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Quick Answers / 'Newbie' Questions

It would be more interesting if civs were replaced by new ones from the same group. Destroy the Babylonians? Oh, thee's the Persians springing up just behind, on top of those iron mines, to boot!
 
'Accelerated production' means exactly that, everything is produced faster.

And not only production: research and growth are effected, too.
To be precise:
  • The shield cost of everything is reduced by 50%. E.g. warrior for 5 shields, settler 15s, Pyramids 200s, etc.
  • A town/city/metropolis needs only 50% of the food in order to grow. E.g. with a granary a town needs only 5 food to grow.
  • Research costs for every tech are halved.

Note that the above also applies to the AI. So in a Sid level game at accelerated production the AI can build the Pyramids for only 80 shields... And a settler costs only 6 shields and 4 food for the AI. The speed with which they fill the map is really insane... :D
 
Hey guys, I'm kinda new to Civ 3 (been playing for about 3 months now, on Chieftain+1 reagent game on a normal map where I got my ass kicked by the Americans:mad:)
Anyways I decided to try another reagent game on Rhye's 180x180 Earth Map, plus the starting locations irl. I started as the English and got a decent start I built the Great Libary, which helped me get into the Middle Ages(first!:lol:) The Viks declared war on me because they wanted iron working, so I came to their island and took their city on the coast, then they gave me 2 more cities in exchange for peace. The problem is that I have no idea what to do next. I could finish what I started in Scandinavia, or I could invade another Civ such as the dutch or the French.
 
Unfortunately, in Civ3 you normally have to fully wipe out a Civ if you gain any of their cities rather than settle with a dominating slice, because in Civ3 the game rolls for a Cultural Conversion every turn and there's always a possibility that a city you've taken will "flip back" to it's previous owner.

If you plan for this it isn't much of a problem, it's just irritating, and cancels production for a few turns, and loses you any troops you had in the city, and requires you to permanently station troops there etc.

However, once you've defeated them all and get the "they've left the game" pop-up dialogue box the flip-back only then becomes a zero percent chance. Which is a shame really, for many, many reasons, but it is what it is...

So... yes, finish off the ones you're already started on.
 
Unfortunately, in Civ3 you normally have to fully wipe out a Civ if you gain any of their cities rather than settle with a dominating slice, because in Civ3 the game rolls for a Cultural Conversion every turn and there's always a possibility that a city you've taken will "flip back" to it's previous owner.
This is true, but since flip-risk is calculated for all cities, not just captured cities, I think you really only need to go full-genocidal if you're going for Dom/Conq -- but if you're doing that, you might as well just raze-and-replace captured cities (unless they have a useful GW in them...).

... the flip-back only then becomes a zero percent chance...
Well technically, eliminating an AICiv only reduces the flip risk to that Civ to zero.

A high percentage of foreigners -- especially unhappy/resisting foreigners -- is one of the factors that increases flip risk, so captured cities tend to flip more often. So one thing you can do to reduce flip probability is to quell resistance, shrink the city down to Pop1, e.g. by starvation, whip-rushing [cultural] improvements, or by turning those nuisance foreigners into Slave-Workers (which you can then set to making unit-maintenance-free terrain-improvement, or gift/sell them back to their parent AICiv, whatever), and then build the city back up with your own citizens through natural growth or by adding your own homegrown Settlers/Workers, making it less likely to flip.

And the game also rolls for 'foreign citizen assimilation' on each turn for each captured city. Admittedly, this assimilation process is usually quite slow, especially in the larger captured cities (shrink them!), and/or in a full-on Dom/ Conquest game where you've mostly built Raxes and mil-units, and few/no Culture-buildings. However, if playing for a non-militaristic VC, especially a Cultural win, where warfighting is not your main focus (e.g. you've only taken cities to punish the AI for attacking you and/or to force a favourable peace treaty ASAP), your cultural rating will likely be (much) higher, and thus the captured foreigners assimilate into your Civ quicker, hence reducing the flip probability.

Another flip-risk factor is proximity to the AICiv borders. In border cities, flip-risk will almost never be zero, regardless of whether those cities were originally yours or theirs -- so if e.g. a captured city still has a large number of resistors after its parent AI is eliminated, there's nothing to prevent that (unhappy) city from flipping to another (culturally 'superior') neighbour AICiv before -- or even after -- you've quelled the rebellion... So if you can push the parent AICiv(s) off your island/continent, the flip-risk will also be reduced, because their border(s) won't be touching yours anymore.

Culture flips are definitely annoying though -- especially when they happen in places you weren't expecting...
Spoiler :
In the game I'm playing at the moment, as the Persians on a Tiny Continents map (in Vanilla), Antioch (Pop6, 100% Persian, 3 units garrisoned) flipped to the Indians while I was fighting them, but Lahore (Pop4, 100% Indian, no garrisons) did not flip, even though [1] the Indians were losing the war, [2] I had way more cities than they did, and [3] Antioch was closer to my capital than Lahore. And as if this wasn't bad enough, the Antioch garrisons consisted of a recovering eImmortal, a vSpear, and -- just to add insult to injury -- an empty Army which I'd parked there while I fished for an e*Immortal to fill it (the MGL was created by an eHorse, but I hadn't wanted to build a Horse-Army)... :mad:
 
Note that the above also applies to the AI.
That cheating bastard!
The Viks declared war on me because they wanted iron working, so I came to their island and took their city on the coast, then they gave me 2 more cities in exchange for peace. The problem is that I have no idea what to do next. I could finish what I started in Scandinavia, or I could invade another Civ such as the dutch or the French.
Finish what you started in Scandinavia, yes. Otherwise they'll try to attack you again at some point, and even if they don't, their relations with you are screwed for the rest of the game anyway.

If you can afford it you should declare war on the French or Dutch, whichever one is weaker, and just let them land a few troops on your island which you can them drive back into the sea. That will ruin their economy and -hopefully- not yours.
 
Thanks for the help! After posting I decided to play a few more turns before going to school, anyways the Russians(most powerful civ atm) threatened me, wanting me to pay 32 gold, it's not a lot and I should I gave in, but I declined, so they declared war on me :eek:. But then I pretty much got everyone in Europe to declare war on the Russians(for a cheap price ofc) So now should I clean up the Vikings or grab what I can in Russia?
 
Thanks for the help! After posting I decided to play a few more turns before going to school, anyways the Russians(most powerful civ atm) threatened me, wanting me to pay 32 gold, it's not a lot and I should I gave in, but I declined, so they declared war on me :eek:. But then I pretty much got everyone in Europe to declare war on the Russians(for a cheap price ofc) So now should I clean up the Vikings or grab what I can in Russia?

Those military alliance deals are always good and last 20 turns.
So go ahead and get the Vikings, then after at least 20 turns, attack whoever is the weakest from fighting the Russians.

The Russians are away from you, so you shouldn't see a single unit, unless it's on Viking turf.
 
Let the continent take on the Russians, that way no one will bother to try and steal Viking lands before you can conquer all of their peninsula.
 
Alright, I just finished cleaning up the Vikings. The Germans however did not get weaker, they actually got STRONGER taking most of Russia's Cities so I declared war on them and bribed the other Civs to declare war on him as well. I got Printing from the Koreans and found out that the Iroquois are the strongest Civ in terms of power. Anyways, I'll probably just let the other Civs weaken Germany while I build up my military(it's still quite small).
 
Attack from your recently acquired Danish estates.
 
Are you able to walk around with your units?
If so, move a ship (a galley can transport, a curragh can not) next to your city. Then 'walk' your unit onto the ship, as if the ship were another piece of land.
The unit is now on the ship.
Use the numpad on the keyboard to move around (the numbers on the right side of the keyboard).
You can also click on a unit and then click on the map to tell him where to go. This is not preferred though.

You guys have been fantastic in your support. I started a new game and most things are starting to work. I can tell a worker to improve the land and he does. I think I had bad terrain on the first try. I managed to get a unit onto a ship. It is still a HUGE leap from Civ II and wish there was an instruction book. I had cities burning and couldn't find any way to do anything about that then by exploring all the tools found a way to communicate with the 'governor' of the city. This is new. There is so much to learn that I will likely be in the introductory mode for a couple of years yet as I don't have much spare time to play.
 
Doesn't the game come with a manual?
 
try removing the citizens from the fields ; when made lazy they will be happy . If you start as a chieftain ı believe the game offers various hints to get a grasp .
 
Ah, yes, civIIIguy, take the unhappy citizens off their tiles to avoid rioting in your cities and turn them into specialists to make other citizens happy, earn more money or increase scientific research.
 
Ah, yes, civIIIguy, take the unhappy citizens off their tiles to avoid rioting in your cities and turn them into specialists to make other citizens happy, earn more money or increase scientific research.

Where do you learn these things? I recently discovered how to enter tutorial mode which is somewhat helpful but there are so many new things and I have no clue. Geez would a guide be helpful. I can't believe the differences between ver 2 and 3.
 
Where do you learn these things? I recently discovered how to enter tutorial mode which is somewhat helpful but there are so many new things and I have no clue. Geez would a guide be helpful. I can't believe the differences between ver 2 and 3.
The game is over 10 years old... so file that one under experience.
And players learn it just like you learn it now; from each other. :goodjob:
 
There are a number of articles with good info. You could also look at the Succession Games forum for Training games (sticky listed). The better ones have a decent amount of dialog on what things to do and why.
 
This isn't really a newbie question, but I've started a couple of threads recently and don't want to be considered a board hog, but I started a Sid game, just for the lols, and the main problem I have with Sid is that all the tech costs seem to be extortionate. I thought when you went up in difficulty it just gave bonuses to the other Civs, I had no idea it also conversely punishes the human player.

In the Sid game it was asking for:

19 turns @ 50 Beakers = abt 950 Beakers for Code of Laws
11 turns @ 49 Beakers = abt 500 Beakers for Philosophy
48 turns @ 56 Beakers = abt 2700 Beakers for Republic

But in a Regent game it was asking for:

23 turns @ 18 Beakers = abt 400 Beakers for Code of Laws
8 turns @ 34 Beakers = abt 270 Beakers for Philosophy
28 turns @ 40 Beakers = abt 1120 Beakers for Republic

Is this normal? Does difficulty also increase human Science prices, and what is the percentage increments? (I can't find this info anywhere)

I'm playing on Huge. (I know that different sized worlds change the stats - but both the above are on Huge) (Also, for the Sid game, I am pretty low down on the line of discovery and so am getting late discovery cheapness, where as on Regent I am the first to discover the Tech and so am paying premium prices).
 
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