Quick Answers / 'Newbie' Questions

The things that affect huts are your level of difficulty, being expanstionist and having an attack unit built. IOW at the start a popped hut cannot yield barbs, if you have only worker/settler. Note that having a setlter in queue or built precludes getting a settler form a hut.
 
I am Inca and difficulty is monarch. EMan, I actually found that link before asking, but for whatever reason I pretty much dismissed it. :scan: Mostly I was interested in if probability of barbs would vary. So, if I interpreted things correctly, with me being Inca (expansionist) likelihood of barbs is 0. If I were not, it seems that building a city next to a hut makes barbs impossible and normal cultural border expansion isn't a special case in any way.
 
You cannot get barbs from a goody hut if
- you are expansionist
- or you don't have any military (curraghs count)
- or you pop it hut by settling right next to it.
 
You cannot get barbs from a goody hut if
- you are expansionist
- or you don't have any military (curraghs count)
- or you pop it hut by settling right next to it.

I have had barbs from settling next to a hut... at lower levels and not with the first city.
 
If you had a warrior and settle next to a hut, you can get barbs. He meant on your starting settler I would expect. At that point you do not have any attack units, so you cannot get barbs.
 
I don't think so...

he had already said "no military" as one of the options which most likely only applies to the first settler.
 
I have had barbs from settling next to a hut... at lower levels and not with the first city.

Are you sure? I have never had that happen. Which is consitent with Oystein's article:

Barbarians:
-- Player must not have Expansionist trait.
-- There must not be a city within a 1-tile radius.
-- The player must have at least 1 city.
-- The player must have at least 1 military unit.
-- The unit popping the hut must not have the "All Terrain As Roads" ability.​
http://www.civfanatics.com/civ3/strategy/goodyhuts.php
 
...and normal cultural border expansion isn't a special case in any way.
I would agree with that.


If you had a warrior and settle next to a hut, you can get barbs...
I have had barbs from settling next to a hut...
I'd like to see a re-creation of that, 'cause I'm pretty sure I used that technique several times in the game I'm playing now (Maya, Monarch Level) and had warriors kicking around, but no Barbs produced when hut within 9-square city...except city center tile......I thought I saw a detailed discussion somewhere on that..........Maybe it was Oystein's article. :)
 
There is no way to get barbs with a town, if you do not have and never have had any military. I have popped huts many times with founding my first town. The level does not matter for that. If the hut is just outside the towns borders I sometimes burn the worker move to pop it. This is because I intend to make a warrior and do not want the hut to pop barbs on the culture expansion.
 
I don't know about barb chances, but saving and reloading has interesting effects. I get a limited number of different results in the first few tries. Then, after around 3-4 reloads, mostly the same result, which is usually the least valuable. But, if I get out of the game altogether, then fire up the game and reload the save, I get significantly different results on the first try. Then the pattern repeats in subsequent reloads until I exit the game, and then reload. This is something I've tested in games extensively, usually looking for a settler result or a tech. For example: I've found when I get tech results, getting a settler is either rare or doesn't happen on reloads. But exiting the game, starting up again and reloading can yield a settler result. Similar with things like gold or warrior results. Sometimes, all I'll get is gold or a warrior. I'll reload many times, same thing, or the empty village or barbs, but no techs or settlers. Get out of the game, then go back and reload, and then I will get a string of tech results, but no settlers. Exit game, fire up and reload, I'll get a settler. I've done this probably 100s of times in games over the years. It's given me the impression that the goody hut rng is two staged. First stage selects a pattern of possible results, the 2nd stage handles the chances for exact items within that pattern. When you reload you are still selecting from the same initially rolled pattern, which explains the limited number of different results. But if you exit the game, then try reloading, the process is reset and the rng can select a different 1st stage pattern, with different chances on the items in the 2nd stage. This explains why simply reloading only seems to usually yield similar, and repeating results, while exiting the game before reloading again will give very different choice that wouldn't come up during the reloading before you exited the game. In other words, simply reloading just resetted the 2nd stage of the rng, but exiting and restarting the game resetted both stages. After a number of reloads, the results tend to be the same, and not very good, so I think there is some sort of "governor" built into the program where after a certain amount of retries, the rng stops giving good results. This is also reset when exiting the game.
 
Normal play is with preserve seed on, so reloading will not change anything, if you do exactly the same order. Disable the preserve, then you will get a different rng seed and see different results, the range of which I do not know.
 
There is no way to get barbs with a town if you do not have and never have had any military. I have popped huts many times with founding my first town. The level does not matter for that. If the hut is just outside the towns borders I sometimes burn the worker move to pop it. This is because I intend to make a warrior and do not want the hut to pop barbs on the culture expansion.

But I am discussing what happens after you have one or more towns. I have also had cultural expansions cause barbs. And yes I already have military when these events happen.

I never save saves. sorry 'bout that chief. :mischief:
 
Chicago
I have a population of 10, and one factory. I am 100% sure I no other pollution causing city improvements. (no Mass Transit nor Recycle Center) According to this sites FAQ on pollution (posted below) my city should only have 1 city pollution for the factory. The population isn't over 12, so why is there 2 city pollution?

Boston
Another example, this city have 4 city pollution. Population is 12, with one factory. I am 100% sure there are no other pollution city improvements. (has Mass Transit, no Recycle Center) Why is the city pollution 4 instead of 1?

How does pollution work?

Pollution, which can be created either as a result of buildings (like factories) or too much population crowding, is represented by orange splotches on the map in a tile. For each population point you have above 12, you will get 1 pollution 'point', and buildings will give different amounts of pollution as well. You can see how much pollution you have in a city by going to the city screen, and in the bottom left looking in the box labeled "Pollution". The more you have, the more chances there is that pollution will occur in one of the city's 21 tiles each turn. Also, you can limit population pollution by building Mass Transit (which caps population pollution at 1) and building pollution by constructing Recycling Center (which limits building pollution to 1).

Hi Sculpt

I don't see what is wrong with the quote you've added from the FAQ. It just tells us that certain buildings such as factories add to polution. It also mentions that a Recycling Centre will cap building pollution to one unit. Nothing too detailed but nothing wrong.

If you want more information I think that the following is correct but I haven't played III much lately so I apologise in advance for any errors.

2 pollution points for each of the following:
Factory
Coal Plant
Manufacturing Plant
Offshore Platform​

1 pollution point for each of the following:
Research Lab (a real pain when you build the Internet in a large empire)
Commercial Dock
Airport​

This fits with what you describe for Chicago and suggests that Boston had maybe an Airport and a Lab or maybe a Coal Plant with its Factory.

I hope this helps your understanding of pollution points.
 
Which city gets the shields (for city improvements) from forest chopping? Obviously when one city is closest - like 2 squares horizontal vs 2 squares horizontal and 1 square vertical, the first one wins. But what if two (or more) cities are equally close? Does it matter if one or more cities are building city improvements while some others are not, or is it just random?
 
I do believe if a citizen is working the tile it will go to the city that has 'claimed' it with the citizen.

**Edit - the above is wrong - see the other posts from others below, just so that no one is mislead by a later reading of my ill-informed post**

If one city is building a wonder, the other city will get the chop even if it otherwise shoud not.
 
When you chop a forest, the city receiving the shields is determined in this order of priority (keypad directions to city location from forest):
9-6-3-2-1-4-7-8-98-99-96-36-33-32-12-11-14-74-77-78.

Cities building a Wonder or belonging to a different civilization are not considered. Worked tiles make no difference to where the shields end up.

alexman. 6/15/04
 
Which city gets the shields (for city improvements) from forest chopping? Obviously when one city is closest - like 2 squares horizontal vs 2 squares horizontal and 1 square vertical, the first one wins. But what if two (or more) cities are equally close? Does it matter if one or more cities are building city improvements while some others are not, or is it just random?

I use a clock as a mnemonic. For the center ring, it starts with the tile directly NE and then goes clockwise to N. For the second ring, it goes from the tile NE-N clockwise to the tile NW-N.
 
Also, a city building "wealth" or "Palace" is treated as if building a "wonder" for shield-allocation purposes. (Viz. Cannot receive the 10-shield bonus.)

Obviously, you can manipulate the production so that the shields are assigned to the desired city.

P.s. A useful feature of CivAssist II is that it keeps track of which tiles have been "de-forested". :)
 
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