Quick Answers / 'Newbie' Questions

You get an Aqueduct for 50 shields.

You also get 3 food in the City Center, except under Despotism if not adjacent to fresh water.

Also get bonus shields & commerce in Metros' City Centers.

........And, if you're looking for a high-scoring Histographic Victory, the Maya may be the best civ to play, at any level or map size! (I hope to demonstrate this in the HOF.) :)
 
The Maya are Agricultural and Indsutrious. The reduced corruption and increased commerce in large cities applies to the commercial trait.
 
Whoops cut and paste and forgot to remove the last line. I took it from a pdf and I saw that it had copied one line too many. By the time I could get the post to go up, I got side tracked and forgot to remove that line.
 
Hello - Civ3 PTW 1.21f
I am posting a lot of questions, but after I finished my big game against my friend, I will sort them and post all answers again in one major thread.

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Q
Is there a way to shoot with 20 artillaries at once to a square, or do I have to shoot one by one (CIV is a great game, but the controls are awful).

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Q
If I get (2/2) musketiers with nationalism, can I update them later to (4/4) units?

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Q
If one units got hit by artillary and is wounded and I will let it stay fortified, is it healed in the next round in a barrack town?

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Q
When someone posses the Tzu Wonder (free barracks) am I able to shoot them down with artillary? or is in the next turn a new one there again?

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comment after experiment
Any unit in a barricade, when fortified, will use passive bombardment against approaching enemies, even e.g. infantry.

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Q
I can reseach in 6 turns radar towers or in 18 turn tanks. What is your advice to do? I am under heavy pressure right now, because of my opponents Golden Age.

sincerely
 
Is there a way to shoot with 20 artillaries at once to a square, or do I have to shoot one by one (CIV is a great game, but the controls are awful).
You have to shoot one by one. Civ III is a bit obsolete by now, and the wooden controls are showing it, but in this case each shot is a seperate roll of the dice, so I don't think it could be done differently.
Also, while your artillery is shooting one after the other, it gives you the chance to count how many defenders there are, which is useful. Okay, that only applies to you attacking a town, maybe you're in a different situation.
If I get (2/2) musketiers with nationalism, can I update them later to (4/4) units?
Nationalism gives Riflemen, they have attack 4, defense 6, no resource required, so you can always upgrade any defender to a Rifle. The best defender in the Industrial Age is the Infantry, attack 6, defense 10, requires rubber. You need Replaceable Parts for this unit, but that's a tech you would want to beeline to almost anytime anyway, as it also gives faster workers and more advanced artillery.
Upgrading defenders is straightforward; spearman > pikeman > musketman > rifleman > infantry. You can always skip a unit in the chain, but in cost this makes no difference.
If one units got hit by artillary and is wounded and I will let it stay fortified, is it healed in the next round in a barrack town?
If you do not move a unit and let it stay in a barracks town it is always healed the next turn. You can even move a unit to a barracks town over rails and it will be healed next turn, because if you've moved it over rails only, you didn't use any of the unit's movement.
When someone posses the Tzu Wonder (free barracks) am I able to shoot them down with artillary? or is in the next turn a new one there again?
Sorry, are you talking about destrying the wonder with artillery? In Play the World it isn't possible to destroy a wonder with artillery. No, you're talking about the barracks, I see now. No, Sun Tzu doesn't obsolete, and the game makes sure that the civ that owns it has a barracks in every town on that continent. I'm not even sure if you can destroy it temporarily, but there wouldn't be much benefit to that anyway.
I can reseach in 6 turns radar towers or in 18 turn tanks. What is your advice to do? I am under heavy pressure right now, because of my opponents Golden Age.
I can't talk from experience, but my guess would be the unit. Radar towers give some extra defense to your defenders? I'm not even sure, but in this game offense usually prevails over defense.
You're rather nice to your friend by willing to play this game out! From an earlier post of yours it seemed you considered the game lost. If not, you're certainly in a pickle. The AI will be a breeze to you if you're ever up against it again. Most posters here know the sillyness of the AI and how to exploit it. I've never played against a human, it would be a different game for me. :crazyeye:
 
Nationalism gives Riflemen, they have attack 4, defense 6, no resource required, so you can always upgrade any defender to a Rifle. The best defender in the Industrial Age is the Infantry, attack 6, defense 10, requires rubber. You need Replaceable Parts for this unit, but that's a tech you would want to beeline to almost anytime anyway, as it also gives faster workers and more advanced artillery.
Upgrading defenders is straightforward; spearman > pikeman > musketman > rifleman > infantry. You can always skip a unit in the chain, but in cost this makes no difference.


I meant the recruit, you get for sacrificing one population for an (2 health point) unit. When I update those, will it make a 4 health point units?





I'm not even sure if you can destroy it temporarily, but there wouldn't be much benefit to that anyway.


I have to destroy the barracks so his units will not heal themself in one turn in a surrounded town.
 
Nationalism gives Riflemen, they have attack 4, defense 6, no resource required, so you can always upgrade any defender to a Rifle. The best defender in the Industrial Age is the Infantry, attack 6, defense 10, requires rubber. You need Replaceable Parts for this unit, but that's a tech you would want to beeline to almost anytime anyway, as it also gives faster workers and more advanced artillery.
Upgrading defenders is straightforward; spearman > pikeman > musketman > rifleman > infantry. You can always skip a unit in the chain, but in cost this makes no difference.


I meant the recruit, you get for sacrificing one population for an (2 health point) unit. When I update those, will it make a 4 health point units?
No. When you upgrade a conscript (2 health) unit, it remains a conscript. The only times that upgrading changes the promotion level of a unit is when you upgrade an elite or an elite* unit. In those cases, they go back to being veterans.



I'm not even sure if you can destroy it temporarily, but there wouldn't be much benefit to that anyway.


I have to destroy the barracks so his units will not heal themself in one turn in a surrounded town.
As far as I know, you won't be able to destroy barracks that he got through Sun's. And as Optional pointed out, even if you could, they'd be rebuilt on the next turn. Target the city with Sun's, if you can.
 
I think until my game is finished, I will not stop seeking help here in the forum. Thanks for all the answers.

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Comment
I thought I could destroy the barracks and then hurt some units, so even he will get one free barrack with Tsu next turn, it wasnt healing the hurt units in this turn completely.

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Q
Will radar towers give units nearby in a town the 25% bonus as well, so they have the citywall bonus plus 25%?

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Q
When I build a citywall and the town grows over 6, then got artillary bombed down again, will there stil be my old citiywall? Because in towns over 6 I can not build it anymore.

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Q
How to figured out how much territory he already got? Because once my opponent hits 66%+ the game is over. I can only find under F12 my own squarekilometers.
There far off an 1x1 square in the middle of the sea. Does that count as a 7x7 (49) square potenial area?


THX in advance..
 
Territory question, partial answer:

1. Remember you need 66.67%+ of world population in addition to the territory to trigger a Domination win (in PTW).
2. Sea & Ocean tiles don't count towards the Domination Limit. In fact, you can't have Ocean tiles within your borders. (Viz. Only land & Coast tiles count towards the DL.)
3. Does the F8 key in PTW show you the Victory Status Screen? (I'm guessing not)..........I know it does in Conquests. :)
 
whenever i go into a game with the mindset of winning via conquest (or domination), i end up building every available improvement and rarely ever actually get around to doing the conquest-ing or the dominating.

any advice on what improvements i should build in a game i wish to win by conquest or domination (so that i can actually get around to the fighting)?
 
Yes:

Settlers
Workers
Granaries for settler/worker factories (If you get an SGL, build Pyramids)
Aqueducts & Marketplaces if it's taking you time to get the horse resource
Barracks
Horsemen (perhaps a few warriors for exploration/MP duty in the early game)
Charrrrrrrrrrrrrrrrrrrrrrrrge!!!!! :)
 
thats it? lol
thanks for the help

also:
do i need to build units to protect my new cities? (i play on cheiftain/warlord) im guessing i should build at least a warrior to protect against barbarians and other enemies, but how many units/what type of units constitute a well/poorly defended city?
how do i get a/what are the chances that i get a great leader?
what great/small wonders are worth building? i understand the great library is a good one, any others?

ill post more as they come to me :P
thanks in advance.
 
I have to destroy the barracks so his units will not heal themself in one turn in a surrounded town.
If I'm not mistaken units in a town, even without a barracks, heal quicker than in the field. In the interturn they get 2 hitpoints restored instead of just 1.
I thought I could destroy the barracks and then hurt some units, so even he will get one free barrack with Tsu next turn, it wasnt healing the hurt units in this turn completely.
I understand. He'll have vets, being a human player, and it would then make a hitpoint difference. At least, if the game in the interturn heals the units first and then goes through the builds, which I think it does. But Aabraxan is probably right; you can't destroy an improvement that is kept in place by a wonder.

Sorry for misunderstanding the occasional question. I had no idea you were talking about drafted units, probably because I've never drafted myself.
When I build a citywall and the town grows over 6, then got artillary bombed down again, will there stil be my old citiywall? Because in towns over 6 I can not build it anymore.
I'm having trouble understanding this one as well. On the city screen you can always see which improvement the town boasts. A city offers more defense than a town, making any wall that is built there redundant, and also the visual representation disappears, but the wall is still there. It doesn't just disappear because a town grows to a city. Unless it was destroyed by artillery? (here is where your question confuses me, as destroyed is destroyed).
How to figured out how much territory he already got? Because once my opponent hits 66%+ the game is over. I can only find under F12 my own squarekilometers.
Conquests has a victory status screen under F8 that mentions your % of world area and that of your nearest rival, but Play the World regretfully doesn't have that.
 
@cheeseburger:

Timing is everything.........If you move quickly, the AI on Chieftain/Warlord won't know what hit 'em!

If you select sedentary barbarians, you still get the Goody Huts and that's the only place that can generate barbarians........It's not the end of the world if they get to your cities..........they can't capture/destroy them!.......Usually they'll attack your warrior when you pop the Goody Hut........And lose!!......You can give chase to the retreating barbarians, if necessary.

So, no, no defensive units.........Warriors for MP duty until you change to Republic should suffice.........It's important to expand/explore quickly.

I think it's 3% chance you get an SGL, 5% for a Scientific civ.

You don't need to build Great Library because you will be ahead of your rivals in Science and can trade for the techs you don't have (But, you're right the GL IS useful on higher levels, say 6-8)......Keep close to 100% Science, if possible. Building Wonders takes a lot of time away from building essentials or horsemen.........Only 2 possibilities I might build for Domination Victory purposes are Temple Of Artemis & The Great Lighthouse (for non-Pangaea maps only). No small wonders necessary, except maybe Forbidden Palace.

There are many ways/styles to play, and win(!), this game.......This is just mine.....You'll develop your own! :)
 
cheeseburger said:
i understand the great library is a good one, any others?

EMan has some good comments here. There exist very, very few non-20k game situations where you want the Great Library. In a 20k you always want it.
 
Horsemen can retreat if losing, and get to the enemy twice as fast. On another note, Horses never deplete and seem more plentiful than Iron.
 
Hello -

does the radar tower give all units in its radius 25% power, even units in towns? So it would mke sense to built near every town under pressure such a radar tower?

sincerely
 
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