Quick Answers / 'Newbie' Questions

I already called them science farms in post #3607.
 
In v1.29f the foreign advisor - which worked with the original v1.07f - doesn't work properly. No matter which boxes are checked for lines to display, they won't display. All I get to see is the advisor's dialogue box, and the face for each of the other (remaining) civilizations (I've retired two so far). Is there a fix for this (apart from upgrading completely to C3C)?
 
please don't hate me if this question has already been asked.
but what am I supposed to do to activate Austria as a playable civilization? that is, how do I replace other civ with Austria? pease, in very simple terms, I have absolutely zero formal computer education.
 
please don't hate me if this question has already been asked.
but what am I supposed to do to activate Austria as a playable civilization? that is, how do I replace other civ with Austria? pease, in very simple terms, I have absolutely zero formal computer education.

You will have to do 2 things (or 3 really):

STEP 1:

View attachment Conquest Austrians.rar <-- This is a scenario file that has the Austrians as playable civ.
Unpack and add the file to:
...\Civilization III Complete\Conquests\Scenarios

(note that ... is wherever you have installed Civ)
I have replaced the Sumerians with the Austrians. The Hussar is their UU, so you need to do one more step....

STEP 2:
Go here ...\Civilization III Complete\Conquests\Text
and locate the "PediaIcons.txt" file. Right click it and select 'properties' (bottom option). Uncheck "read only".
Open the file and add the following at the bottom of the ANIMNAME unit list:

#ANIMNAME_PRTO_Hussar
Hussar

It should look like this:
bg37z4.png


STEP 3:
Open Civ3 and select "Civ-content" then select Conquest Austrians.
 
Are the effects of Libraries, University, Copernicus Observatory, Newtown University, SETI etc really cumulative? I read it a post on this thread that they are. (The one where theoretical maximum achievable science for a city was calculated) . In a recent game when I built SETI, my cities bpt (at 100 percent) which was previously 115 rose only to 152 (although I think but am not very sure that Copernicus Observatory did have the desired effect) . So I wanted to ask if the effects of SETI are cumulative too?
 
what am I supposed to do to activate Austria as a playable civilization? that is, how do I replace other civ with Austria?

All the files you would need are included in the Conquests expansion, but you would need to create a new scenario based on the conquests.biq, replace one of the existing Civs in the editor, add the Hussar UU, and add the necessary text. However, if as you said you're not particularly computer savvy, the best option may be to download a scenario that has already made the changes. I believe there are several you can search for in the forums, but here is the one I used years and years ago from Drift replacing the Koreans: Austrian civ for epic game.
 
Are the effects of Libraries, University, Copernicus Observatory, Newtown University, SETI etc really cumulative? I read it a post on this thread that they are. (The one where theoretical maximum achievable science for a city was calculated) . In a recent game when I built SETI, my cities bpt (at 100 percent) which was previously 115 rose only to 152 (although I think but am not very sure that Copernicus Observatory did have the desired effect) . So I wanted to ask if the effects of SETI are cumulative too?


Yes, they are. But keep in mind, that the percentages are all applied only to the base commerce, not to the "modified" commerce resulting from earlier science buildings.

Example: assume that your city makes 20 beakers per turn without any buildings. (Base = 20)
- After building a library, you get 50% added to that, so the city now makes 30 beakers
- Now we build Copernicus and get an additional 100% of the base: 30 + 20 = 50 beakers (and not 60!)
- The same when we build Newton: you get another 100% of the base, so the total will be 50 + 20 = 70 (and not 100!)
- And when you build SETI, you get again 70 + 20 = 90 (and not 140...)

So if you got an increase from 115 to 152, that means that your city is making 37 beakers per turn without any science increasing buildings. (Ignoring rounding inaccuracies.)
 
Thanks. I think I read somewhere that building. Copernicus observatory and Newton's University is the same city was very helpful. I guess that was wrong. Also I tried out the tactic where on entering a new age you gift scientific civs to that age too to get tier 1 techs so your free Tech is a tier 2 tech but this doesn't seem to work out after the middle ages (Where I use Republic to get their techs) . The AI doesn't easily accept lump sums (not even 300 to 400 gold) and I don't generally have exorbitant amounts of money lying around. How does one use this trick in the IA then?
 
All the files you would need are included in the Conquests expansion, but you would need to create a new scenario based on the conquests.biq, replace one of the existing Civs in the editor, add the Hussar UU, and add the necessary text. However, if as you said you're not particularly computer savvy, the best option may be to download a scenario that has already made the changes. I believe there are several you can search for in the forums, but here is the one I used years and years ago from Drift replacing the Koreans: Austrian civ for epic game.

great, thank you!
 
Thanks. I think I read somewhere that building. Copernicus observatory and Newton's University is the same city was very helpful. I guess that was wrong. Also I tried out the tactic where on entering a new age you gift scientific civs to that age too to get tier 1 techs so your free Tech is a tier 2 tech but this doesn't seem to work out after the middle ages (Where I use Republic to get their techs) . The AI doesn't easily accept lump sums (not even 300 to 400 gold) and I don't generally have exorbitant amounts of money lying around. How does one use this trick in the IA then?

Building both Copernicus' Observatory and Newton's University in the same city is very helpful, but only because you want them each in the city with the most commerce. If my science city has a base of 100 beakers (say, some tourist income, the Colossus, and 21 tiles worked) and my next city has a base of only 30 beakers, I get 200 beakers if they are both in my science city but only 130 beakers if I split up the wonders.

For trading going into the industrial or modern ages, after you learn the last needed tech but before you trade, go and turn your sliders down to zero so that you have massive amounts of gpt available to trade for techs. (You will need hundreds of gpt. Hope you haven't trashed your reputation.) If you are lucky, you may be able to get democracy from someone and use it to trade to someone else. This will reduce the price. Also, if the AI haven't all met, look for situations where you can buy for cheap (knowing several AI with that tech) and sell for a lot (to someone who thinks you are the only one who knows it).

After you buy their techs, trade them around to get back as much of the gpt as you can. You may be able to get almost all of it back, depending on the trading situation. If not, sell your free tech to them so that you can continue researching.
 
Okay so that's how it is. Thanks. Btw do you mean to say that if I'm not gaining (NOTE : Gaining and not earning ) sufficient gpt I can't offer them that much. I thought it was like doing this would lead to negative gpt. Am I correct?
 
I am not sure what you are asking but building those wonders always helps. They are more shield efficient than unis. So if you can manage to build them without doing unreasable sacrifices, than build them.
 
This is what I mean : suppose I'm earning 20gpt, my income (without expenses) is 30gpt and I offer an AI 25 gpt. Can I do that. What I feel is that this should result only in me earning negative gpt, however in his post CKS stated that I'll need to reduce research to 0, or at least lower it a bit to be able to make gpt deals offering the AI more than I can afford at that moment. My question is whether I really need to lower the slider?
 
You do. You do need to have a surplus before you can sell it away. Else AI will call your bluff.

You can however lower luxus rate to zero albeit you need more. And you can use taxmen just for the time of the negotiations. AI will only care about the surplus during the negotiations. After it you can change the taxmen to scientists and increase the spending for science and entertainment to desired levels.
 
Why does the AI refuses if we are giving them our own city. Even for 1 gold. Thnx
 
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