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That also has the additional units that the production does not apply to, but not the ones the English refers to:

> This bonus ... does not apply to the production of transport ships, bombers, artillery units, and troop units .
Troop units is a problem of the google translation. The correct translation for Truppenverbände in Civ 3 is Armies.
 
I am playing an Indian game. I reached 1010 AD without a single war (one of my alternative campaigns, I cannot declare war as India). The leader (Maya) eventualy just declared on me and made a single attack killing a spearman without advancing (I had another one there). My horsemen took his city in the beginning of my turn. I happily count 6 workers bending the knee inside the city. I smile, I check the city and find out this.
conq5.png

Four out of the six workers count as mine. Why? I never lost a city, settler or worker during the game, I never even was in war. There are no barbs. I never sold them either.
 
I mean the Sengoku Conquest, I just did not want to try and spell it ;) You get mobilisation at Feudalism, that is why I tried that.
Then I just learnt something. Thanks! :hatsoff:
 
Did the mayan UU Javelin enslave some of your units? This creates slave workers.
Nice catch! I never got attacked by anyone during the game (which was frustrating, I entered republic a few rounds earlier with 142 gpt for unit upkeep, unable to declare war due to self restrictions and was watching Mayans to grow up double my power) including non-existant barbarians, except for the last round, when mayans very unfortunatley for them declared war and used a swordsman to kill one of my spearmen. So, I was shocked to find out 4 native workers. But I DID attack myself in order to take the city and lost some horsemen in the process. I think a super-javelin thrower killed one horseman with his last health and then killed 2 more, both of them while ending up red-lined (he promoted after his second victory). Isn't 33% chance or something? One worker per unit killed? I think I lost 4-5 horsemen totaly. I will reload (I kept a save from that round out of curiosity and I have seed preserved), replay and find out. I will edit my post afterwards. This is a bit weird, if a city is destined to fall, the mayans offer you back some workers as compensation for your lost units, lol....
Edit. I cannot recreate the exact sequence of events...
 
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Does anyone know how pollution calculations works? Each tile of pollution in the city corresponds to....what? 1% chance every round or something like that?
Also, how do sea squares interfear with this? If the city rolls for pollution and succeeds, does it then roll for tile ignoring sea squares or does it roll for a tile and if a sea tile comes up pollution is at the end not created?
 
Not sure what the exact programing is but it is the Pollution producing Improvements and also the Population... if you are on a one tile city in the water, there is no pollution placed.
Not sure if pollution is placed on specific tiles or if it is placed randomly.
Flintlock may have found something regarding pollution.
 
If I DoW Rome while building the Spaceship - America & China are pulling ahead of me notwithstanding my huge gold lead (should I buy Miniaturization to keep up even at an outrageous price?) - would my economy automatically mobilize such that I would be prevented from constructing parts, only military units?

Wartime mobilization has to be chosen, but it may be a bonus in this situation.

According to my play and the wartime mobilization article below, you can not build the apollo program small wonder, but if you have completed the Apollo Program small wonder you can complete spaceship parts during wartime mobilization. You can even start a military unit, benefit from the wartime mobilization shield bonus, and then switch to a spaceship part for completion (keeping the previous bonus shields).

One note: this article was written before conquests and in conquest you will automatically switch out of any current non-military builds. So you have to have completed Apollo Program before switching. This can be helpful if you are racing the AI to complete the final parts.

 
Playing Small map (which itself might be a mistake) at Emperor, Archipelago, Vikings. My island is an ok size, but very low on resources ... 1 extra Spices, only 1 Iron ... fortunately, I just got Berserkers which don't require resources. Trouble is, behind on tech (several other Civs are Scientific, though Byzantines only have 1 city left) w/ nothing to trade away & nothing to trade for more Luxes, so my slider is killing me. I'm thinking about spamming Berserkers & just going over & invading & taking other resources & trading with others that way, but I'm wondering if I shouldn't just start over. How does one make a decision to start over? I'm not used to that.
 
Depends on the player. In my opinion it is a nice opportunity to practice some skills and enjoy some circumstances that do not occur very often (being....FORCED to invade foreign islands with berserkers? That's very nice)
 
Archipelago map with Vikings. Such maps typically have fewer resources per land mass, so you will need to expand, either peacefully or thru war. But you *chose* the Vikings, with a dynamite UU that can attack from boats. This is your calling, @WeirdoJoker , sound the war cry! Go get those resources!
 
Make sure to attack from boats, not from land. Attacking from boats gives +25%.
Cool ... did not know that, though I was planning to attack from boats anyway (because that's the fun of amphibious warfare). Does it affect defense, too?
 
Does anyone know how pollution calculations works? Each tile of pollution in the city corresponds to....what? 1% chance every round or something like that?
Also, how do sea squares interfear with this? If the city rolls for pollution and succeeds, does it then roll for tile ignoring sea squares or does it roll for a tile and if a sea tile comes up pollution is at the end not created?
Noone knows this one?
 
Cool ... did not know that, though I was planning to attack from boats anyway (because that's the fun of amphibious warfare). Does it affect defense, too?
Defence does not matter when attacking, only when defending. Land units on boats donnot defend, obviously.
 
Defence does not matter when attacking, only when defending. Land units on boats donnot defend, obviously.
Finaly got you!
I've seen it myself. Killed all defenders to the point of the city showing a transport as defending the city. Then when I attacked again, I was surprised to see that I had to kill three more healthy units. Unless some other weird bug was showing the transport as defending the city, I assume the remaining defenders were inside the transport.
 
Defence does not matter when attacking, only when defending. Land units on boats donnot defend, obviously.
Does that mean if units are attacking from a boat (whether Berserkers or Marines), then cannot be attacked by the AI while on board during the interturn?
 
Thought of this after viewing another thread. Is there a way to change the color of Flood Plain tiles so as to easily differentiate them from Desert tiles? Obviously not a big deal, but curious.
 
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