Tomoyo
Fate
You only have to declare war on the Zulu if a Zulu enters Greek territory.
Remember, if you have a Military Alliance or MPP with other voters.....AGAINST your opponent(s) in the UN election, you are guaranteed a UN Victory!klopolov said:Thanks, I guess I'm going for the UN, but not the vote then (to prevent my friend from having a chance at the diplomatic victory).
AFAIK 25% land means that the civ in question will be a candidate as well... they should vote for themselves.klopolov said:If I build the UN, do I have to have a vote? If I don't want to have a vote, does it mean no one else can win diplomaticly? And if I decide to have a vote, and my friend will be voting for himself (25% population) and there will be another civ (25% land) and that civ is gracious to both of us, who will they vote? Also, if I have more than 25% land, will there even be a third civ in the voting?
What is "preserve Random Seed"?
* The game uses a random number generator to determine the outcome of battles or occurence of culture flips. With this option on, the number will be saved in the game, so you will get the same result when you reload. if it is off, you will get different results when reloading
* a more detailed explaination by sumthinelse - thanx!
The default behavior of the game is like this:
You save the game. Then your swordsman attacks a spearman and dies. You can reload the saved game 100,000 times and retry the combat, but the swordsman will always die. The reason is that the random number generated after you reload will always be the same, because it's in the saved game file.
If you turn off "remember random seed":
You can reload and retry the attack, and the random number will be recalculated. So if you retry the attack, the swordsman will win sometimes and lose sometimes. Sometimes the swordsman will win and have no damage, sometimes will have only one hit point left.
So one way of looking at it is if you want to "cheat." I can turn that option on and off using a hex editor on the saved game (not civ3edit). This is useful if I want to test if something is possible or if something happens every time. If a veteran tank unit wins twice on the same turn, it always gets promoted to elite. You can test that by turning the random seed option off and attacking 2 warriors several times
My Post said:Optimal City Placement (OCP): You don't waste any tiles. Cities are at least 5 tiles apart (CxxxxC). You need hospitals to get the full benefit of the 21 tiles, but when you do, you have no overlap and powerful cities.
Loose Build: You have a small amount of overlap in your cities, but they can still get to size 12 and beyond. You don't need hospitals, but they don't hurt - even without them, you'll have an ok amount of cities with good production. Usually CxxxC.
Tight Build: Usually the tightest you can get before ICS. This is used in Always War (AW) games and games on higher levels where you won't fit in as many cities, or if you plan to have lots of wars. Units can go from one city to the next with roads in one turn, so it is useful for defending. It's CxxC.
Infinite City Sprawl (ICS): Cities spaced 2 tiles apart. Rarely get above size 6, but you get a lot of unit support. CxCxC. High corruption too, though, since you have many cities and reach the optimal city number soon.
Arphahat said:Do nukes have any effect on buildings when used on a city? On Wonders?
There's your problemGrey Wolf said:I'm in late modern age monarchy with stock exchanges in every city