Quick Answers / 'Newbie' Questions

thanks,
The workers get ideled in standard maps which are usually filled by late ancient and there is no place to set up towns then.
 
thanks,
The workers get ideled in standard maps which are usually filled by late ancient and there is no place to set up towns then.

There is if you start taking the AI's land. You'll raise some cities, capture a few, and there will be lots of space in between to build towns since the AI has very wide city placement
 
i got a question, how can i change the keys in c3c? like building a road with an H instead of an R? Thank u.

I am pretty sure that those are hard-coded into the game, and not subject to modification. I have games where you can edit the keys, but those always show up under some form of keystroke options, which does not appear in Civ3.
 
1) Setting "invulnurable" stack of doom by protecting it with a good defensive army and destroying cities one by one?

2) Setting decoy units like workers or obsolete units on the other side so that most units will leave the city I am attacking.

3) Setting trap zone like conquering a city using tactic number 1 and then intercepting all units trying to take it and destroying all AI army in a few turns as most units are kept outside the city to make flanking attacks
 
1) is just good thinking, since most offensive units aren't good defenders.

2) is just exploiting the way the AI thinks, but not cheating. (I'm pretty sure worker baiting is legal in HOF and GOTM)

3) I don't fully understand what you mean, do you mean a funnel? I've seen army funnels used all the time in epic games, such as SirPleb's Sid game where he used the "funnel of death" (TM) (probably owe him a trademark that) with amazing results.

None of them seem to particularly exploitative, to me.
 
Hit the F1 button. That will take you to the domestic advisor. In the upper right, you'll find 2 sliders. One is the science slider, one is the luxury slider. These control spending. Your cities generate commerce, the sliders are applied, and anything left is tax. For example, if you're generating 100 commerce per turn and spending 80% on science and 10% on luxury, the remaining 10% is tax.


Welcome to CFC!
 
Also, Maintenance, GPT deals and unit support are taken out of the tax revenue, incoming GPT deals are not included and neither is Wall St. income or income from tax collecters. Beakers from Scientists are also not calculated with the sliders, and are separate.
 
1) Setting "invulnurable" stack of doom by protecting it with a good defensive army and destroying cities one by one?

2) Setting decoy units like workers or obsolete units on the other side so that most units will leave the city I am attacking.

3) Setting trap zone like conquering a city using tactic number 1 and then intercepting all units trying to take it and destroying all AI army in a few turns as most units are kept outside the city to make flanking attacks

I'd say all 3 are good tactics. More examples of why the human player is better than the Artificial (sub-)Intelligence Civs.
 
It is probably means funneling like in the following screen-shot.
The enemy advances slowly through pillaged terrain and thay are killed stack by stack by the forces on the hills. Wounded units meanwhile heal in the city which have barracks. The picture is in a mod but it works under all rule-sets
 
I encountered an odd situation.
The AI rop-raped me when:
1)I was fighting his worst enemy.
2)I had 4 times the population,
3)I had 3 times more cities and troops.
4)He was 8 techs behind.
5)What was so tempting in attacking fortified rifelemen with knights (2 of them).

What causes them to attack despite overwhelming odds when there were no ungarrisoned cities or workers to capture and when my reputation was spotless?
 
I encountered an odd situation.
The AI rop-raped me when:
1)I was fighting his worst enemy.
2)I had 4 times the population,
3)I had 3 times more cities and troops.
4)He was 8 techs behind.
5)What was so tempting in attacking fortified rifelemen with knights (2 of them).

What causes them to attack despite overwhelming odds when there were no ungarrisoned cities or workers to capture and when my reputation was spotless?

I always figure they trigger some "I'm dead in the water; what have I got to lose anyway? thought process in their tiny pea brains.

I play on tiny maps with three opponents. I always expect an attack from the least prosperous AI civ.
 
this isn't exactly a newb question, but hopefully some experienced players can chime in.

I'm playing my first DG game and something this game really caught me off guard. There were several occasions when I had a monopoly tech, or a significant amount of gold more than other civs, and not a single time did anyone demand anything from me. However, before the AA was over, I had 3 different civs make a DoW against me with no warning. Is this the norm at this difficulty level? It really caught me off guard and I lost a city and almost lost several more due to my play-style from mon/emp where this never happened. Is this to be expected from now on? or was it just a fluke that game?
 
Demands are a function of your percieved weakness. If you are not weak compared to them, they tend to let you be on all levels. If they are busy expanding, then are not going to DOW, unless a demands is turned down.

By the ending of the AA, they could well be at a point where they are ready to go to war. Especially, if they changed governments and you are in a shunned form. Add in any attitude hits and off they go.

Noting is in stone as I recently played into the IA on a Sid game and had not had a war. That had never happened.

No demands is a surprise though, unless you had been trading and gifting. I tend to not gift at DG.
 
I avoid building too much improvements on pangea but arch is different thing
I feel that I should have every commerce unit available to me and can't resist the temptation to build all multiplier building available at the the home island, also using many sea tiles for commerce harvesting by building harbor is also too tempting. The improvement building starts after researching construction. If needed I will even slowly depopulate some towns to increae efficiency of the main cities (by building workers then disband at 1 pop). Overseas cities get nothing except that one city on each island have barracks (and harbor if there is connectable resource).

Is this strategy right?
 
Shl707-sounds OK to me, assuming the home island is core-worthy.

Basic question- I thought I understood unit healing but now I'm not so positive. Can someone explain how damaged units heal and where they can do it?
 
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