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Mobile SAMs are produced by the huge transcivilizational that finances the relection campaigns of every late game public official, and that is why governors want to build them even if they already have more SAMs than the enemy has planes.
 
Thanks all. I know I can preload my builds in each city too.
I was just looking for a way to speed things up. I will say I learned the between turn shift key option and that helped a lot!!!
 
Right; I have the original version of civIII. Is it possible to add those wonderful player-made units in the modifications section to my version of the game, or is that only possible for conquests / PTW?

If this wasn't the appropriate place to ask this, I am sorry, but I just have to know.. :)
 
Thank you! I read Plutarck's guide, but is that method really the simplest and easiest one?? Seems awfully complicated to me.. And I really want to add lots and lots of units (so many good ones in the unit library! :) ) Is there a way of adding groups of units, or do you have to go through the same process for every unit? :confused: Any good advice?
 
You have to add units one by one, sorry. It *does* take a long time.

Colonel Kraken's guide is very indepth, and while it's for Conquests, most of it applies to Vanilla civ just by editting the file path (and some text files might be different, but if you use that one and another one side by side, it should work).
 
Oh no.. :( Looks like I'm in for a bit of hard work, then..

Another question, this time concerning scenarios: It seemed, from what I could see, that the scenarios are only compatible with Conquests or PTW, not vanilla (why is the original Civ3 called that, anyway?). Is that correct?
 
Vanilla Civ is the Original Civ, yes. It's called that because vanilla is sort of the 'plain' version (vanilla ice cream is the basic type of ice cream, sort of like that).

Some scenarios are compatible with vanilla too. You can ask in the thread if they have a version for vanilla, however, it's usually only for older scenarios. If a scenario was made in the year 2004 or onwards, chances are it's only for Conquests (the reason for this is that once Conquests was developed in November 2003, people would use that editor instead of PTW or Vanilla because it had more features, so there only ended up being a C3C version. But if the scenario was made for Vanilla, they would 'update' it for PTW, and then again for C3C.)
 
Thanks a bunch! But what about scenarios such as the World War II (I know it's not compatible with vanilla; this is just an example) which have built-in additional units? I assume they will not work on my computer, since I don't have the extra units?

This is the most ingenious thread ever!
 
If it was created right, the scenario will work! When you download the scenario, you are usually downloading a file that's a .zip (WinZip) or .rar (WinRar). Those are both file compressors to make the download size as small as possible. Then, when you open it, you get a folder (named the name of the scenario - for example, World War II). The .zip will also contain a .bic/.bix/.biq (the editor file that you play from). In that folder (which you put in your .../Civilization III/Scenarios/ folder) will be all the required art (resources, units, civs, etc) needed to play the scenario.

Keep the questions coming. :)
 
WOW!! That's just great! So, do you have any personal favourite scenarios you would recommend me to try, that would work with vanilla?
 
I don't know of any scenarios, mainly because I don't play them, but here are some good mod(ifications):

Double Your Pleasure
A simply huge mod. It adds many new techs, units, governments. You name it, it has it (Constitutional Monarchy, Elephants, etc). It's sort of like Conquests.

The Ancient Mediterranean Mod
A good modpack focusing on the ancient times around the mediterranean sea. Sort of a cross between the Mesopotamia and Rise of Rome maps and civs.

You can look in the Completed Modpacks forum of the Creation and Customization forum for some other good ones that interest you.

** You have been warned. Some modpacks (DyP, etc) are over 75 megabytes **
 
I had a look at the mods you recommended, and DyP in particular looks awesome!!! Can't believe anyone actually spent that much of their time to do that - it certainly takes a LOT of dedication and spirit! I entered their website and tried to download it. However, it said that "This requires that DyP version 1.00r is already installed. You only have that if you own a copy of the "Best of the Net" cd." What does that mean; do I need a separate cd to run DyP? Or is it enough just to download the ~ 80 megs file?

Sorry for being such an utter n00b.. :crazyeye:
 
The Best of the Net CD was a special CD with modpacks and scenarios on them (which you don't have, it sounds like).

The text that said "This requires that DyP version 1.00r is already installed. You only have that if you own a copy of the "Best of the Net" cd. " is for the patch from 1.00 to 1.01. The download link you need is this. It's an .exe file that will install it. :)
 
I'm sure this has been asked before, but I could not find it, and reaing through all these pages is a rather tedious task (especially since I've read most of it before, otherwise it could prove very useful):

1) is there a way to find out what the AI is researching (is there a patter that it follows) on monarch?

2) do AIs trade techs between themselves on monarch, and if they do, do they "make sure" they get the same from another AI as they would ask from me, or do they just sell it for anything rather than "take a chance" that I will sell it first?

3) I'm playing on monarch now and will research magnetism in next 2 turns. I'll get a free tech (steam power) after that for being scientific, but I do not have military tradition yet, while most of the AI do (two of them are very "backwards people"). Should I trade the steam power for military tradition to AI (for "national defence" purposes, AI constantly threaten and bully me)? And if yes (see #2) should I sell it to everybody at the same time?

Thanks for reading, a good advise will help a lot, I think I have a very good shot at the W in this game (first monarch win!)
 
1) There is no way to find out exactly what it is researching, but you can find how the AI values different things in a tech here. Some techs that the AI seems to not research right away are Currency, Code of Laws, Printing Press, Medicine, Scientific Method, and other ones that don't give any benefits like wonders/improvements/units, etc.

2) Yes, the AIs very much like to trade between themselves. In fact, there is an AI to AI trade rate for difficulty levels. The higher the level, the higher the rate is, so the more they trade between themselves. On Monarch, the rate is 150 (Chieftan is 110).

3) Anytime you have a monopoly on a tech (you are the only one with it), and you sell it to an AI, they will most likely sell it between themselves the next turn, so sell it for whatever you can get if you decide to trade it to one civ. Military Tradition only gives Cavalry, so if you aren't planning any wars with them (or are waiting for Infantry, Artillery, and Tanks), hold onto Steam Power, as being the first one to have railroads can be important in building improvements and wonders, and it helps in wars too.

Good luck on your Monarch game. :)
 
3. And sell it first to the richest civ or the one that has a tech you want, and then the second, because the tech devalues as it becomes more widely known. So you don't want to sell it to the poorer civs before the richer.
 
Thanks guys!
I forgot to ask: does anyone know how fast the AI researches on different levels (standart map 15~ cities) At -100 gpt, I research most things in 4 turns now and get ~350 gold back on the last turn. I sell some stuff and get the other 50 gold and keep around a 1000 gold on hand. Will I be able to eventually run away from AI in tech at this speed?

Also, if few AI have the tech I want, shouldn't I sell my tech for just money to the richest AI and then for tech and money to the "poor"? Wouldn't I get more money out of the first AI this way?
 
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