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Maybe a stupid question from me again.

If I want to move a unit stack several tiles away all units move to the selected tile.

But if I want to move a unit stack only one tile away, only a small part of the units will move (in most cases two or three). This is very annoying then moving a big stack to the next tile (for example if I want to move my siege force into a freshly captured... ehm... liberated city).

How can I avoid this bug.

This happens under Civ3 Complete, both in modded and unmoddded game.

Thanks!
 
I've noticed this as well, but mainly with boats rather than units. Another irritation of single square movement is that you have to watch the animation for every single unit when you only move one square, but two or more and you just get one animation. For the former problem you could try select all - fortify all - select all - wake all - select stack. I can't remember if this worked but I have a vague memory of doing it. Also, you can try using Select Unit of the Same Type instead, I don't think that one is bugged.
 
Thanks Buttercup,

moving the stacks per unit type is not perfect, but at least a working solution.

I think, that I should form my SoD with less different unit types in the future. ;)
 
You don't specify which problem. I assume you mean the one about having to watch the animations when you only move one square, to which my answer would be that it's annoying but not annoying enough to go nuclear on all the other animations in the game to solve it...
 
I've also noticed both problems many times in my games.
The problem that the stack "stops moving" after 2-3 units, seems to be a bug and I don't know a solution to it.
The other one with the animation being played for every unit in the stack, if the stack moves only an adjacent tile, can sometimes be avoided, when railroads are finished: then I usually move "in a triangle", i.e. I first move the stack two tiles away, and then a second time two tiles back to where I want it. Depending on the size of the stack, moving it twice for two tiles is quicker than moving it once onto the next tile... :D A good example of when I do it, is in the industrial age after railroads are finished, when my worker stacks move from tile to tile to harvest all forests. Then I have stacks consisting of 17 workers (irrigated tiles) or 19 workers (mined tiles), which plant a forest, chop for 10 shields and then restore the orginal improvement (irrigation/mine) on that tile. With a dozen stacks lilke that going through my empire, it is really a pain in the ass to have to watch all the animations... (and iirc even with animations turned off, it still takes much longer, as every unit is moved separately instead of the entire stack in one go).
 
Is there a known system to determine whether an AI will give in to a demand? I have seen the AI deny my requests even when the advisors so they're weak and they sometimes comply even when we're both almost equal in military.
 
The other one with the animation being played for every unit in the stack, if the stack moves only an adjacent tile, can sometimes be avoided, when railroads are finished: then I usually move "in a triangle", i.e. I first move the stack two tiles away, and then a second time two tiles back to where I want it. Depending on the size of the stack, moving it twice for two tiles is quicker than moving it once onto the next tile... :D

I do exactly the same thing :D, Railroads are a must though.
 
Hello to all who read this. I watched a video on You tube where a guy played WWII in Europe on a Civ Map. I want to know where to get that game. I have PTW & Conquests already. My question is, is what things do I have to download first before I find and or download that WWII mod that he was playing? Sorry if this is an already asked question but I still love Civ 3 & never tire of playing it. I have Conquest version 1.00 on my computer & it works fine. I also have/had Civ IV but did not like it as much and deleted it and never played it in at least six or more years. Civ 3 was, to me, much better. Thanks in advance for your assistance, Joho:)
 
First of all, welcome to CivFanatics!
[party] :band: [party]

It's kind of difficult to answer your question without knowing exactly which video you watched though! ;) I did a quick search in YouTube for 'civilization 3' 'WWII' 'Europe' and got a couple of possible hits:
https://www.youtube.com/watch?v=5Tpkhw3_3Ig (Uploader: MWGTrophies)
This one covered the whole world, and the Uploader didn't say where he got it.
https://www.youtube.com/watch?v=jYpv8EaNoro (Uploader: Silk Dize)
This one I couldn't watch on my browser (outdated plugin), but he did actually give a link to where he got the mod, and it was here

But neither of those are the 'famous' European WWII mod here on CFC: 'Storm Over Europe' -- you can download it from this thread. Civinator also details what is needed to install it -- and he is still active on CFC if you have a specific question regarding his mods.

The other guys who frequent the Creation & Customisation section of CFC will also be able to help you out with installation and tweaking.

Other than that, the only thing I would say is, if you've installed Conquests from CD, and it really is still v1.00, you really should patch it. Not only did the patches fix some (unfortunately not all) of the bugs that crept (back) in during the development of the Conquests expansion, but most if not all of the mods available here, require you to use the fully patched game executables in order to run them.

Here would be a good place to start looking for all the Civ3 stuff you need/want.
 
No. Chances only depend on your spy level which only depends on your government. it is 60% for communism and facism and 50% else. Also there is the plant spy flag to prevent rapid repetition of planting spies.

http://www.civfanatics.com/civ3/strategy/espionage_missions.php

Thanks Justanick

I can't remember seeing one of those flags before and I don't know either how to find out my spy level. By what means do I promote my spy from conscript to elite and how do I know when I have succeeded?
 
I can't remember seeing one of those flags before

You cannot see them. You can know it is there if you failed to plant a spy in the current turn. If you have failed to plant a spy in a prior turn, than you donnot know if there flag is active. If a new attempt to plant a spy succeeds the flag obviosly is not active. If you fail again you know that the flag is active after the failure, but there is no way to tell if it was active before that failure.

and I don't know either how to find out my spy level. By what means do I promote my spy from conscript to elite and how do I know when I have succeeded?

communism and facism have veteran spies, all else is regular. The idea of promotion is not really applicable as it solely depends on the current government. Entering the 2 governments "promotes" spies to veteran, leaving them "demotes" them to regular.
 
Thanks Justanick

I can't remember seeing one of those flags before and I don't know either how to find out my spy level. By what means do I promote my spy from conscript to elite and how do I know when I have succeeded?
What Justanick meant was, in the 'epic game' (default ruleset), totalitarian govs' spies are vets, all other govs' spies are regular. But those 'spy-ranks' are set in the Civ3Conquests .biq (ruleset) file, per government-type -- i.e. you can only change them using the Editor, not in-game. And once you mod your base-rules, you can't record any game-scores in your HoF.

The 'failed to plant spy' flag is stored with your (auto)savegame, one per each AICiv -- a bit like the 'trade-rep' and 'RoP-rep' flags, it's not something you can directly see in-game either, except though its effects: in this case, as long as the flag is still up, any further attempts to plant another spy on that Civ will also fail.

Since there is a 1/3 probability per turn that the flag gets removed, that means there is a 2/3 prob that it remains in place. So after a failure to plant, it's best to wait (and save your cash!) before trying to plant another agent. How long you choose to wait will likely depend on how desperate you are to spy on the other Civ: if I've done my maths right...
[TABLE=head]Turns to wait|Probability that the flag is still in place
6T|<10%
8T|<5%
12T|<1%[/TABLE]This simulates how your would-be espionage target, having caught your first infiltrator, is now watching out to make sure that you don't do it again -- at least until he gets lazy and complacent! (But if you wait 12T and then get caught again, you've been really unlucky...)

EDIT: X-post with Justanick...
 
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I'm sure this is a totally newbie question but once you've discovered the new technology required to build more advanced units what do you have to do to actually build them?

They just aren't appearing as production choices in my cities.
 
You probably need some resource which you haven't yet acquired, e.g. for Swordsmen you need Iron, for Chariots and Horsemen you need Horses.
 
You probably need some resource which you haven't yet acquired, e.g. for Swordsmen you need Iron, for Chariots and Horsemen you need Horses.
And to answer your next question ;) simply having the resource-tile inside your borders isn't enough -- you need to build a road (or a Colony) onto that tile as well...

And don't forget the unit/resource tech-mismatch in the Modern Age: although it is possible to beeline directly to Synthetic Fibers, you will not be able to build Modern Armour until you have (also) researched/bought Rocketry, which reveals your Aluminium-deposits (or allows you to buy it from another Civ which knows Rocketry). AFAIK, this is the only part of the epic-game tech-tree where it's actually possible to get the 'advanced unit'-tech before the 'unit-required resource'-tech: all the other unit-techs either reveal the required resource simultaneously (e.g. IronWork=Swords+Iron), or require a prereq-tech which does (e.g. Combustion=Destroyers, requires Refining=Oil).
 
AFAIK, this is the only part of the epic-game tech-tree where it's actually possible to get the 'advanced unit'-tech before the 'unit-required resource'-tech: all the other unit-techs either reveal the required resource simultaneously (e.g. IronWork=Swords+Iron), or require a prereq-tech which does (e.g. Combustion=Destroyers, requires Refining=Oil).

No, there are four more units:
- Stealth Fighter and Stealth Bomber also require Aluminium, while the Stealth technology can be researched without knowing the tech that reveals Aluminium (Rocketry).
- Tactical Nuke and ICBM require Uranium, while the corresponding techs (Space Flight and Satellites) can be researched without knowing the tech that reveals Uranium (Fission).
 
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