Quick Answers / 'Newbie' Questions

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...

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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'
Thanks.I saw that option,'Shield Forest',need to learn to use.I moved the mouse...wrong bottoms trying some things from menu,have now world map grey,need to reinstall CA II:)).
 
I saw in CFC last year a trick to move capital for free,but I don't remember how.
Can a player to explain me ?
  1. Decide which town you want as your new capital
  2. Make sure that the new capital-to-be has the highest population of all your cities (joining Workers/Settlers if necessary)
  3. Make sure that the new capital-to-be has the largest garrison of troops stationed there (e.g. if the rest of your towns have 2 units garrisoned, make sure this town has at least three)
  4. Sell off all the saleable buildings in your capital (optional, but you might as well get some cash back from them)
  5. Abandon your current capital (all in one go, or by building/cash-rushing Workers/Settlers out of it; the latter method costs more/takes longer, but you then keep all those population-points)
    • Your Palace will instantly reappear in your biggest, most well-garrisoned town (hence the initial preparation steps)
  6. If the original capital was otherwise a good town-location, then use the last Settler you built from it, to refound a town in the same place
    • Get the new town back up to max. size ASAP, by Worker/Settler-joins, and rush-builds of needed improvements
 
Thanks much.If a town have size 2,rushing a settler will disband the city like in Civ II ? In a previous map I tried this,a coastal town very bad placed,one tile up fish and whale but must 'abandon city' to make other,settler purchased and appears when city grows to size 3.
 
Thanks much.If a town have size 2,rushing a settler will disband the city like in Civ II ?
I used to to think so, but no: you can also Settler-abandon at Pop1.
In a previous map I tried this,a coastal town very bad placed,one tile up fish and whale but must 'abandon city' to make other,settler purchased and appears when city grows to size 3.
Regardless of whether the town is at Pop1 or Pop2, in order to Settler-abandon it, its food harvest must be 0 FPT or less. If you have even +1 FPT net, you will not be given the option to abandon the town when a Settler (or Worker) is completed.

So at Pop1 or 2, either you need to ensure that your citizen(s) is working a food-poor tile(s), or you need to change him/them to a Specialist(s)
 
If you don't want to disband your old capital because of important wonders, rushing the palace in the new capital with an MGL/SGL is sometimes an option.

Edit: I remember, long ago I even used the following trick:
  1. Trap an AI unit in your borders and "guide" it to your capital.
  2. Empty your capital of all units, sell all culture producing buildings (libs, unis, temples and the like) and declare war on that AI. (Or make them declare on you.)
  3. Interturn the AI unit will capture your capital, palace will jump to the new destination
  4. Next turn you can recapture your old capital. The wonders and most of your non-cultural buildings (markets, harbors etc.) will still be there, so you only need to replace the cultural buildings (if you still need them: things like lib and uni will no longer be needed, if the old capital is now in 95% corrupted land...;))
 
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See above, you can use CivAssist.
I reinstalled CivAssist and now have those red circles mentioned by tjs282,red too in my settings.Is beautiful:),from 10 tiles in a part of map with forests new planted CA showed me exactly 2 tiles where can chop for 10 shields..Is a pleasure now to play Civ III:).
Thanks.
 
If you don't want to disband your old capital because of important wonders, rushing the palace in the new capital with an MGL/SGL is sometimes an option.
Thanks.I play without SGL,now I keep a MGL for Secret Police HQ in an 'incredible' city,3 tiles flood plains,one grassland with shield,2 hills with gold...,other 9 hills,2 mountains,size 12 production 37,but just 8 available,for corruption.
 

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I have 2 other questions:
1.An army can be killed with a single attack,or need 3,4 attacks for every unit loaded? I read 'The Basics of Armies' in 'War Academy',this is not clear.
2.Can be disabled warnings of domestic advisor when destroy old improvements and other warnings ? In 'Preferences' and keys nothing about this.
 
An Army can be killed in one attack. (Though most of the time the attackers are too weak to do this. E.g a Knight against a Pikeman-Army has a very low winning probability. But a Tank against Pikeman-Army should have good chances.)
 
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Thanks.Yes,I saw the formula,a pikeman-army with 4 units have defense 3+12/6=5,or 3+12/4=6 with MA,with 3 units 3+9/6=4,5,or 3+9/4=5,25.
 
2 questions:
1.If my government have war weariness 0,but in conquered cities citizens say:'Stop the aggresion against our mother country',police stations will decrease unhappiness in these cities ?
2.What is the percent of research penalty in communism,is fluctuating or stabile,I don't find a thread about this? If will increase science(more libraries,universities) matter,or can use just a maximal value ?
 
2 questions:
1.If my government have war weariness 0,but in conquered cities citizens say:'Stop the aggresion against our mother country',police stations will decrease unhappiness in these cities ?
No, because the 'Stop the aggression' message does not (AFAIK) indicate the same unHappiness-cause as the 'All we are sayin'...' (WW) message.

To counter Aggression-unHappiness in conquered towns, you need to either end the war, or kill off the parent-civ, or (in the shorter term), produce Happy- and Content-faces from military police (if your gov-type allows it, but IIRC, all the zero-WW govs allow use of Mil-Pol), Luxes + Markets, LUX%-slider spending, and e.g. Temples/ Cathedrals/ Colosseums). Police stations reduce WW and Corruption, but do not provide Happy-faces -- or at least, not directly.

Under Republic/Democracy, if those conquered towns are close enough to your core to be halfway useful, then the reduced corruption from Courthouses and Police Stations might result in more base-commerce being converted via the LUX%-slider (depending on settings), and hence more Happy-faces available to the town. But under Republic, by the time Police Stations become available, chances are that your unhappy conquests are a long way from your core, so Police Stations likely won't help you in that respect.

Communism is a different story. Since corruption/waste are flattened across your entire Empire, decorrupting base-commerce (and hence boosting any LUX%-output) in outlying, late-game conquests can make a much bigger difference to (un)Happiness in those cities.
2.What is the percent of research penalty in communism,is fluctuating or stabile,I don't find a thread about this? If will increase science(more libraries,universities) matter,or can use just a maximal value ?
I'm not sure what your question is. In the epic game, there are no 'Rate-Caps' (on the SCI%-, LUX%-, and TAX%-sliders) for any of the governments.

Building Libs and Unis will do exactly the same thing for Communist civs as for Rep/Dem civs -- it will add +50% to the SCI%-slider 'commerce -> beaker' output (allowing for rounding) per improvement per city. But since Communism doesn't get the +1 commerce-bonus on commerce-producing tiles, which is enjoyed by Republic and Democracy, each 'core' city (i.e. those in the 1st couple of rings round the Palace) will produce less commerce (and hence fewer beakers for any given SCI%-setting) under Communism than it would under the representative governments.

OTOH, Communist civs by definition don't have a 'core', and don't suffer any tile-penalties either (unlike Despotism and Anarchy), so outlying cities (relative to the Palace) can be hugely more productive in terms of using the shields/commerce from their surrounding tiles, than they would be under Rep/Dem. But in order to reap that benefit, you'd be aiming to get every one of those outlying Cities fully developed into Metros, so you'd want them spaced fairly widely (Cxx(x)xC) to give each of them access to 16-20 exclusive tiles. Or just take the towns from the AI-Civs, because that's how they always space their cities anyway...
 
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---> I'm not sure what your question is. In the epic game, there are no 'Rate-Caps' (on the SCI%-, LUX%-, and TAX%-sliders) for any of the governments.

Thanks again,but:I'm in communism,F1 shows for 80 % science 2230 beakers,but number of turns to research a tech is always 4,Democracy with just 3022 4 turns,Free Artistry 2311....4 turns,other techs with 4000-7111 too 4,no matter science rate,is clear a penalty,I saw few words about this in a site.
For 50% I have 1476 beakers,CivAssist shows 1450.
Something is 'wrong' with this government in Civ III....
 
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---> I'm not sure what your question is. In the epic game, there are no 'Rate-Caps' (on the SCI%-, LUX%-, and TAX%-sliders) for any of the governments.

Thanks,but:I'm in communism,F1 shows for 80 % science 2230 beakers,but number of turns to research a tech with is always 4,Democracy with just 3022 4 turns,Free Artistry 2311....4 turns,other techs with 4000-6600 too 4,no matter science rate,is clear a penalty,I saw few words about this in a site.
Ah, right, you're talking about the 'minimum turns to research'. Means that, no matter how many SCI%-slider or Scientist-generated beakers you pour into a project, it will always take at least 4T (in the epic game); there is also a 'maximum turns to research', which is 50T in Conquests (it was 40T in Vanilla/ PtW).

No, this is not a bug. These values are set in the .biq, and apply to all Gov-types, at all difficulty levels. They can be changed in the Editor, but if you do that, you aren't playing the epic game anymore, you're playing a mod (e.g. "Rhyes' Mod" uses a max.-turns value of 70T), so can't record your high-scores.
For 50% I have 1476 beakers,CivAssist shows 1450.
Something is 'wrong' with this government in Civ III....
I have a feeling that Civ-Assist doesn't always calculate things accurately (maybe due to different rounding procedures? Or maybe it doesn't take account of beakers produced by e.g. Policeman-decorrupted commerce? Dunno...), so it should not be relied on 100%, although it is a good guide. The numbers in the F1-advisor screen are the correct ones, AFAIK.
 
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