Quick Answers / 'Newbie' Questions

Does this include Sn00py's Terrain mod? I've been using that recently to better distinguish Sea and Coast tiles, and for general aesthetics. If so, then I'll have to fall back to the epic game if I want to beat my own high score.
No, simply swapping out the (default) terrain-graphics .pcx files for prettier ones (like Sn00py's, which I use myself for the same reason as you) doesn't affect score-recording, because that usually doesn't require changes to be made to the .biq. i.e. it's not really a 'mod' in the sense that it changes the way the game plays (whereas starting with a customised map and/or unit-abilities does). I've edited my post to clarify.
 
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You can certainly get chop-shields from newly planted forests, but (AFAIK) only if that tile has never previously been harvested (neither by you nor -- I believe -- by the AI). The earliest version(s) of Vanilla did allow repeatedly lumberjacking a tile(s) for infinite shield-harvests, but this was of course exploitable. I'm not sure exactly when it was patched out, but it was no longer possible in Vanilla 1.29 (was that before or after the PtW release?).

The 64,000-dollar question is, whether the 'already chopped' tile-status ever resets? Catalin seems to be saying it does, but I'm 99.999% certain that's not true. You don't need trial and error to check/test which tiles are (still) available for lumberjacking, either -- the CAII WorldMap shows this as well, either with partly transparent [red] circles on the map itself, and/or by selecting a specific tile (the tile-info below the map will note whether or not that tile has been shield-chopped).
Spoiler :
There is/was also a diagram floating around somewhere on CFC showing where the chop-shields will go. I think I saw it in Cracker's(?) article re. Forestry ops, but since the various forum/software migrations that article no longer seems to be available. (IIRC, basically, chop-shields go to the first city encountered in the Forest-tile's 'BFC' which is not building a Wonder or Wealth, searching the inner 8 tiles first, clockwise 1N to 1NW, then the outer 12 tiles, clockwise NNE to NNW)

EDIT: Here is the diagram. I was remembering the layout right, but the diagram itself is slightly wrong, as detailed further down that page. The first tile checked is 1NE from the Forest-tile, and 1N is the last tile checked in the 'inner BFC'
I maked tests,yes,is true,can't obtain again 10 shields harvesting forest,no matter era.
 
I have other question:
If a tundra tile have oil or aluminium,planting forest that resource can migrate in a game over 'monarch' difficulty ?
 
I have other question:
If a tundra tile have oil or aluminium,planting forest that resource can migrate in a game over 'monarch' difficulty ?
Planting a Forest in the Tundra won't make a Tundra-based resource (such as Oil) disappear if it's already there, but if that resource can't (re)appear in Forests, then Foresting an empty Tundra-tile will make that tile ineligible for that resource to (re)appear in, if/when it gets exhausted elsewhere.

(Similarly, obtaining a tech which reveals a new resource won't affect the game's original placements of that resource. So e.g. you will still get Coal or Rubber that was placed at map-generation, even if you already chopped down the Jungle it appeared in -- but if your Coal then runs out, and there's no more Jungle for it to re-appear in, you'd better have a few resource-free Hills or Mountains within your borders...)

AFAIK, resource-disappearance has nothing to do with difficulty level, though. If a resource has a non-zero disappearance-probability in the .biq, then (I'm pretty sure that) that probability-value applies equally across all difficulties. BUT a resource can only disappear if it is (1) hooked to a civ's trade-net, i.e. on the city-tile, OR within the civ's borders and connected to at least one city, OR under a Colony which is connected to a city, AND (2) only if it stays hooked over the inter-turn.

EDIT: X-posted with Oni Ryuu...
 
Thanks much again.About resource migration in levels over 'monarch' I saw here,is not my idea,I saw a discussion in a thread,rubber will remain in that tile,other resources can migrate in high levels.Anyway,I use C3MultiTool,I saw coal in 2 jungla tiles in my territory and I'm careful to keep jungla,roads maked in that tile and near that tile to remove for developing of 2 cities and next railroads..I have 257 workers and 38 slaves,just 1:)) have order 'shift+A',but is far to coal tiles,if comes and try to remove,will cancel operation:).
 
Planting a Forest in the Tundra won't make a Tundra-based resource (such as Oil) disappear if it's already there, but if that resource can't (re)appear in Forests, then Foresting an empty Tundra-tile will make that tile ineligible for that resource to (re)appear in, if/when it gets exhausted elsewhere.

Sometimes resources reappear on the same tile in the same (inter)turn.

BUT a resource can only disappear if it is (1) hooked to a civ's trade-net, i.e. on the city-tile, OR within the civ's borders and connected to at least one city, OR under a Colony which is connected to a city, AND (2) only if it stays hooked over the inter-turn.

Is there any fool-proof proof for that? So far this has been my assumption aswell, but the editor help says differently if you use the help funktion on the exhaustion rate.
 
Is there any fool-proof proof for that? So far this has been my assumption aswell, but the editor help says differently if you use the help funktion on the exhaustion rate.
Once upon a time, there was a young CFC-user named 'Optional' who did some testing on this, and posted his results here...
 
Hi Guys.
Does anyone know how the game calculates nuke damage? Is it a set number like artillery (bombard strength and rate of fire) or is there more to it?

Nukes donnot suffer from being nuked. Units with less than 3 HP remaining are destroyed. Two thirds of all other units are destroyed, the survivers lose 2 HP. Buildings are destroyed with 50% probability. For every 2 citizens one is killed.

https://www.civforum.de/showthread.php?86307-Bombardierung-von-St%E4dten-in-C3C-1-22
 
Thanks,interesting about forestry operation thread and diagram.About 99,999%,I'm sure 90%,new forest planted in a tile having a forest harvested early in game produced 10 shields after more years,age changed,Replaceable Parts,etc.Usually I plant forests in plains tiles,not mines maked, for this reason,and I saw my automated workers producing 10 shields.But still is 10 %..Will verify in my new map,have more new forests in plains tiles,forests over plains before,will makes notes about tiles,if were forests.
It has been confirmed long time ago: every tile can be harvested only once in the entire game. If a forest has already been chopped on a given tile (either by you or by the AI) the 10s are gone forever... That is why CivAssist has a feature that shows for each tile, whether a forest chop has already taken place there.
 
Here's hopefully a quick / simple question: is there a way to use all civilizations in an Edited game? When I check editor, it's missing a number of options that I can choose from if I just start a new regular game (like Netherlands).
 
Here's hopefully a quick / simple question: is there a way to use all civilizations in an Edited game? When I check editor, it's missing a number of options that I can choose from if I just start a new regular game (like Netherlands).
Are you talking about a mod that you've created, or one that you've downloaded? Because if a mod has been created directly from the Civ3Conquests.biq file, but includes only changes to the existing, Firaxis-supplied 'epic-game' Civ/ unit/ building statistics, and no deletions, then all those epic-game Civs should still remain playable in that mod -- in which case I don't really understand your question.

Conversely, if you opened a .bix (PtW-rules) file in the Conquests Editor, and then simply re-saved it as a .biq, then any epic-game Civs/ units/ buildings which were added in the Conquests expansion (such as the Netherlands, TOW Infantry, or Knights Templar) will not be present. You could add the 'missing' Conquests-Civs back in (using the 'Civilizations' tab in the 'Edit Rules' window, IIRC) but since you would then also have to fiddle around with adding the unique units for those Civs (and re-adjusting the Vanilla/PtW Civs whose Civ-traits were changed in Conquests, e.g. England), it would be much simpler to just start your mod from the Civ3Conquests .biq instead. Same applies if you're talking about a Scenario .biq file (e.g. for the 'Mesopotamia' Conquest), which has been heavily modified from the epic-game .biq, with most of the civs removed (or renamed) -- again, you would have to add all those missing civs back in manually in order to be able to play them.

If you simply mean that you want all 31 of the epic-game Civs to be put on the map at the start of your edited game (as opposed to e.g. 8 for Standard, 12 for Large, 16 for Huge maps), then I think you might need to change the 'Scenario properties > Players' options to allow 31 civs in-game (if not there, then it's probably in the 'World size' tab of the Rules...). If you want to be able to play using all 31 civs on a randomly-generated map, though, then you'll definitely need/want to increase the 'World Size' dimensions. This is because the AI-Civs are programmed to settle preferentially at Cxxx(x)C, so a too-small/ overcrowded map might result in the last Civ(s) in the playing-order having difficulty finding a decent site for their capital, never mind (m)any additional cities.
Spoiler :
(I set up a 24-player modded game on a Tiny 60x60 map recently, more by accident than design -- my capital was 3 tiles from the Mongols', and the Greeks' starting-units got killed by barbs before they'd even founded Athens).
BTW, future questions about modding would be better asked in the 'Creation & Customisation' section of the Civ3 forum. You're much more likely to get an informed answer there... ;)
 
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It has been confirmed long time ago: every tile can be harvested only once in the entire game. If a forest has already been chopped on a given tile (either by you or by the AI) the 10s are gone forever... That is why CivAssist has a feature that shows for each tile, whether a forest chop has already taken place there.
Thanks.I use CivAssist,but I don't find that feature.Can show me ?
 
Thanks.I use CivAssist,but I don't find that feature.Can show me ?
On the CAII Map-screen, it's one of the right-click menu options: 'Shield forests'. You can even decide what colour you want the 'unchopped' tiles to show as, to match your own aesthetic sensibilities (or whichever graphics mods you've installed). In my response to Buttercup, on the previous page of this very thread, I (also) explained where those chop-shields will go...

Edit:
Now I give the exact menu option -- the choppable tiles then show on the map as translucent coloured circles (red in my CAII installation). If you would prefer not to leave that option turned on, selecting a specific tile will also show a message in the tile-info box at the bottom right: 'Shield forest can be planted' or 'Shield forest already used'
 
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See above, you can use CivAssist.
 
Next game:),now is too late,I use an old .BIQ file in editor,a map in BC years and saves before to chop new forests in conquered territory:)).
 
Is here or in Apolyton a thread for espionage missions,costs,I don't find,in Civ II is simple,distance from palace,treasury,palace/no palace,in Civ IV BTS too,stationary spy,same religion in target town,etc ?
 
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