Quick Answers / 'Newbie' Questions

Just what do the brackets mean around some of the numbers?
Off the top of my head, based on the "?" for the Indians' Horses and Coal, I would guess that that the parenthetical value is the total of that resource that a Civ has (you have) within their (your) borders, which would imply that the non-parenthetical number is the total that they (you) have hooked...

(But don't quote me on that!)
 
If i take a city and build workers to get the pop to 1, after i get some of my peeps in the city can i choose the remaining enemy citizen to be a worker to fully get rid of foreiners?
 
If i take a city and build workers to get the pop to 1, after i get some of my peeps in the city can i choose the remaining enemy citizen to be a worker to fully get rid of foreiners?
No. As far as I can tell, when building Workers, it's a case of 'last in, first out'. So if the captured town has begun to re-grow naturally (so the newborn citizens are yours), or you've added your own Settlers/Workers into it, you'll just get them back out again.

But if you've only got 1 foreigner left, then that won't have much effect on things like unhappiness or flip-risk (especially after you've destroyed the parent-civ!), so you might as well just wait for them to be assimilated :borg:
 
If i take a city and build workers to get the pop to 1, after i get some of my peeps in the city can i choose the remaining enemy citizen to be a worker to fully get rid of foreiners?
No. btw be careful because sometimes I've gotten foreign settlers that found cities whose first citizen is foreign and the eventual second is my own people. Of course, having destroyed their parent civ already meant it was a non-issue.
 
aight, i do like getting all the free workers......

how long does it take for the last citizen to switch over to my nationality?
 
how long does it take for the last citizen to switch over to my nationality?
That depends on your current government: each government-type has a 'probability of assimilation' assigned in the .biq file. But I'm not sure whether that's a hard-coded effect, or (also) subject to the pRNG.

But even under Communism (which was assigned the highest assimilation probability, for reasons known only to the Firaxis designers), there is only a 4% (1/25) probability of assimilation per foreign citizen per turn, i.e. if you controlled 100 foreigners, then you could 'expect' that 4 of those would switch to your nationality per turn, down to 88 foreigners (takes 3 turns), then 3 per turn down to 63 foreigners (takes another 8-9 turns), then 2 per turn down to 38 foreigners (takes another 12-13 turns), then 1 per turn thereafter, so maybe ~62 turns to convert all of them (but if assimilation is also subject to the pRNG, it could take [much] more or [much] less time than that).

And IIRC, Republic has a 2% (1/50) probability of assimilation, so conversion would take even longer under Republic than under Communism.
 
nice, always wondered about that. there a pop screen to let you know or will i have to check?
 
You have to check manually. But don't worry, you should pay more attention to their happiness than their ethnicity, except in recently-conquered highly-populated cities.
 
ı know there was a discussion on how auto save files are too large , mine being upto 7 megabytes . Can anyone link me to that and even better offer a solution or whatever ?
 
I would guess that that the parenthetical value is the total of that resource that a Civ has (you have) within their (your) borders, which would imply that the non-parenthetical number is the total that they (you) have hooked...
It's the other way around: the number in parenthesis is the number of resources they have connected (and not exported to someone else!) or imported from someone else, while the non-parenthetical number is the number of resources within their borders (not necessarily yet connected).

Keep in mind, though, that CivAssist only shows you the information, you currently have access to in-game! That means, if you haven't explored parts of the AI territory yet, there may be more resources still hidden in the "black part" of the map. Also, if you don't know the required tech for a certain resource yet, CivAssist won't show you any information about that resource. So the numbers may be wrong.

The non-parenthetical numbers are derived directly from the map, so provided you have full view of the AI's territory (and the required tech), these numbers are accurate.
The numbers in parenthesis, however, are deduced indirectly from trade information from F4. So they may be wrong or even unknown (given as a question mark). This is important for example in domination games, where I decide the order of which AIs to invade first by looking at who already has Feudalism (or Gunpowder) and access to iron (or saltpeter). For example it may be possible that we see a (0) for iron, but the AI in question still has iron imported from a third party we don't know yet.
 
Last edited:
civassist , at least depending on the variant ı have , might not show resources if the AI does not have the required tech . Mitril is a valuable resource in the scenario ı stick to , worthy of having the Forbidden Palace in the city , for which ı might have to save settlers which are autoproduced upto the discovery of a certain tech , which ı must possess as soon as possible for wonders . Shaping the whole game kind of thing . So , ı learn mitril tech , exchange world maps and yeah , there are times nothing is visible ....
 
ı know there was a discussion on how auto save files are too large , mine being upto 7 megabytes . Can anyone link me to that and even better offer a solution or whatever ?
Did you mean this old thread (link to Post #1)? Or did you already find a fix for... whatever problem you're having?

Since (auto)save-files contain all details for a game, including the .biq contents, the full map and the number of towns/units built to date, there's an inbuilt minimum file-size even for a Tiny-map, 2-Civ Turn 1 (auto)save, never mind a massive mulit-Civ mod like LotM or CCM — and as more information is added, the bigger those (auto)save-files will become. Other than playing a smaller game/mod, that's unavoidable; even so, 7 MB for an autosave does still seem kind of excessive...

But as the thread points out, autosaves aren't compressed, whereas manual saves are, so 'same-date' auto- and manual-save files will be quite different sizes. If you're running low on storage space on your hard-drive(?), manually saving every couple of turns and then deleting all the prior (auto)saves to that point might help.

By modifying your conquests.ini file:
Mike B. FIRAXIS said:
WindowsFileBox=0
I've never used this but apparently setting it to 1 causes a standard windows dialog to be used for loading and saving.
...you can manage your (auto)saves entirely in-game, including (multi)deletion.

You can also change the number of autosaves stored:
Mike B. FIRAXIS said:
Max Autosaves=5
The number of autosaves the game will keep in the auto folder.
The initial (4000 BC) autosave is always retained until a new game (any .biq) is started, and the game overwrites the oldest existing (non-initial) autosave file with the most recent. Max autosaves=5 by default, but I would assume that you could reduce that to 4, 3, or possibly even 2, which might save you a couple of MB. But I don't know whether the 'Max Autosaves' includes that initial (4000BC) file or not, so I can't say whether you'd even be 'allowed' to go down as far as Max=1.

Of course, if you're relying only on autosaves, limiting the file-numbers that much would also mean that if you missed out on long-term project like a Wonder-build, you would not be able to rewind more than 1-2 turns, which is unlikely to change the outcome...
 
am utterly afraid of messing with set-ups as it basically started after ı had some ideas about a scenario . Long timers in CFC will happen stuff happens to me and my games and computer time to time . Hoping it will go away one of these days . ı use autosaves a lot but also save as much . So scares me when my very first "4000.BC" save is 200 KB and the autosave gets to be 2 megabytes . But will save this page and might try ... Stupid is the prime definition of my life , currently supposed to be married to a (ı guess) film star , might recover back to normal size in a couple of days .


edit : checked the link , helps me understand it better . Thanks for it and the rest of the post .
 
Saw this question on the GOG forum, and was wondering myself, having not previously noticed it:

When creating new game, on the "Choose World" screen appears the box "Enter SEED" in the upper right. The manual has nothing about this. What is it, exactly? It is related to the option to Preserve Random Seed? Or something else entirely?
 
Saw this question on the GOG forum, and was wondering myself, having not previously noticed it:

When creating new game, on the "Choose World" screen appears the box "Enter SEED" in the upper right. The manual has nothing about this. What is it, exactly? It is related to the option to Preserve Random Seed? Or something else entirely?

each map/world that is created has its own seed number. if you wish to replay that map, you use the seed number. I believe it will not give you the same civs but don't quote me on that. I think I get the number from CivAsistII... someone will know all the good info on this
 
each map/world that is created has its own seed number. if you wish to replay that map, you use the seed number. I believe it will not give you the same civs but don't quote me on that. I think I get the number from CivAsistII... someone will know all the good info on this
Interesting.

Of course, I haven't been able to get CAII to work yet w/ C3C, but I haven't tried recently, either. Nothing seems to have worked.
 
If you're playing the epic (unmodded) game and then you start another unmodded game you should usually be able to see the latest game's seed number.
But I don't have the GOG version of Civ3 so there might be slight differences.
 
it works for "every" scenario . My Civassist does not agree with the like non-existant anti-virus thing . So to get the number start a new game (to get back to the "bank vault" or the samurai screen depending on the game version) and choose play the last World at the top . It will have the number at right hand top , Ctrl+C it , start your mod of choice and enter it . If you have made no changes to map size , climate and all other options , you are to end up in the same location . But take care to avoid changes among the list of races , if you move a "maritime" AI from it somehow , you will end up in a different part , generally worse . This is a very useful way to replay a "good" map if you are into it .
 
If you're playing the epic (unmodded) game and then you start another unmodded game you should usually be able to see the latest game's seed number.
The seed for the most recent map generated is (also) stored in the conquests.ini file, so you can also find it by simply opening that file in any text-editor:
Mike B. FIRAXIS said:
WorldSeed=0
The seed used to generate the last map played. If 0, the last game played was not a SP random map game. This is provided for players who like a map that was generated and would like to make a map in the editor that looks the same.
You can also just type in a random collection of numbers/letters, and the game will use that as its map-generation seed.
if you wish to replay that map, you use the seed number. I believe it will not give you the same civs but don't quote me on that.
Quoting you anyway ;) The seed doesn't govern the opponents or geography: the same seed will produce different maps based on which world-geography options, MyCiv, and RivalCivs are selected.
 
About to finish playing Mayans, Standard, Chieftain, going for Domination. Wiped out Celts, Carthage, Netherlands, England and Egypt. Germany's next, unless I win before I get to them (chances are taking one town will do it, though).

Problem: I've captured all of India's cities, yet India seems to still exist. No Power on the F8 screen (the histographs), but still has Cultural value, and is still on the F4 screen. Also still there on the Espionage screen, but no cities to investigate. Plus, I just finished researching Satellites and can see no cities on the map except mine and Germany. And, of course, never got the pop-up saying India's been destroyed. Why can I not seem to finish off India?

(There was one kind of "blank spot" in the middle of the map, but I used a Jet Fighter to recon it, and there's nothing there except jungle.)

Any idea what's going on here?

(And yes, I know now that playing the Mayans at Chieftain was silly ... no challenge at all, really, with such ridiculously high growth ... I'll probably make them my first try at Regent after I get comfortable at Warlord.)

(Also, will provide screenshot if someone wants ... haven't taken the pictures yet.)
 
Back
Top Bottom