Quick Answers / 'Newbie' Questions

you probably won't see them in any scenario or mod . There has been a solution , probably by Civinator (as far as ı remember) and people will in all probability provide the links , in which you would have to change a few things .
 
you probably won't see them in any scenario or mod . There has been a solution , probably by Civinator (as far as ı remember) and people will in all probability provide the links , in which you would have to change a few things .
This is correct.

City-view is disabled for all Mods which are stored in ../Conquests/Scenarios and ../Conquests/Conquests, i.e. including Firaxis' own "Conquests" maps (Mesopotamia, Rise Of Rome, etc.). That is to say (and AFAIK), the only way you can 'reactivate' the city-view for a self-designed map is by saving that map as your 'conquests.biq', in the root ..Civilization III/Conquests directory — with the caveat that doing so will overwrite the original, so make a backup copy of it first!

As @r16 says, @Civinator used this trick for the latest version of his epic CCM mod, which is designed to replace Firaxis' version of the game.
 
This is correct.

City-view is disabled for all Mods which are stored in ../Conquests/Scenarios and ../Conquests/Conquests, i.e. including Firaxis' own "Conquests" maps (Mesopotamia, Rise Of Rome, etc.). That is to say (and AFAIK), the only way you can 'reactivate' the city-view for a self-designed map is by saving that map as your 'conquests.biq', in the root ..Civilization III/Conquests directory — with the caveat that doing so will overwrite the original, so make a backup copy of it first!

As @r16 says, @Civinator used this trick for the latest version of his epic CCM mod, which is designed to replace Firaxis' version of the game.
Nice! Thanks a lot guys.
 
City-view is disabled for all Mods which are stored in ../Conquests/Scenarios and ../Conquests/Conquests, i.e. including Firaxis' own "Conquests" maps (Mesopotamia, Rise Of Rome, etc.). That is to say (and AFAIK), the only way you can 'reactivate' the city-view for a self-designed map is by saving that map as your 'conquests.biq', in the root ..Civilization III/Conquests directory — with the caveat that doing so will overwrite the original, so make a backup copy of it first!
I think you can just ‘make’ a new copy by creating a blank map from the editor and setting it to default rules, but I wouldn't put my hand in the fire for it.
 
Why haven't I won a culture victory yet?
CVT5WWi.jpg
 
^The condition expressed by jarred! is what makes Plotinus' Anglo-Saxon scenario so interesting. You can't be a warmongering barbarian exclusively because the Irish will get a cultural victory over you. So you have to do warmongering, remember not to take any coastal cities if you can help it, and ramp up your culture to prevent the Irish from winning by default, safe in their big green island to the west.
 
You also need to be double the culture of second place!
Oops ... I did not know that, as it has never come up that I know of. I'll keep that in mind next time I go for one.
 
Many thanks, looks like it's time to knock down a few Russian cities.
Keep in mind that razing a city won't subtract that city's culture from their total, just the cpt.
Oops ... I did not know that, as it has never come up that I know of. I'll keep that in mind next time I go for one.
It's generally not an issue on lower levels, but it's what makes culture victories more difficult on higher levels.
 
You can of course capture a city and gift it to a different AI. This avoids the diplomatic penalty for genocide.
You forgot to add the evil laughter to this post.
 
This mixing it up, this swapping of cities from one AI to another via war can be a way to mitigate micromanagement but to increase your relative strenght. When a city is captured all culture buildings are destroyed and about 50% of the remaing buildings, too. So the value of the town is reduced. Meanwhile gifting it away means that you donnot need to worry about flipping. Still you can strenghten weaker AIs and shape the balance of power in your favour. War does not necessitate to aim for domination in terms of 66% of world area. Just weakening the stronger AIs in a sustainable way will serve most goals, but especially the goal of diminishing the build up of new culture by AI. Sooner or later AI will build up new culture buildings, but that will take time and chances are that the double culture from 1000+ years will not apply.
 
latest game in progress , enemy ı fight is 2nd on that planet according to F8 . ı immediately gift any captured city to the most backwards Al in the game Enemy maybe had 20 cities , it had maybe 10 flipbacks . Am pretty sure as cities go its numbers of units will also down so this extra 10 units to be killed was not that big a thing . Foreign continent , with owning only one or two cities the Al spent most of its time by moving around ...
 
This mixing it up, this swapping of cities from one AI to another via war can be a way to mitigate micromanagement but to increase your relative strenght. When a city is captured all culture buildings are destroyed and about 50% of the remaing buildings, too. So the value of the town is reduced. Meanwhile gifting it away means that you donnot need to worry about flipping. Still you can strenghten weaker AIs and shape the balance of power in your favour. War does not necessitate to aim for domination in terms of 66% of world area. Just weakening the stronger AIs in a sustainable way will serve most goals, but especially the goal of diminishing the build up of new culture by AI. Sooner or later AI will build up new culture buildings, but that will take time and chances are that the double culture from 1000+ years will not apply.
Gifts are awesome. Today, when playing a regular game as the Romans, I put into practice the tjs maneouvre: going straight for techs that make Ai-controlled wonders obsolete.
I also gift (or give away for 2 gold) any techs that I know everybody has, so that AIs don't get even that profit. As such, without Iron, Saltpetre or Oil I've kept out of war until the 1500s because everybody is at some point or another paying for my techs with gold, luxuries, or even Iron!
 
I put into practice the tjs maneouvre: going straight for techs that make Ai-controlled wonders obsolete.
Takh, we've been over this already: just because you heard about this trick from me, doesn't make it mine ;)
 
... because everybody is at some point or another paying for my techs with gold, luxuries, or even Iron!

afaik it is an unproven but old and well-known observation that this makes it rather likely to get DOW´ed, than keeping you in peace. if anything, YOU paying gold, luxuries or resources would make it less likely for the AI to attack you. the AI loves to break deals.
t_x
 
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When you're getting >300 gpt from various sources as well as lump sum payments, maps and resources, all of which helps you stay just ahead in the tech race, then definitely you're not the one who's going to declare war. Of course, you will mass Infantry and Cavalry next to your neighbour's city on your border, which has rubber, and therefore represents the only serious strategic defence of their oil-producing territories, but that is simply common sense. Basically that civ tries to extort payments out of me and I tell them to go screw every time so I'd better ensure that the inevitable happens.
Takh, we've been over this already: just because you heard about this trick from me, doesn't make it mine ;)
*engages Pedantischenglischlehrermodus*
Calling ‘tjs manœuvre’ means that I am simply naming it after you. I am not using a possessive form, i.e. I did not say ‘tjs's manœuvre’, which, in passing, I must say definitely challenges any entitlement to royalties on your part.
 
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