Quick Answers / 'Newbie' Questions

So, how many turns until your troops get there? :D
 
So, how many turns until your troops get there? :D

Haha, it only took about 2 or 3 turns to get over there. I have a handful of boats on standby. I sent a few swordsman/medieval infantry over just in case, but he only had one regular spearman over there. Maybe I'm overdoing my army, but I'm glad he's gone! He has taunted me the whole game. I can't believe I missed his last city, though, so maybe I deserved it.
 
You'd better hope no one ever ever met them because even if they didn't know you you'll have a rep hit with them and everyone else they've met.
 
You'd better hope no one ever ever met them because even if they didn't know you you'll have a rep hit with them and everyone else they've met.

The only other civs we knew were the Aztecs and the Arabs, and they are both still polite toward me. Is that what you mean by rep? They were off on an island with the arabs, and they never made it to the other landmass after all, so I am almost positive they only knew those two civs.
 
You'll be considered to be less trustworthy by the AI. of course, AIs can trade with each other without such restrictions, I'm beta-testing a scenario where, yesterday, two factiones were at war, made peace, then the following turn signed an MPP and went back to war a couple seconds later without pausing to blink.
 
You'll be considered to be less trustworthy by the AI. of course, AIs can trade with each other without such restrictions, I'm beta-testing a scenario where, yesterday, two factiones were at war, made peace, then the following turn signed an MPP and went back to war a couple seconds later without pausing to blink.

Hahahaha.
 
Big Frank, I'm curious why you build libraries in specialist farms. As I understand the game mechanics, specialist income and research is not subject to corruption/waste but also is not affected by multiplier buildings like libraries.
splunge, that's my understanding, as well.
 
Hi,

I have got again a maybe stupid question: When became wonders obsolet? If the builder discovered the opsolete making tech, or if any other culture discover the same (like in CIV1)?

In my current game the KI is still building several opsolete wounders (Oracle, Lighthouse), that I am no longer able to build.

Thanks!
 
Hi,

I have got again a maybe stupid question: When became wonders obsolet? If the builder discovered the opsolete making tech, or if any other culture discover the same (like in CIV1)?

In my current game the KI is still building several opsolete wounders (Oracle, Lighthouse), that I am no longer able to build.

Thanks!

It is when the builder (or owner if different) gets the tech. This for example allows someone with the the Great Library to advance far beyond Education if they meet their second advanced civ when they are beyond Education.
 
Me and some friends bought the complete game on steam. I tried hosting an online game with one of them but he couldn’t find it. He then tried hosting a game but I couldn’t find it. I tried giving him my IP address to look directly for it but that didn’t work either. How do I make it so people can find my game?
 
Me and some friends bought the complete game on steam. I tried hosting an online game with one of them but he couldn’t find it. He then tried hosting a game but I couldn’t find it. I tried giving him my IP address to look directly for it but that didn’t work either. How do I make it so people can find my game?

The Multi Player Forum may be a better place to go for that answer. You'll find many threads with that kind of info. If you can't find it, just ask.
 
Hello,

new player here with newbie questions :)
I got Civ 3 complete on steam (so i guess that makes it C3C).
How does one enable the grid I can see in some of the screen shots? I had a look in the options but didnt see anything that sounded like it. Is it a mod? And if so, can you recommend one/some?
Also when one builds a wonder that puts improvements in every city on the continent. Can I then sell the previously built improvements?
 
Hello,

new player here with newbie questions :)
I got Civ 3 complete on steam (so i guess that makes it C3C).
How does one enable the grid I can see in some of the screen shots? I had a look in the options but didnt see anything that sounded like it. Is it a mod? And if so, can you recommend one/some?
Also when one builds a wonder that puts improvements in every city on the continent. Can I then sell the previously built improvements?

1= The Grid... I assume you mean the triangle grid while playing... try 'ctrl g'.

2= I don't know about the wonder and selling the previous buildings, After the wonder is built I assume not. But don't totally rely on that as fact.

I try to watch the wonder as it is building. Then I sell all the "buildings" with 1 turn remaining. $$$
:coffee:
 
1= The Grid... I assume you mean the triangle grid while playing... try 'ctrl g'.

2= I don't know about the wonder and selling the previous buildings, After the wonder is built I assume not. But don't totally rely on that as fact.

I try to watch the wonder as it is building. Then I sell all the "buildings" with 1 turn remaining. $$$
:coffee:

I believe MPK means the grid that appears to be diamond-shaped, not triangle. In the upper left-hand corner of the game screen there are three icons. If you click on the "main menu" icon, the first item in the pop-up is map. Click on map and then click on grid controls. That turns on the grid. Or use MPK's method of control-g.

MPK is correct about selling existing improvements the turn before a Wonder completes. That's the best option. You can't sell an improvement that comes free with a Wonder. Not only is it free of production costs, it's free of maintenance costs.
 
I think I would need to check this but I do believe you can sell something you built after you get the wonder that replaces it with a 'free' improvement of the same type.

For example. In 'City A' I build a barracks early in the game. Later I build or capture the Art of War. This gives a free barracks ot every city on a connected landmass. Now 'City A' has a 'free barracks', however the game still remembers that I built a barracks there. Therefore I can sell the barracks I legitimately built and the 'free' barracks remains. Likewise, all of the 'free' barracks that suddenly appear in all other (connected) cities cannot be sold.

Whether you sell a particular improvement before or after the wonder builds or is captured may be a matter of preference. You can save a turn on the maintenance cost and pick up the money a round earlier at the expense of the improvement.

I would rarely expect a conflict between between a granary and the pyramids. A barracks is probably less important unless you have a military unit producing on the IBT and the city comes up first in the rotation before the wonder builds. In the case of Hoovers I would be hesitant to sell the coal factory before the wonder builds - the 3 gpt seems worth the price in increased shields - assuming that the producing city comes before the wonder in the build queue. At that point the gpt that could be gained is probably a minor concern to your empire.
 
You'll be considered to be less trustworthy by the AI. of course, AIs can trade with each other without such restrictions, I'm beta-testing a scenario where, yesterday, two factiones were at war, made peace, then the following turn signed an MPP and went back to war a couple seconds later without pausing to blink.
Did someone declare war on them then?

"this war is exhausting."
"that's true, it's costing us a lot!"
"let's bury the hatchet and let our people recover"
"we might do that yeah"
"so, we agree then"
"pretty much, so we have a deal here?"
"Let's do this. and while we're at it, shall we protect each other in the meantime?"
"good idea, we're vulnerable"
"Now, you gotta promise me you're not gonna kill anyone, right?"
"Right."
"Swear?"
"What?"
"Just put up your hand and say, 'I swear I won't kill anyone.'"
"'I swear I won't kill anyone'"
"holy crap look behind you!"
"battle stations!"
"battle stations!"
 
No, since it's EFZI where there's five factions and three of the Human factions are always at war with the Zombies. The farmers occasionally make pacts.
 
RE: Preserve Random Seed

I just had a situation where the RS did NOT work. So what are the rules for this thing. I was told that it was a complete failsafe... guess that isn't true... or is it just that the pRNG gods hate me so much that they cheat too? :rotfl:
 
RE: Preserve Random Seed

I just had a situation where the RS did NOT work. So what are the rules for this thing. I was told that it was a complete failsafe... guess that isn't true... or is it just that the pRNG gods hate me so much that they cheat too? :rotfl:
Here's the rule from the Manual...

Preserve Random Seed: When this option is checked,
the state of the current game’s random number generator
is locked when you save a game, so that saving and loading
have no effect on random events in the game.
Here’s an example. Right after you save your game, one of
your units is attacked and destroyed by an enemy unit. You
can reload your last save and allow the combat to occur
again. If the Preserve Random Seed option is not checked,
a new random number is generated when the game is
reloaded, and the results of the combat might be different.
If the Preserve Random Seed option is checked, the result
of the combat is always the same because the original random
number that governed the combat is preserved in
each save.
 
I think you can fool around with it by attacking with other units, but I can't remember if it was with or without RS that I did it.
 
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