Quick Answers / 'Newbie' Questions

Quote:
Originally Posted by HistoryLines View Post
I am ahead in science. The only thing I get from this is, that I can start to build wonders earlier. He might finish them with rushed-president-build nevertheless before me. I calculated "Railroad" through and noticed that I have to spent 2880 science and he, as the 2nd, will only have to spent 2057 on "Railroad" to invent it. We play level prince with 4 Ai`s left.
Nevermind that, he told me he is doing the following:
Raising money with Zero % science and putting entertainers to scientists, so he researches for a while just one step a turn. Then putting science up to 90 or 100% and researches until the accumulated money is empty. He will gain from this the "free" research from scientists. It this true?

If I understand you correctly, then I don't think this is true. You have to either invest 40 turns of nominal research (50 in C3C) in your tech or provide the full amount of necessary beakers.

You will get a reduced price for techs, once someone you know has learned that tech. I never bothered to figure it out exactly as CAII will tell you. It amounts to about 10% for the second nation and it goes down for each additional nation.

2880 to 2057 seems too large for second nation. Here is the formula:

***The formula presented below is accurate for PTW. It is probably also good for C3C, once the additional difficulty levels (e.g. Sid) have been added.
Hope this helps - bvc

This is the formula for research cost for v1.29f.

Research Cost = [MM * [10*COST * (1 - N/[CL*1.75])]/(CF * 10)] - Research done so far

Research Cost and research done so far are in gold.

Square brackets indicate truncation /rounddown

MM = map modifier(tech rate on world sizes tab in the editor)
Tiny 160
Small 200
Standard 240
Large 320
Huge 400

CF = AI cost factor(as on the difficulty tab in the editor)
For the purposes of the research cost formula, CF has a maximum value of 10.
Chieftain 20
Warlord 12
Regent 10
Monarch 9
Emperor 8
Demi God 7
Deity 6
Sid 4

COST = technology cost as on the civilization advances tab in the editor.

N = number of civs on the diplomacy screen that have discovered the tech.

CL = number of civs left in the game

There is only one part of the formula that varies during the game: (1 - N/[CL*1.75]). There are two ways in which you can increase it to lower tech cost:
1. Increase N by exploring and buying comms to add civs to your diplomacy screen.
2. Decrease CL by killing civs.

NB. This formula is relevant for research cost of the AI civs, not just the human player. If you are interested in the research cost of a specific technology for a specific AI civ, N refers to the number of civs on that specific AI civ's diplomacy screen that have discovered that specific tech. In general, there are two ways in which you can increase AI tech cost:
3. Keep N low by not selling comms to AI civs.
4. Keep CL high by not killing civs.
And technically...
5. Keep N low by not getting techs yourself.

Obviously points 2. and 4. are contradictory so choose whichever fits your playing style. Personally I choose point
****


Steam is 2880 on a std map at regent. This means if you knew 3 nations that knew it, you would pay 2057.
 
Is there a condensed list of improvements/wonders showing the amount of culture per turn they provide? Something like:

Temple 2
Library 3
 
If you want to see all the culture production per turn, on 1 page (including Wonders), you could load up the utility program CivAssist II and go to the Culture tab. :)
 
Thanks EMan. The answer was right in front of me. I have been using CivAssist II but primarily for the alerts. I'll explore CivAssist II more thoroughly.
 
So, in a game on regent, i was in a war with the iroquis in the industrial ages.(I won the war, and the game after that. Even got a culture victory through war. Was 3 % away from the domination limit, and saw I had 88.000 something culture so I decided to go for the culture victory)But anyways, the thing is, whenever I went into peace with the other civilizations left, my citizens went out of their wltkd, meaning they like war.
It was probably because of communism, but I wonder if there is some sort of war happiness, and if it is, is there a way to predict it?(I guess it's reverse war weariness?)
And now I play monarch, and I noticed after the first 100 turns or so, it feels like regent again, is it supposed to be that way? I don't play a lot of civ3,really.
 
You do get a war happy boost, when someone declares on you. Just like real life, people rally together when they are under attack. When you end the war, the happiness effect is gone. In you case the boost was enough to trigger WLTxD.

Not sure about what is going on, but you should see things like a greater number of troops coming, if you go to war in Monarch.
 
I did see a lot more wonders being built , but that just helps me in the long run.(captured sun tzu, great wall, pyramids, templar,colossus,and the celts that are next to me are building some nice wonders that I plan to get from them.)
 
Hello, thanks a lot for all answers to my questions. Most of the time it were always the same guys writing. THANKS. But all in vain.

I thought I would be winning, gotten the Hoover, being 6 techs ahead of my opponent, being only 2 away from tanks. Everything runs smoothly, I thought. 70 workers, more then he got. Anyway. This game sucks! At least nobody of you might have ever played a human and warned me!! AI is soooo cheap.
When railroad is discovered on panga the game is immediately over and the one with more army won. Thats it. Nobody here told me that. I was so surprised. Over. Over. Here is the map I resigned.

turquoise - my human friend and winner American
purple - AI India
light blue - AI Spain, I was just conquering
green - Persian me, lost.

In just "one-single-only-1-uno-eins" move America build himself on Indian streets with railroad to my territory and entered with 100 army. Over. I thought I had at least 40 moves until confrontation. NADA. My front town with culture over 500, 4 square lost and because my towns are CxxC he will overrun me in the NEXT turn completely.
29 hours gone. Maybe I will post some time later more screens, but being a builder, having all the wonders, sucks, against a human opponent.

Railroad ends the game on pangea.
 

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I'd like to be able to have more starting Civs per map size than the game allows. Is there a way to do this without editing a map or save state?
 
Yes. You just need to edit your main Conquests file - that's the file that looks exactly like the editor in your game registry. First you need to uncheck the box 'read only' before opening it up.
Then I think it's a tab called 'edit rules' that you need to look for, and then the sub tab 'world sizes'. From there I'm sure you will manage to make your changes and save it.

Or, alternatively, you can open up the editor and do the same thing. Then a box will come up asking you what name you want to give to this scenario. In game you can access this scenario by choosing 'CivContent' at set up.

The difference between altering the main Conquests file or making a scenario is that playing a scenario goes without some regular game features. You won't see your palace being built, you won't see the man with the hammer at the end and I think the city view is missing.

I hope you don't have a Mac computer, because I've heard that the Mac version of the game comes without an editor.
 
HistoryLines there is no cookie cutter formula for playing humans. They are able to think and use tactics the AI cannot. If they bust past your borders and you have rails and close spacing, they can over run your entire empire in a turn or two.

That is what we did to the largest team in a PTW demo game. We spent three days mapping out exact moves to get past their blocks and once we did, they were nearly wiped out on that turn. It looked like they had a perfect layout to prevent our attack, but we figure down to the last empty transport attacking and beat the defense.

That game had very very experienced players, in the end you can only do what you can. It was all humans in teams, no AI, so all moves were planned in detail. Even the workers task, but especially blockades. In the end not having Uranium spelled doom.
 
I'd like to be able to have more starting Civs per map size than the game allows. Is there a way to do this without editing a map or save state?

Looking in the SG forum for either LK or Greebly BIQ, if you do not want to figure out your own. These are massive maps with max nations you can download and use to start new games.
 
Hello,

after a night of sleep the shock was gone and I decided to play the endgame on, like in chess, to find some defense recources and get practice.

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Q16
The culture influence area around a town is weak, because the opponent will just settle in my territory and gets his own free movement area, right?

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Q17
My friend and I are playing with simultaneouly moving. Now, we have contact for the first time, some problems arose. He is not pressing "end turn", because he wants to control the movement in the next turn and I am not pressing "end turn" either because I want the same thing. So that doesnt work. Despite a very stressing moment, all the time ready to react on his moves by moving my troups here and there on railroads etc. How can we switch to a turn based game now?

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Q18
What to do against his fast kamikaze scouts?

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Q19
I need to know the win ratio of cavallaries attacking my size 8 town full of (2/2) infantries. To maximize my chances I can not effort an overkill protection and want to place some (2/2)s in the vincinity. How many do I need to defend safely against how many cavallaries. He has nothing more in the next turn to attack.

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Q20
Units in a fortification will get all passiv bombardment, right? Even Phalanxs?

THX!!
 
Hello,
Q19
I need to know the win ratio of cavallaries attacking my size 8 town full of (2/2) infantries. To maximize my chances I can not effort an overkill protection and want to place some (2/2)s in the vincinity. How many do I need to defend safely against how many cavallaries. He has nothing more in the next turn to attack.

33.3% the cavs win, if infantry in a city and fortified. No terrain bonus added, non military civ.
 
Hello!!

Yes, 33% BUT, the cavallaries, I forgot to write are 4/4 or 5/5 units and my infantriy is only everyone (2/2), so does the 33% ratio nevertheless apply? because of the city defense in towns over 6?
 
I presumed they were vet cavs and conscript infantry, so yes, except for elite cavs. May add a percent, too lazy to check.
 
The culture influence area around a town is weak, because the opponent will just settle in my territory and gets his own free movement area, right?

Yes, it is almost always possible to use combat settlers in order to get closer to an enemy's city.

Q20
Units in a fortification will get all passiv bombardment, right? Even Phalanxs?

Only certain units have a bombardement shot when the tile that they are on is being attacked. These are obviously bormbardment type units (catapults, (trebuchets, ) cannon, ...) and those units which have something like 'defensive bombard.' But I think the latter only exists in Conquests, where archers(?), longbows etc do something like this, and not PTW.
 
i just tried out agr civ maya, i notice that i have to pay the full price (60 shield) for granary, is this a bug? i thought i get discount. i think my version is 1.22 conquest
 
No discount for granary:

Extra food on irrigated desert.
Aqueduct, Recycling Plant, Solar Plant are cheaper.
 
No discount for granary:

Extra food on irrigated desert.
Aqueduct, Recycling Plant, Solar Plant are cheaper.
Large cities produce extra commerce. Levels of corruption are lower

doesnt the last one only apply for commercial civs?

but it would be nice to get a cheap granary
 
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