governments, maybe two, but piling in the troops in a new conquered city quickly stops resistance.

A few quick fixes for the morale problems.

1. Find luxury resources, make sure they are inside your city borders and road them, and make sure your cities are all connected by road, and by harbors if they are on different islands. If you don't have any luxuries near, try to trade for them with the other empires. Used in conjunction with marketplaces, these are a major happiness boost.

2. Build temples, marketplaces, cathedrals and coliseums. These reduce unhappiness. Marketplaces are especially nice because they increase the effect of luxuries and also boost your income.

3. Use the luxury slider. This increases happiness for all of your cities. This is in the domestic adviser screen.

4. Don't stay at war very long. The game uses a factor called war weariness which greatly increases the discontent of your people. The longer you are at war, the more your people get ticked off...kinda like real life. ;)

Some others will be along soon with some better advice and links of other places you can get a more detailed analysis... :D
 
hey thanks,
the problem usually turns up at straight at the start.

Like in the current game, i was India, i got 2 lux's ~ 2 ivory, 1 wine, they are connected to this city in question. there is one warrior in the city, suddenly, the advisor says, civil disorder !
i change one unhappy to an entertainer to end this crisis.

and I was not fighting any one. heck i didn't even get some one to trade my techs as well :(
 
Also, if the underlying cause of unhappiness is simply overcrowding (which you can find out by just clicking on an unhappy citizen), you can just build settlers. Each settler drops the population of a city by two, and you wind up with another new city in the bargain! Building a worker drops the pop by 1, so you can also take the opportunity to build some workers.

Using the slider is typically a better solution than using entertainers, by the way.
 
scratchthepitch said:
3. Use the luxury slider. This increases happiness for all of your cities. This is in the domestic adviser screen.

Not quite true. The luxury slider increase the percentage of commerce that goes to luxuries. If a city does not have enough commerce to get effected by an increase of the luxury slider, it's happiness won't go up. This usually means that more corrupt cities need more of the luxury slider to gain the same amount of happiness than less corrupt cities do.

scratchthepitch said:
4. Don't stay at war very long. The game uses a factor called war weariness which greatly increases the discontent of your people. The longer you are at war, the more your people get ticked off...kinda like real life.

Again, not quite true. War weariness does not, AFAIK, have anything necessarily to do with the length of the war. A correlation here exists, but no causation.

That said, these suggestions do seem pretty good.
 
I have a question about communications trading. I would like to disable it since it's a lame exploit to make easy money and the AI exploits it to declare absurd, unworkable wars on the player. These wars are just an annoyance that serve no useful purpose to the game from my pov. My question is: does disabling communications trading have any unexpected side effects on other aspects of the game?

I was going to ask this in the modding section, but I didn't think it was worth a thread and I didn't see a similar questions thread like this one there.
 
Open up your own questio thread, sure!

My preliminary answer would be: why the hell? Simply don't do it.
 
Open up your own questio thread, sure!

I have some other questions about how things work when changed in this game, I think I'll post a thread in the modding section for miscellaneous mod questions and start it with the one about communications trading.

My preliminary answer would be: why the hell? Simply don't do it.

I was running a game and on the same turn two different civs demanded literature. When I said no, they declared war. Neither civ is nearby, and can not possibly enforce these threats (nearby civs have made similar demands, and when rebuked, sensibly backed off). It's a pointless game mechanism utilized to annoy players, rather than code a real AI to challenge them.
 
But they¡'re demanding Literature, not communications. Leave them be.
 
Without the communications trading, neither would have known my guys even existed yet. It's a cheesy coding shortcut and dumb. Come on. :lol:

You should probably have tried to meet everyone by the time you get Printing press anyway... I'm not sure how it is cheesy. It happened in real life all the time. The European explorers knew there was a China and even sent envoys by land before they discovered it by sea. The Chinese also knew of the Europeans.

That said, if you go into the editor and Edit rules, you can find the "civilization advances" tab, scroll down to Printing Press, and then uncheck the box. Save As whatever name you like and play the scenario. Presto.

EDIT; Don't forget you get war happiness in Republic from those civs that declare on you. If they really are too far to attack you, this is actually a good thing.
 
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