Quick Answers / 'Newbie' Questions

Yes, defensive war weariness, as long as it doesn't drag out too long. If you take it off the Printing Press, edit your Civilopedia to reflect so :). You can also move it to something harmless like a 21st century tech.
 
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.

The difference is those Europeans sent people to China, and it took many years. Once there, these Marco Polos didn't demand China give "x", and if refused, declare war. And the Chinese, victims of these impetuous (and historically nonexistent) declarations, didn't suffer the downsides of being at war with some platform shoe-shod jerks half a world away who couldn't possibly be a threat. :lol: The game mechanism is fubar. It takes rumors of a civ's existence to be a basis for direct communications. They didn't have telegraph in 2000BC, you had to go there.

I prefer my cheese on pizza... :lol:

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.

Thanks, but I know how to do it (I stupidly gave communications trading to one of the AA advances in the mod :lol: ), I just wondered if it did more than the obvious in the game. The way this game is programed, it's not unusual to change something and have other things changed that were unexpected.
 
The difference is those Europeans sent people to China, and it took many years. Once there, these Marco Polos didn't demand China give "x", and if refused, declare war. And the Chinese, victims of these impetuous (and historically nonexistent) declarations, didn't suffer the downsides of being at war with some platform shoe-shod jerks half a world away who couldn't possibly be a threat. :lol: The game mechanism is fubar. It takes rumors of a civ's existence to be a basis for direct communications. They didn't have telegraph in 2000BC, you had to go there.

I prefer my cheese on pizza... :lol:



Thanks, but I know how to do it (I stupidly gave communications trading to one of the AA advances in the mod :lol: ), I just wondered if it did more than the obvious in the game. The way this game is programed, it's not unusual to change something and have other things changed that were unexpected.

Well, if they are too far to attack you, they can kill your traders and envoys. That happened many times in history. The Japanese were quite isolationist for a long time.

War happiness actually makes it beneficial for them to declare on you as I noted in my last post... You people feel snubbed by the pretentious barbarians and a sense of nationalistic pride is fostered.
 
Yes, defensive war weariness, as long as it doesn't drag out too long. If you take it off the Printing Press, edit your Civilopedia to reflect so :). You can also move it to something harmless like a 21st century tech.

I had moved it up to something like map trading ( I forget, and I'm too lazy to check ;) ). Moving communications trading to the post radio modern era could work, though.

Well, if they are too far to attack you, they can kill your traders and envoys. That happened many times in history. The Japanese were quite isolationist for a long time.

Who are these "traders and envoys" in Civ3? What units are these?

War happiness actually makes it beneficial for them to declare on you as I noted in my last post... You people feel snubbed by the pretentious barbarians and a sense of nationalistic pride is fostered.

Yeah, I know, but did the inhabitants of the 11th century American southwest really benefit from a Chinese declaration of war upon them? :lol:

That is how the game plays it and is what I want to change. OK?
 
Map trading giving both maps and communications. Well, at leats yo get to know people and where they live. It's silly that people can tell you who they are but not where they live.
 
C3C Question:

Alright, well I thought I had this figured out, but apparently I don’t. I am trying to add 3 or 4 units that are “civ-Specific”.

Example: I wanted to replace the Ansar Warrior as the special unit for the Arabians with a new unit called a “Camel Rider”. So I downloaded a decent looking Camel Rider unit, made sure all the paths were correct, graphics correct, etc. And it does work. That’s not the problem. The problem seems to be getting the right civ to use it.

And here’s where I thought I knew what I was doing: I had a handful of units that I wanted to become available at the discovery of “Horse Riding” (I wanted to move the War Elephant to this area so I renamed it “Mounted Warfare”). So now I have one “general" unit (Horseman), and 4 special units: Mounted Warrior (Iroquois), Camel Rider (Arabia), Keshik (Mongols), and War Elephant (India).

Then I established the upgrade path like this: Everyone gets horseman except for Iroquois, Arabia, Mongols, and India. Horseman upgrades to Mounted Warrior, which is available only to Iroquois. That upgrades to Camel Rider which is available only to Arabians. That upgrades to Keshik which is available only to Mongols. That upgrades to War Elephant which is available only to India. Finally, War Elephant upgrades to Knight, allowing all civs to jump to the next mounted unit in that path (Knight) when each one discovers Chivalry.

At least that’s how I THOUGHT the path was supposed to be structured. But I played a test game, and half way through it I start seeing Camel Riders. Cool. Except that they were CHINESE!

So what am I doing wrong? Isn’t that how you set up the upgrade paths? Or are they all independent of each other, with each one available at “Mounted Warfare”, and then all of them upgrading directly to “Knight” at Chivalry?
How do I do this properly?

:confused:
 

This is probably better asked in the "creation and customization" forum. You should get better answers there.

It sounds to me like you have gotten it correct :dunno:. Recheck your permissions maybe, the only reason the Chinese should be able to build it is if they have it enabled.
 
tombohnstedt

You probably did check this, but just in case you over looked it:

In the units rules file in the editor, down in the lower left is a section called "available to". Highlighting a civ in that box will limit a unit to that civ. One or any number can be selected. From your description, it sounds like maybe the Chinese had been mistakenly highlighted on that list. A mistake I've done a few times.:(

If it's not that, well...the guys in the modding section should be able to help you figure out what went wrong.
 
If you set the only victory condition as histographic , will the game still end when you kill off all the AI's or can you play it out solo until 2050?

No, you can play solo until 2050. I'm not sure why you'd want to but you can. CivIII isn't as good without anyone left to kill.:)
 
Unless the barbarians are represented by a few UFOs and alien units and they run amok…
 
Not a "newbie" question, but a quick question:

If you fortify your borders totally with units while you have a RoP with the bordering nation, do they become more likely to declare war on you, or is it just my luck?
 
Not a "newbie" question, but a quick question:

If you fortify your borders totally with units while you have a RoP with the bordering nation, do they become more likely to declare war on you, or is it just my luck?

The AI does not sneak attack units in the open, at least not as far as I can recall. (The sub bug is an exception, but that is a bug.) But I don't know what happens if you completely block access to any of your cities. Maybe you could try to leave an opening somewhere, but so that none of your cities can be reached in one turn. That way you would probably get an unmistakable warning of an impending DOW.

But sneak attacks are just one way to be DOWed. There are also MAs, MPPs, extortion ...
 
And the AI just declaring war on you and their troops eventually appearing. ;)
 
;).

I've seen it happen once or twice that a single archer comes through as a token invasion force, attacks me and before it can enter combat is dismantled because of lack of funds.
 
But I don't know what happens if you completely block access to any of your cities. Maybe you could try to leave an opening somewhere, but so that none of your cities can be reached in one turn.
So now I'm curious. If I block land access, but leave sea access open, what happens? I'll look into it and see if it makes a difference.
 
You might see boats and dropoffs.
Probably. But I usually see their boats and dropoffs anyways; although they usually contain something quite pathetic like a couple of pikes or cavalry.
 
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