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Turner_727 said:
I get it...I don't know why I was seeing 56,57...

Carry on, as you were. ;)
You can't give up that easily Turner, especially when I've just been drawing a diagram. Oh well, I won't waste it. Here's a 5x5 map. Civ tiles in yellow. Ones that don't count in white:
coords2.gif
 
sausnebb said:
Thanks people, if you are agreed....
Now it should be possible to calculate how much land you own in %, when you're not playing a domination victory game.

Players have made utilities do do that for you. Check the creation & customization / utilities forum.
 
Quick question here as I couldnt find anything on it with a, I admit, quick search.

When do you upgrade units and when/what do you dispand them and build newer units?
For instance, I am currently playing a emperor level game as the germans. Lagging in tech I have mostly pikemen, but have got nationalism now. So do I upgrade, at a cost of 150 gold pr unit, or do I disband and build riflemen? Anybody got the nitty gritty details on this?
I am sure someone here has done an analysis sometime, somewhere..
Regards,
JJ
 
The rule of thumb (I hate rules of thumb) is that you upgrade when your cities are busy building infrastructure and will be busy for a long time, and you disband and build when your cities have nothing else to build or are about to enter an age of not a lot of infrastructure. Also, I tend to not upgrade from Pikemen at all. I like to build fresh muskets and Rifles because it costs so much to upgrade pikes.
 
Like Tomoyo said, I don't upgrade when unit costs get really high (the jump from Pikes -> Musketman is really high, and I don't usually have lots of cash to spare during that time period).

What I do though, is bring my extra / to-be-upgraded units to my 'designated' city, and disband them, thereby getting their disbanded shields (1/4 of their cost) going towards a new unit. I can still work on infrastructure on other cities, I save gold, and I get new units. :)
 
Right. Cheers for the replies.
You people know if there is done any extensive write-ups on the upgrade issue?

It would be nice to get more views on it as there doesnt seem to be a clear cut case of whats best or not.
JJ
 
Is a sneak attack always an abuse of RoP? If I have units stationed outside enemy territory that can reach a target and attack in one turn, do I need to bother contacting and declaring war? Can I attack a unit in a border tile without declaration? I'm just curious; I always contact them first and declare war because that seems the polite thing to do.
 
The battle takes place on the defenders tile. If the unit you attack is inside his territory, you will ruin your reputation. If he is in unclaimed territory, go ahead and attack. Not sure about if it is inside 3rd party territory.
 
One question that springs to my mind when I see all these early domination wins: how do you switch or handle the duality of REX and building military units? Like, for example, how many cities do you found (and how many with granaries) before you seriously switch to unit production?

Sure, in the start one does both rex and units, but there has to be some sort of core of cities you need to get set up before really hitting the war-path.

(Oh, and I usually play at emperor/d-god levels)

JJ
 
Early Domination is all I do, and on Emporer level. This is how I do it :)

1st city builds settler, granary, barracks, then switches between building offensive military units and settlers.
2nd, 3rd, 4th, 5th, and 6th cities do pretty much the same, depending on how good the land is around them - but usually only 1 has a Granary. By the time I have 3 or 4 cities, i'll have a decent army of archers ready to rush the AI.
I don't stop expanding until there is no more room to expand into, that is disregarding land that isn't next to my territory.

Hope that helps, you really just need to practice rather than listen to advice imo :)
 
Gainy bo:
Do you build any defensive units during this early time?
When you stop expanding, what unit build pattern do you switch into?
 
You would need to make a 'scenario' using the editor that comes with the game. Follow these steps:

1) Navigate to your C3C folder (most likely C:/Program Files/Infogrames Interactive/Civilization III/Conquests).

2) Double click on the "Civ3ConquestsEdit" icon (it's icon is a "C" with "III").

3) When the editor opens, click the "Scenario" tab at the top, and select "Custom Rules". Say yes to the warning.

4) Click the "Combat Experience" tab.

5) Edit the different levels of experience's hit points.

Hope it works. :)
 
Markus5 said:
Gainy bo:
Do you build any defensive units during this early time?
When you stop expanding, what unit build pattern do you switch into?
I build warriors, but that's mainly for Military Police (to keep the people happy) rather than defence.

I don't really have a build pattern either. Barracks/Temple/Marketplace/Granary is the most my cities will have, and very few will have that. I just build offensive units, and/or continue to expand with settlers if needed :)
Edit: Sorry, I build quite a lot of workers in my less productive/corrupt cities.
 
Ginger_Ale said:
You would need to make a 'scenario' using the editor that comes with the game. Follow these steps:

1) Navigate to your C3C folder (most likely C:/Program Files/Infogrames Interactive/Civilization III/Conquests).

2) Double click on the "Civ3ConquestsEdit" icon (it's icon is a "C" with "III").

3) When the editor opens, click the "Scenario" tab at the top, and select "Custom Rules". Say yes to the warning.

4) Click the "Combat Experience" tab.

5) Edit the different levels of experience's hit points.

Hope it works. :)

i tried making an entire new map and put in a surplus in the hp, but i see it works for the ia as well? Then i ran completely past the goal i was aiming for: to outsmart the rng...
 
i always wondered what the numbers in the parenthesis next to my government type meant. lets hope someone answers ...
 
Taxes.Science.Entertainment

Could be Science.Taxes.Entertainment though... :hmm:
 
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