Quick Answers / 'Newbie' Questions

Turner said:
Arty and Infantry require Rubber only. Flak I believe doesn't require anything.
Actually, IIRC, Artillery doesn't require any resources, but I'm fairly sure you're right about Flak.

It does seem odd that the Portuguese didn't found Lisbon where they started, though (Portuguese are Seafaring, so they should have started on the coast, and Lisbon would be the Capital). Maybe the AI just wonked out for a couple turns.
 
I own the continent and the 3 sources of SP are roaded and railed.
 
Two possibilities occur to me:

1) You did not research MT.

2) Portugal started on marshland, which has been cleared since, and moved inland. Check what year Lisbon was founded.
 
I should used more of the screenie showing the cavs stationed in the city.

I did still have an auto save of that game so I went back in and the cavalry were back on the list.

Lisbon was founded in 4,000 BC with all the other AI. (that was a different game -> I should mention that)

It did occur to me that I may have committed a bad :nono: I was using an app called Gamebooster, It caused a couple of crashes and it may have messed up parts of the game as well. I got rid of it and my current game does not have any anomalies so far.
 
I had entered a bad sitution.
Of the 3 AI remaining (Babylon,Spain and the Inca) two landed troops on one of my outpost islands and then declared war. Each time I tried to sign peace they did that again. Now I'm streched thin because of large military budget AND my attempt to quickly research combustion to gain control of the ocean (70% research and maintenance for countless universities in every uncorrupt city and metro). They are all somewhat behind in tech and they all have an embargo against me so tech trading is not an option.
In addition the island outpost they want is very far away from my home continent so that it requires 6 turns of one way voyage with portugese carrack/galleon despite Magellans voyage.
What to do? Wait until combustion ( three techs requiring about 7-8 turns each) or try some diplomatic solution despite the past...
 
Tech trading is not affected by an embargo.

Have you tried making peace with one of them, then getting an alliance against the others? The trick in this situation is to get them fighting among themselves, which should be easy if you have techs to offer.
 
Tried that.
Sold economics to spain for 74 gpt but they betrayed me again 10 turns later.
In the end (100 turn war...ouch!)I managed to wait the storm, get tanks and destroyers and start solving the issue by force. The Spanish were defeated and forced into alliance with me against Babylon (Having tank army, 2 cav armies, 8 tanks and 14 arty near their capital proved persuasive regarding making allies with the right side...) but that was painful and in worse sircumstances like pangea map could lead to defeat.
The question is what to do if the AI behaves so recklessly and can't be trusted and I being made a "rogue state" despite doing no wrong (except rushing a neighbor at the beginning and auto-razing 6 towns after proper declaration of war)
 
If you trade the AI luxes or resources for a tech, or a lump sum of gold, and then you pillage your road connecting your capitals will the AI no longer recieve the luxes or resources you traded to them? (assuming you have no connecting harbors). If this works does it affect the AI's attitude towards you?
 
If you trade the AI luxes or resources for a tech, or a lump sum of gold, and then you pillage your road connecting your capitals will the AI no longer recieve the luxes or resources you traded to them? (assuming you have no connecting harbors). If this works does it affect the AI's attitude towards you?

It will affect your reputation. This means that the AI will no longer give you 'hard' goods (lump-sum gold, techs, WM) in exchange for 'per-turn' goods or 'per-turn' gold. You would still be able to trade 'like-for-like' goods, ie resource for resource or tech for tech/lump sum gold.
 
Oh ok. And here I thought I found a way to cheat the AI without consequences. :mischief:

You are very close. It is always the exporter of the luxes/resources who takes the reputation hit of broken trade routes. Now all you need is an AI with techs and luxes/resources for sale, a working trade route, and a decent amount of gpt to buy the techs and luxes/resources ... ;)
 
How is it that no matter what, without fail, the AI that I'm killing will somehow slip a Settler onto a Galley, sail ALL THE WAY to the other side of CONTINENT, and found a new city, just as I kill the last one? It's happened EVERY SINGLE GAME that I've tried to play particularly aggressive. It's also one of the reasons I'm not usually that aggressive. Maybe it was changed in Conquests, I'll see when I get Complete tomorrow, but that is THE MOST ANNOYING thing that I've come across in this game.
 
If you eliminate a runaway AI, will another AI rise to the occasion and take the former AI's place? Does the answer depend on what level you're playing? Maybe one would consider all the AI's at Deity or Sid as runaways well into the mid-game. Thanks.
 
How is it that no matter what, without fail, the AI that I'm killing will somehow slip a Settler onto a Galley, sail ALL THE WAY to the other side of CONTINENT, and found a new city, just as I kill the last one? It's happened EVERY SINGLE GAME that I've tried to play particularly aggressive. It's also one of the reasons I'm not usually that aggressive. Maybe it was changed in Conquests, I'll see when I get Complete tomorrow, but that is THE MOST ANNOYING thing that I've come across in this game.

It is not all that common imo, but it can happen in all three versions of III. I like to take down coastal town early in the war to prevent that stuff, but can still happen.

Levels does not impact it, except that for me in Sid games you tend to find they do not have settlers or workers late in the game. They are running at max units and those get disbanded.

If you eliminate a runaway AI, will another AI rise to the occasion and take the former AI's place? Does the answer depend on what level you're playing? Maybe one would consider all the AI's at Deity or Sid as runaways well into the mid-game. Thanks.

If it is what I would call a runaway, then no it will not be repalced. It is a runaway by my definition, becasue it eliminated all on its landmass and is big or bigger than me.

Hence to one is around to replace as they are all gone or small and who eliminated it? Not the AI, so that means I am now even bigger than the runaway was and no one is going to get off the ground.

Typically I tackle the runaway last, so it is just him and yours truly.
 
How is it that no matter what, without fail, the AI that I'm killing will somehow slip a Settler onto a Galley, sail ALL THE WAY to the other side of CONTINENT, and found a new city, just as I kill the last one? It's happened EVERY SINGLE GAME that I've tried to play particularly aggressive. It's also one of the reasons I'm not usually that aggressive. Maybe it was changed in Conquests, I'll see when I get Complete tomorrow, but that is THE MOST ANNOYING thing that I've come across in this game.

It might also be that you have Respawn AI checked in the game options. With this option enabled, the AI will get a new city in an unclaimed territory whenever it loses its last city.
 
C3C question: I captured Statue of Zeus from Americans in New York. Civilopedia says that Ivory is needed to build it but it didn't produce units until I got ivory, I suppose this is a (known) bug or just lack of info in civilopedia?

It's not producing any culture, how come? And does its effect end when someone or just I research metallurgy?
 
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