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You only have to declare war on the Zulu if a Zulu enters Greek territory.
 
and you don't have to do it, the MPP takes effect immediatly without you doing anything (you don't have a choice)
 
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).
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:
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?
AFAIK 25% land means that the civ in question will be a candidate as well... they should vote for themselves.
Like EMan recommended, you would have to manipulate the remaining civs by MA (etc) against this other candidate, too.
 
P.s. If you built the UN, and NO other Civ has 25% Land/Pop, the Civ with the highest POPULATION will be selected as the other candidate in the UN election. :)
 
Thanks Tomoyo and Ybbor! :goodjob: So MPP "protection" is meant literally in case of being attacked by others, whereas a Military Alliance is more of an agreement to go to war against another civ. I couldn't find info on that in the documentation or the civilopedia.
 
I'm in late modern age monarchy with stock exchanges in every city, Smith's trading.co and wall street with a medium sized army,80% science and railroads in all my territory squares and am only makin 2GPT. Is there any way I can make more gold because this is always a real problem in my games.
Thanks in advance.

Grey Wolf
 
Reduce the Science Slider to Zero! :lol:

Seriously, have you considered changing government to Republic or Democracy? :)
 
Yes, republic and democracy are the money-making govts. If you are going to war in the near future choose republic.
 
Thanks for the info:) will try changing to republic for war on the Zulus to sieze theire 10 luxuries.
 
It means "keep the randomly generated number". For instance, before you attack a unit, let's say you saved it, and had preserve random seed OFF. If you lose the first time, but then reload that save from before you attacked it, if you attacked it again, there could be a different outcome. If you had preserve random seed ON, the outcome would be the same, over and over.

edit: From the FAQ:

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
 
Wow, that sure is a quick reply if ever there was one. Guess I should have read the FAQ a bit more closely, then.. :blush:

I'd have thought that playing with it off could tempt me to try over and over if something goes wrong... Hm.
 
OK, another question: I know what RCP stands for, but what is OCP? Another concept for placement of cities? How does it work? Maybe someone should make a sticky for commonly used Civ-related abbreviations, such as GPT, RCP, OCP, WTH ;) etc.

Anyways, I hope they make a different system for corruption in Civ4. The RCP model isn't exactly realistic...
 
Here is a list of acronyms and here is a newer version of that one.

OCP = Optimal City Placement, a type of city placement ( ;) ). Here is a post I made about city placement.

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.

And here is a war academy article by Bamspeedy on OCP with screenshots.

Wow, that's a lot of links. Enjoy. :)
 
What's the best way to research quickly on the lower levels where you can't trade tech as you are usually ahead on tech. I get into the middle ages around 1000BC by popping goodie huts and the industrial age around 1300AD and then wait till 1920AD to get into the modern age. Is this normal or am I doing something teribly wrong in the industrial age?
Any advice on how to research quicker appriciated.

Grey Wolf
 
On lower levels, that seems about accurate - it is possible to go a lot quicker though.

You can gift the AIs some techs to keep them up with you, or research a part of the tech tree (ie; for the middle ages, gift them up to speed, and then research the Monotheism -> Theology -> Education -> Astronomy path, and let them research the Fedualism -> Engineering -> Invention -> Gunpowder path, so you can trade). Libraries and Universities help a lot! As do governments with low corruption and courthouses to reduce corruption and recover some lost beakers, but only in very corrupt cities. Really, it's just more cities = more beakers = faster research.

Arphahat said:
Do nukes have any effect on buildings when used on a city? On Wonders?

I don't think they do, but I'm not 100% positive.
 
Grey Wolf said:
I'm in late modern age monarchy with stock exchanges in every city
There's your problem :)

In extremely corrupt cities, tax increasing improvements such as marketplaces, banks and stock exchanges, have no effect.
In fact, a stock exchange requires 3 gold for upkeep, and since this is not covered by Smith's Trading Co (only marketplaces, banks, harbors and airports are, IIRC), any stock exchange outside your productive ring(s) is costing you more money than it generates.
Only build banks and stock exchanges in cities that are not totally corrupt. You may want to build marketplaces in corrupt cities to deal with happiness issues though, but don't expect them to make you richer.
 
How do we find out what techs are needed in order to pass on to the next tech level (screen F6)?
What is the symbol (similar to a non-parking sign) on the top-right of some techs? Is it related to that?
 
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