Quick Answers / 'Newbie' Questions

As this refers to PTW the rules applying vary much from C3C. The idea probably is to build multible Palaces to for the multible core exploit. There was something weird about how PtW handles corruption. Or it could really only be the concern to use the non-replacable VP for the primary core.
 
[ptw] What's benefit of hurrying a palace in the 2nd core center with synchronous FP building (via prebuilding) in the former capital over simply hurrying FP in 2nd core?

Seen it here
http://gotm.civfanatics.net/download.php?file=TheHaze_GOTM147_PTW127_01.SAV

Not sure either, what the benefit of this would be?! :confused:
Usually you either build/rush the FP in your original core, and afterwards you disband the capital to get a free Palace in the second core, or you build/rush the FP in the second core and keep the Palace in the original core. (Kind of depends on which core has better lands, when that land becomes available and if/when a suitable MGL appears.)

Building both of them doesn't really make sense to me?! (But I didn't look at that save to see the concrete situation at hand. So could be I am missing something in that special case.)
 
Not sure either, what the benefit of this would be?! :confused:
It is how I understand the situation in save. May be I missing something. Or may be player just makes a mistake like hurrying Pal instead FP in second core and so had forced to build FP in first.
Kind of depends on which core has better lands
So Palace and FP have different value of corrupcy reduction? Which are better?
 
There is something weird about PTW corruption - the number of cities closer to the actual palace than this city is to a palace is what counts, rather than the number of cities closer to a palace, maybe (I don't really remember it) - so you might want a tighter build about the FP than about the Palace.

You might also have set up rings in your core around a forbidden palace location, rather than the actual palace, planning to move it later, if your first city was not in a great spot (coastal, for example, or with desert on one side.

You might want to move the palace to reduce the chances of culture flips in the cities far from the old core.

I didn't look at the save to see if these would apply.

Note: You can build the forbidden palace again if the original one is destroyed, you just can't build another one while the first is still around.
 
However PtW works very different. There the FP is a full grown Palace.

Not really. It is only enough to provide fully productive first ring cities around it. Already in the second ring the corruption is quite high again. (Similar to the third ring around the capital.) So it is a bit weaker than the real Palace.

Also, as far as I remember, Ring-City-Placement has no effect around the FP. (While it is very powerful around the Palace.)
 
justanick, thanks for link. Should force myself to read at last )
Already in the second ring the corruption is quite high again. (Similar to the third ring around the capital.) So it is a bit weaker than the real Palace.
Sounds very likely! I'll check it later in my current GOTM with very powerful second core.
Also, as far as I remember, Ring-City-Placement has no effect around the FP. (While it is very powerful around the Palace.)
No no, I already did two working rings in second core in past games.
 
Not a Newbie question per se, more tech-support -- but not many people seem to look at/follow that subforum these days, and certainly not anyone from Firaxis/2K... ;)

I have a minor -- but annoying -- problem with my Win8.1 Civ3Complete installation:
Spoiler :

  • Downloaded from GamersGate in early 2015
  • Installed in D:\Games\Civ3\
  • Out-of-the-box Conquests v1.22 .exe, no further patches applied (e.g. noCD, no-raze)
  • Several graphics-mods applied (Sn00py's terrain+cities, Korn's borders), not that this should make any difference
  • Optical USB (probably 1.0, but certainly not later than 2.0) 6-button gaming-mouse, approx. 5 years old
  • Most of the unit-preference check-boxes are cleared: exceptions are Colour-Blind Help, Show Team-colour Disk, Show Manual Moves, Animate Battles
  • Playing with CivAssist also running, 'On lookout'
The game itself runs fine, but when I right-click on a unit-stack, 9 times out of 10 (roughly! ;) ) the pull-down menu appears for a split-second, but is then immediately replaced by the 'Terrain-info' box -- it's as if the game is registering a double-right-click. This happens regardless of whether the stack is in the field, or garrisoning a town. I frequently have to click away the Terrain-info 3 or 4 times before the pull-down menu finally decides to stay visible. Conversely, if I left-click the top unit first, a right-click then usually pops up the menu immediately.

Either way, this glitch is making initiating attacks/ warfare seriously irritating, since I have to make extra clicks (or hit 'W' repeatedly) before I'm finally allowed to select the unit I want to use. I might even miss the deadline for my Celtic CotM-submission, because it's taking (me) such a long time to conquer my neighbours... :cry: (Not that I was likely to win anything this time either... ;) )

My mouse appears to be working fine for Civ3 in all other respects (e.g. in the F1 screen, right-clicking on the build-project opens the Civilopedia-entry for that item), and also with all the other applications I'm using regularly under Win8.1 (e.g. Firefox, Write, Skype, MSPaint). This problem didn't/ doesn't occur on my WinXP-laptop Civ3Complete-installation (also from GG, using the same mouse).

In 8 years of browsing/ following CFC, I don't remember seeing this specific problem described before (and I just did a site-search as well but got no obviously useful hits in the first couple of pages), but if anyone has any ideas how I might be able to solve it, I would very much appreciate it.
 
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I have experienced the problem you describe. It went away when I bought a new mouse.

I bet second on this. Because I discover recently what Civ3 don't clear the buffer any of input devices, so rapid sequences of clicks are possible. Positive side of this effect is huge imho - makes operations with big stacks significantly faster (esp. worker actions), because animations are skipped.
 
I've had this problem, too, but intermittently enough that I've never seriously tried to solve it. I'll try a different mouse.
 
I have experienced the problem you describe. It went away when I bought a new mouse.
I bet second on this. Because I discover recently what Civ3 don't clear the buffer any of input devices, so rapid sequences of clicks are possible. Positive side of this effect is huge imho - makes operations with big stacks significantly faster (esp. worker actions), because animations are skipped.
I've had this problem, too, but intermittently enough that I've never seriously tried to solve it. I'll try a different mouse.
Thanks for your input guys, but it looks like the problem I reported above was actually my fault :blush:

Turns out I had at some point checked the 'Improve game activation via mouse' option in CivAssistII; I just tried unchecking that, and right-clicking a stack now seems to be giving me the pop-up menu reliably. I don't have that option checked on the WinXP laptop installation of CAII, because I usually dual-screen it when I play on that.

So I don't have to buy a new mouse just yet...
 
If you simply want to skip animations, hold down the Shift key. Be careful with that, as Windows tends to come set to do something (I don't remember what, but something) when holding down… I think it was RShift.
 
Would that be maybe the sticky keys function?
 
Hmmm…
:scan:
Hmmm…

…yes, I think.
 
Is it possible to see what resources an AI Civ has in the center tile of a city?
Resources are visible on all tiles when you know the terrain/territory of the Civ. I know the icon must be there but, where?
Thanks!
 
Is it possible to see what resources an AI Civ has in the center tile of a city?
Resources are visible on all tiles when you know the terrain/territory of the Civ. I know the icon must be there but, where?
Thanks!
Do you know that you can adjust the 'clean map' (Ctrl-Shift-M) settings in C3C? (I didn't, until I found the menu by accident).

From the main mapscreen, rather than Ctrl-Shift-M, press Ctrl-Shift-N to bring up the clean-map properties menu, and check/clear the appropriate boxes ('Hide cities' and 'Hide resources', respectively -- should be obvious from the menu).

If you've done it right, then when you click the 'O' to exit the map-properties menu and go (back) to the clean map, all the cities (but not the resources) will have been turned invisible -- so if you're already centred over the AI-city in question, you should now be able to see any resources it was hiding. Pressing Ctrl-Shift-M will get you back to the 'cluttered map' as normal.

Your settings on the map-properties menu are recorded (in the conquests.ini file), so if you want to see all the cities again the next time you go to a clean map, you'll have to re-adjust the settings accordingly.
 
If you right-click a tile it'll show "terrain info" which includes resources. If there's a unit visible on the tile, chose "terrain info" from the right-click menu.
 
tjs282 and Bartelby, I thank you both. The ctrl/shiftn link to the map properties menu is new to me and for some reason I never thought to use the right click terrain info to get the resource info.
Again by best to all the knowledgeable members of this site.
 
Just out of curiosity... what is with this food fixation that the game exhibits? Especially in the early despotism days when you crack the whip the game will stop working a tile with 2 food, 2 gold and 2 trade for a tile that has only 2 food.

what reasoning lies behind that programming?
 
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