Quick Answers / 'Newbie' Questions

ı have had 4 science leaders simultaneously for a couple of times . Possible that ı had 5 in one game , can't remember that well enough . Until yesterday ı had no problems in having

military leader first

science leader later

using the military leader for an army or a building and replacing it with combat

in "good times" 10 to 14 combats in a run will produce a military leader , with a stack of elite 6/1/1 longbows with the enemy stack redlined to one bars all around with heavy artillery use . Three military leaders in one turn is cool , two is normal , one is enough

yesterday ı would have upto 50 or 60 combats in that single turn . Spent the science leader and the general was ready in 5

this is yet another mutation of the game which ı don't like or approve . One of such had increased the size of the autosave files . In one when ı would fortify a ship its observation range would remain at 2 tiles ; apparently everybody else have always had 3 . Fortify your galley for one turn in the epic game and see if you can safely cross . Never had a need for that myself as ı save and reload all the time . One ı considered particularly galling is that when ı used to produce a worker from conquered towns , the worker would cost me money . POWs have Geneva Convention to get them to work ; ı would not resort to slavery and stuff . Discussed it here and it mutated to my hate . And so what ? In my XP desktop ı was having actual science ages , before Antal or Flintlock patches ...
 
One ı considered particularly galling is that when ı used to produce a worker from conquered towns, the worker would cost me money.
That would be because of assimilation or growth. New citizen are always your nationalilty and your nationality is prefered for building workers.
In my XP desktop ı was having actual science ages , before Antal or Flintlock patches ...
That was just a display error, you did not have an actual science age.
 
That was just a display error, you did not have an actual science age.
Is there any way to make a science age actually occur? (I vaguely remember asking about this a few years ago, but if I did I don't remember the answer.)
 
ı DID have an actual science age . With the same settings everywhere ı had an extra tech in 20 turns with using a leader than compared to 20 without . Was quite a lively discussion back in time like maybe 10 years ago , maybe less .

this one says like 14 you don't have to read it all , nobody like believed me back then , too . Don't even try to read it , too .

ı capture ENEMYTOWN . To decrease the risk of a flip , ı get workers . Not settlers because of the scenario am playing because ı can't have settlers except the first 20% of the turns or so , they are autoproduced . Anyhow something comes up and ı state my preference to get these foreign workers captured so that when ı capture them back they will look like slaves . Better because ı count workers to maximise their output . 3 workers or 6 foreign workers to road a grassland tile for example . When they look the same , it is very easy to send 2 workers and 1 foreign worker ... Even if foreign workers that ı produce from cities STILL cost me 1 gold per turn as upkeep ... A short discussion here and turns out such workers should not cost me anything . Sure enough the game mutates . On and by itself and the laptop has no internet connection , too . It is sometimes necessary to grumble . Like if unknown parties love to challenge me or something they should have given me Civ III+ , you know , instead of this otherwise much liked patches and so on .
 
Is there any way to make a science age actually occur? (I vaguely remember asking about this a few years ago, but if I did I don't remember the answer.)
If you have the steam version there is a fixed exe that makes it work.
 
ı DID have an actual science age.
No, you did not. You get no single additional beaker by wasting a SGL to trigger a SGA unless you use a modded exe. The only thing you get without are display errors.
Is there any way to make a science age actually occur?
It requires a changed exe.

 
Even if foreign workers that ı produce from cities STILL cost me 1 gold per turn as upkeep ...
All units that are not of your own nationality are exempt from unit support. This is true for captured artillery, it is true for captured explorers, it is true for slaved privateers, it is true for slaved Man-o-War, it is true for settlers of foreign nationality and it is of course true for workers of foreign nationality. What matters is nationality.

A freshly built workers of foreign nationality can look as if it is of your naionailty, but save and reload tends to fix this specific display problem.
 
ı did have science ages 14 years ago and ı did pay for foreign workers ı produced in my own cities . Desktop to laptop , different systems and stuff . And am aware that when produced a foreign worker might look like my own and it might maybe change shape or whatever , ı think ı saw it a couple of times . But in the game ı am currently playing ı have upto 10 or 20 foreign workers and they are not visible in F3 screen because they are "free" but before the relevant mutation , they would be there because of the 1 gold per extra unit thing , do half the work and so on . As such ı would place them 3 tiles from an enemy town ı was laying siege to . To be captured so that the AI would run them to the town and run out of movement points to join them to the city , sacrifice or simply disband . Capture the town and my previously "expensive" workers becoming dirt cheap zero cost slaves .

and the point is there are many who get it that am not happy with any mutations and stuff , considering if the laptop goes down ı might have to buy a new one and Windows 11 and Civ III from goddamned Steam which ı hate a few particular reasons . So , when ı say ı used to have science ages , these people do agree that ı used to have science ages . Like it is just a number in some table or whatever , right ?
 
It requires a changed exe.

Hm, lot of changes in there. Any downsides or the like?
 
Hm, lot of changes in there. Any downsides or the like?
Yeah, for any given difficulty level, having an AI-Civ rock up to your towns with a stack of bombard-units, or even a properly loaded 3-unit Army, can sometimes make the game slightly more difficult... ;)

May also break mods which were built to take into account -- or actually exploit -- the bugs in the unpatched .exe (e.g. @Vuldacon's Escape From Zombie Island, @Civinator's CCM). That said, the later versions of C3X -- v.13 onwards, IIRC -- allow the modder (or player) to add a custom .ini file to the scenario's folder, which restores the unpatched bugs.
 
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May also break mods which were built to take into account -- or actually exploit -- the bugs in the unpatched .exe (e.g. @Vuldacon's Escape From Zombie Island, @Civinator's CCM).
The amazing Flintlock mod in my eyes is the best thing that happened to Civ 3 in more than twenty years. There never was a conflict between the Flintlock mod and the CCM mod. In fact several features in that mod were added at my demand. The Flintlock mod has a configurable default.c3x_config file since its first version of this mod, that works for all mods and scenarios. In later versions of the Flintlock mod, the feature for different default.c3x_config files for each scenario or mod was added. You can download the Flintlock mod and see a list of all features and fixes of the Flintlock mod here:
https://forums.civfanatics.com/resources/c3x.28759/

The Flintlock mod fixes many bugs in the programming of C3C (including the submarine bug and the houseboat bug) and adds a cornucopia of new features, that can be activated, for game play. I use the Flintlock mod, even for playing the CCM mod, since the appearance of that fantastic mod. For installing the Flintlock mod you need the GOG or steam version of Civ 3 Complete. The GOG version of Civ 3 Complete, that was the base for developing the Flintlock mod, is on sale at GOG for € 1,29 every few weeks.
 
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Yeah, for any given difficulty level, having an AI-Civ rock up to your towns with a stack of bombard-units, or even a properly loaded 3-unit Army, can sometimes make the game slightly more difficult... ;)
How does the AI react to armies? Armies are easy to deal with if you know where to plant forests and/or build barricades and can take some catapults along to weaken them. An army of, say, Knights costs 210 shields in terms of units while having five lousy warriors to stop them is 50 shields. If, meanwhile, you're bombarding the Knights, then BAM.

That said, even an army cannot take modern artillery bombardment, but that's in the later stages of the games.
 
How does the AI react to armies? Armies are easy to deal with if you know where to plant forests and/or build barricades and can take some catapults along to weaken them. An army of, say, Knights costs 210 shields in terms of units while having five lousy warriors to stop them is 50 shields. If, meanwhile, you're bombarding the Knights, then BAM.

That said, even an army cannot take modern artillery bombardment, but that's in the later stages of the games.
It does not need to be that much better to make a big difference. Just knowing to attack it with a few suicide units would be enough to stop things like the funnel of death.
 
How does the AI react to armies? Armies are easy to deal with if you know where to plant forests and/or build barricades and can take some catapults along to weaken them. An army of, say, Knights costs 210 shields in terms of units while having five lousy warriors to stop them is 50 shields. If, meanwhile, you're bombarding the Knights, then BAM.

That said, even an army cannot take modern artillery bombardment, but that's in the later stages of the games.
The AIs have the same attack calculation for the Flintlock mod as the epic game. However, in the Flintlock mod, they can move their built artillery units out of their cities, unlike in the epic game. By default, they also have a greater probability to build artillery units (this makes them have more unit support issues potentially, since artillery type units cost less than other units of a given similar era in general). How much the AIs build artillery type units can get changed in that mod's editor. So, something like a cavalry army going around pillaging? Well, once the AIs get replaceable parts, that thing likely will get bombarded to dirt, as I saw happen once. Once weak enough, AIs will attack armies out in the open field like other units.

The AIs can also make their own armies (and will build the Military Academy), with units all of the same type, in the Flintlock mod.
 
How does the AI react to armies? Armies are easy to deal with if you know where to plant forests and/or build barricades and can take some catapults along to weaken them. An army of, say, Knights costs 210 shields in terms of units while having five lousy warriors to stop them is 50 shields. If, meanwhile, you're bombarding the Knights, then BAM.
I've always wondered ... is there a way to disband an army, or unload an army of obsolete units to reload with more advanced units? I can't find one and don't know what to do with armies containing less advanced units.
 
I've always wondered ... is there a way to disband an army, or unload an army of obsolete units to reload with more advanced units? I can't find one and don't know what to do with armies containing less advanced units.
You can disband an army like you can a unit, the Disband button or the D hotkey. It is frequently worth it because of the 4 cities/army limit.
 
You can disband an army like you can a unit, the Disband button or the D hotkey. It is frequently worth it because of the 4 cities/army limit.
Yes, but you loose both the army and the units in it, but only get 100 shields for disbanding the army worth 400 shields. So that is not what one might hope for. Due to the limit of 4 cities per army it can still make sense.
 
Don't forget the Army itself, which is worth 400s, so we are looking more at a total of 610s.... ;)
Oh no, I mean in the pre-modern era. In the modern era, if you haven't started afforesting/barricading everything.
It does not need to be that much better to make a big difference. Just knowing to attack it with a few suicide units would be enough to stop things like the funnel of death.
If one has enough armies to mount a ‘funnel of death’-type scheme then probably one could just send them forward and rampage through any defence, because that'd be several dozen cities which can already churn out a crapton of infantry to defend and tanks (or better) to attack, in any case.
The AIs have the same attack calculation for the Flintlock mod as the epic game. However, in the Flintlock mod, they can move their built artillery units out of their cities, unlike in the epic game. By default, they also have a greater probability to build artillery units (this makes them have more unit support issues potentially, since artillery type units cost less than other units of a given similar era in general). How much the AIs build artillery type units can get changed in that mod's editor. So, something like a cavalry army going around pillaging? Well, once the AIs get replaceable parts, that thing likely will get bombarded to dirt, as I saw happen once. Once weak enough, AIs will attack armies out in the open field like other units.

The AIs can also make their own armies (and will build the Military Academy), with units all of the same type, in the Flintlock mod.
I actually saw Spain throw a Longbowman at my army of Keshiks that was at half health.
You can disband an army like you can a unit, the Disband button or the D hotkey. It is frequently worth it because of the 4 cities/army limit.
I disagree. An army means scouts, a zone of control, and also a terrific HP sink for bombardment. If you already have built so many cities, again, I wonder what you've been doing that you still need to have even more armies.
 
I actually saw Spain throw a Longbowman at my army of Keshiks that was at half health
In a recent mostly-random DG game, using C3X_v13 (I chose Japan as my Civ, and Standard size, but everything else Random; 60% Archi, I think), I dropped a 13-HP 3-Sam Army at the south end of the Aztecs' island, pillaged all their Ivory, then sent it north to pillage their Furs as well (I was hoping to break Monty's trade-routes, because someone was selling him Saltpeter).

But shortly before the Army reached the first of the Furs-tiles, Monty suicide-attacked it: he didn't even bombard it first, and lost about 5(?) Cavs, but the 6th(?) finally killed it off. I could hardly believe it.

(I'd built my MilAcad and Pentagon by that point, but I still only had Galleons, so I'd limited all my Armies to 3 units to allow them to be transported)
 
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