Quick Answers

Status
Not open for further replies.
You would get a rep hit if it was within the first 20 turns of signing peace. You can find out how many turns are left in the mandatory peace treaty by going to F4, and selecting the "Details" tab and clicking on the different civs.
 
You should check the active deals with any civ you are about to declare war on just to make sure you don't have any 20 turn deals active.

The details tab isn't available in vanilla civ3. You need to check it from within the diplomacy negotiations window for each civ.
 
Someone once mentioned what GNP, Mfd Goods, Per Capita income etc are based on.
Which are the really important ones?
Are there any rules of thumb as to where you should be at the beginning, middle and end of the middle ages based on these figures?
 
Hi, I'm new here but an experienced Civ3 player (vanilla).

Q: Why am I having such a hard time planting a spy? My spy has been discovered 30 times in a row (saving and re-trying).

Thanks
 
Try reading this thread, Whomp. It tells you how they are calculated, as well as their importance.

The only one I consider useful is Productivity (uncorrupted shields and gold and food).

Heffy said:
Hi, I'm new here but an experienced Civ3 player (vanilla).

Q: Why am I having such a hard time planting a spy? My spy has been discovered 30 times in a row (saving and re-trying).

Thanks

You can read a thread about spies here

Here is a quote from it:

Plant Spy
Regular spy 50%
Veteran spy 60%
If a spy plant fails you will get a flag saying so. You cant plant a spy when flagged. There is a chance of 1/3 for the flag to disappear each turn.

So, if you try to plant a spy in the same turn as it was caught, it won't work. If you try again next turn, there is a 1/3 chance it will work. However, if it fails this turn, you have to wait at most 3 more turns, etc.

If you any other questions, you can post them in that thread. :)
 
That was it. Do you have any goals you set as far as when you like to get to #1 in productivity?
Thanks again Ginger you are always a help!
 
Whomp said:
Do you have any goals you set as far as when you like to get to #1 in productivity?

You can't set goals for productivity. If you produce overall more shields plus gold plus excess food that you are producing.
 
Do you need to have lots of cultural improvements in cities close to the ones you are trying to flip? How does the whole culture flipping thing works?

While fighting the Egyptians, I gave away two small cities that they previously gave me for peace to the Germans, who were very backwards and unimportant (to avoid being pillaged I guess). Well, I overestimated Egyptians and they are no longer with us... But those two cities do not flip to me, even though my culture is twice the size of German and there 5 of my cities right next to those two. The flipping option is enabled. Is there something I can do to flip them, or do I just sit and wait (or go take them)?
 
Emperor and below and I would expect to have the highest Productivity pretty well from the get go unless my start was fairly poor or an AI had a really nice start. DG+ and it's really too dependent on the game itself to set any meaningful "goals". I expect to begin turning the game around in the MA and win it in the IA. How this relates to Productivity and othe Demographics is variable, I imagine. I've never really thought of it in those terms, I just check from time to time to have a sense of where I stand.
 
Yes, building cultural buildings helps, as does having as much overlap as possible between their city radius and yours.

You can sometimes use this very aggressively, if say the Romans build a city far from their empire and close to yours in order to claim an iron resource, build your own city only two squares away and rush a temple. With luck the geography will work out so that you can put the city across the iron tile from the Roman city, and then when your borders expand you can take the iron and leave the Romans a useless and corrupt city in the midst of your empire that will eventually flip. If not, try to prevent a road from ever connecting the city to their empire and building cultural buildings in nearby cities.
 
What are the requirements for a Civ to be a candidate for election in the UN? (I've forgotten! :blush: )
 
EMan said:
What are the requirements for a Civ to be a candidate for election in the UN? (I've forgotten! :blush: )
IIRC it's the UN owner and the Civ with the most territory (not including the UN owner). If there are no civs with territory then the only candidate is the UN owner. This can happen if all remaining civs only have wandering settlers.
 
There can be up to three candidates. The owner of the UN is the first candidate. The civ with the highest population is the second candidate. If the civ with the next highest population has 25% or more of world population then that civ is the third candidate.

[EDIT] Cross-posted with punkbass. I didn't know that territory was a factor, also I am pretty sure there cannot be more than three. But I have been known to be wrong ;)
 
It would be a rare situation to have more than three, IINM. Assuming you're going by experience (as opposed to empirical evidence, in which case I certainly yield), you may just not have seen it. IT would difficult to have two with 25%+ in pop or territory. The logistics are difficult, but it might be possible to have four civs if there were two different civs with 25%+ pop, another with 25%+ territory and another that actually owns the UN. You could theoretically get more than four, I think, though circumstances would be highly unlikely. You can't get nine, of course, but eight might be possible with the editor.
 
No, I have very little experience with diplomatic victories, being an instinctive warmonger, so my statement was not empirical, or based on experience, but came from something I've read somewhere. I don't know where it was, and as the CFC Info Center supports the specification you gave, I'll yield.

Info Center said:
The diplomatic victory condition is enabled after the United Nations wonder has been built. Once built, the UN will meet periodically to vote on a leader. Any civ that receives a majority of votes from the U.N. council wins the game. The catch here is that in order to even be on the U.N. council (and thus eligible to be elected U.N. leader), you must either control 25% of the world's territory or population. The civilization who builds the United Nations wonder automatically gains a permanent council position. There are always at least 2 candidates -- the civilization with the next largest population is used if there would only be one candidate
 
Many thanks to Dianthus, punkbass2000 and AlanH for the answers to my UN question! :goodjob:

A follow-up question:

Picture a game with only 2 Civs left alive. (viz. Human + 1 AI)......is it possible for the AI civ to vote for you?..............or can you never win by UN in this situation? :)

Thanks AlanH and Dianthus for your prompt responses. (See below.) :goodjob:
 
You can't win by diplomacy in that situation. There are always at least two candidates, so if there are only two survivors they will both be candidates, and both will vote for themselves. you can, of course, choose to lose by NOT voting for yourself, but the AI never will.
 
Actually, you can win in that situation, but it's very hard to achieve. You need to take all of the AI cities without killing them (I.e. leaving a settler wandering around in a boat). If the AI has no cities then it won't be a candidate. You will be the only candidate.

[Edit]
Just remembered, I think there is a caveat on the above. I think this only works if "Respawn AI" is on. If it's off then taking the last city kills the AI even if they have a settler.
[/Edit]
 
Status
Not open for further replies.
Back
Top Bottom