Quick Answers / 'Newbie' Questions

Whatever game you're playing, Civ3, PTW, or Conquests/Complete, will have a .ini file in the same folder as the executable. So check your Civ3\PTW or Civ3\Conquests folder for the .ini.
 
It doesn't matter where you add stuff to the .ini file.
I usually add stuff to the end, but you could add it to the top if you don't like scrolling down. :yeah:
 
Unless you run Windows 7, that is, in which case you'll need to open the relevant folder and then press the "Compatibility Files" button.
 
Whatever game you're playing, Civ3, PTW, or Conquests/Complete, will have a .ini file in the same folder as the executable. So check your Civ3\PTW or Civ3\Conquests folder for the .ini.

The ini does not exist, until you start a game for each version. So, if you never played PTW you would not have an ini for PTW. I have run into that after reinstalls.

Unless you run Windows 7, that is, in which case you'll need to open the relevant folder and then press the "Compatibility Files" button.

I do not follow this one. I have been running Win7 for about a year and edit ini and never had to do anything with compatiblity with any files.
 
Hi, I'm new at Civilization and at this forum and I'd like to know if there is a rule about how far one city must be built from the other cities. If you build them too close, you'll frequently have to deal with unhappiness due overpopulation problems and get some tiles that cannot be worked by any citizens at that city. Is there a tip about how many cities should I have and how should I build them? Thanks!
 
People do different things, but a lot of people favour laying them out as much as possible on a sort of grid layout, city - empty - empty - empty - empty - city. That way, no cities' tiles ever clash.

Also, overpopulation unhappiness is not affected by the distance between cities.
 
The debate on city placement is endless. Unhappiness is a function of the population vs the lux. As long as they are in balance this is no unhappiness. If you packed towns in to where tiles were massively overlapping, I would think that would lead to low unhappiness.

You would be reducing the size the town could get to and hence the ratio to lux. To me the ideal is to not radically overlap nor to have lots of dead tiles. In the end you can place them how you please and do just fine as long as you manage the rest well.
 
Thanks for the answer. Here goes another question: What is military police limit? It means that for each garrisoned military unit at a city I'll have one unhappy citizen content until the limit is reached?

How is calculated the score at the histograph? The factors to calculate score are happy citizens, content and specialist citizens, territory and future tech? I'm still playing the tutorial at Chieftain difficulty level but I'm having trouble against industrious civilization like Egypt that often achieve higher score because they expand too much.
 
Thanks for the answer. Here goes another question: What is military police limit? It means that for each garrisoned military unit at a city I'll have one unhappy citizen content until the limit is reached?

Yes.

How is calculated the score at the histograph? The factors to calculate score are happy citizens, content and specialist citizens, territory and future tech? I'm still playing the tutorial at Chieftain difficulty level but I'm having trouble against industrious civilization like Egypt that often achieve higher score because they expand too much.

It's mostly territory. Build more settlers.
 
Military police limits are determined by the government you're using. Check the Civilopedia for details.
The Histograph score is calculated as follows:
each turn you get
1 point per territory tile (land tile or coastal tile)
1 point per content citizen/specialist citizen
2 points per happy citizen
The per-turn scores are averaged over the number of turns played.

There is a bonus for future tech but it is usually insignificant.
 
You also get a bonus based on when you finish. Scores are multiplied by level. Some govs do not support MP's at all.

For sure, if you are having trouble with anyone at Chief, you need more settlers and workers and sooner.
 
You also get a bonus based on when you finish. Scores are multiplied by level. Some govs do not support MP's at all.

For sure, if you are having trouble with anyone at Chief, you need more settlers and workers and sooner.

The second paragraph needs to be emphasized. At Chieftain, you should be outexpanding them from the get-go. Don't worry much about wonders and buildings, get the workers and settlers out. 1.5 workers per city is a good general rule. 1 military unit per city at Chieftain, the AI doesn't attack in the early game at that level.

Welcome to the forums!:band:
 
Honestly, I barely ever even bother with one military unit per city for the first hundred turns or so, and I play on Monarch. I have barely ever been attacked.
 
Chieftain: Don't build defensive units (i.e. spearmen)......Build warriors only as explorers or MP. When you can build horsemen, use them to wipe out the AI civs. Set Technology slider at the max. When you get to Replaceable Parts, you don't need to discover any more techs to win at Chieftain level. :)
 
Good evening guys. I've got one simple question. Is that possible to set science leaders in map editor? I was trying to set a "Leader" unit, but realized ingame that I've set those unit which creates an army.
 
Thanks for the answers. I'll start a new game and I'll follow these advices here.

Chieftain: Don't build defensive units (i.e. spearmen)......Build warriors only as explorers or MP. When you can build horsemen, use them to wipe out the AI civs. Set Technology slider at the max. When you get to Replaceable Parts, you don't need to discover any more techs to win at Chieftain level. :)

I think I didn't get it. How come Replaceable Parts will let me win the game at this level so easily? Are you talking about the units this research unlocks?

When is it useful to change the government type from Despotism to another type like Monarchy or Republic? I know that Despotism has the tile penality but on the other side it supports more unit per town than Monarchy ou Republic, for example. I'll only get an advantage from changing from Despotism to Monarchy when I start getting much more cities than towns. Is it the point?
 
Replaceable Parts unlocks Infantry and Artillery, the two units are dominant for a while until you get Mechanized Infantry. Infantry make it very difficult for the AI to take your cities.

Basically, the tile penalty is devastating once you get into your empire-building stage. I to change from despotism before my golden age begins (to maximize its effectiveness).
 
I think I didn't get it. How come Replaceable Parts will let me win the game at this level so easily? Are you talking about the units this research unlocks?

First, you get increased work rate for your Workers (nothing too substantial, but it helps with railing newly-conquered areas). Second, you get Infantry - as stated, they're awesome defensive units and the AI doesn't attack into them well. Thirdly, you get Artillery - not only does Artillery have increased Bombard compared to Cannon, it has more Range *and* Rate of Fire, and makes taking Infantry-held positions with Cavalry relatively easy, since you can redline defenders much more quickly. Artillery is dominant until Bombers come online, but since you'll have much more of them already produced, they tend to be the mainstay bombardment vehicle for the rest of the game.

When is it useful to change the government type from Despotism to another type like Monarchy or Republic? I know that Despotism has the tile penality but on the other side it supports more unit per town than Monarchy ou Republic, for example. I'll only get an advantage from changing from Despotism to Monarchy when I start getting much more cities than towns. Is it the point?

I generally hit Republic as soon as I research it, regardless of the state of my empire. Compared to Rep/Mon, Despo actually has *two* things going for it: a static Unit Support (it's always 4*Towns) is the first, and the second is that you can Whip citizens, as both Republic and Monarchy pay gold to Rush. If you're in a food-heavy location, it might be better to Whip what you need until your empire is developed enough for Monarchy or Republic to be more efficient.
 
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