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It's all in the editor that comes with the game. Percent of OCN per difficulty:

Chieftan - 100%
Warlord - 95%
Regent - 90%
Monarch - 85%
Emperor - 80%
DemiGod - 70%
Deity - 60%
Sid - 50% :eek:

These are from C3C, v1.22.

The FP just has the "Reduces Corruption" flag in the editor - so I'm not sure. It might be in the civilopedia, I'll check later...same with the SPHQ. :)
 
Hey everybody, I'm new to the game but got it four days ago and have been addicted ever since. Been a big fan of this type of game (i.e. Command and Conquer, Age of Empires) but this one is a bit deeper and thus, confusing the hell out of me. Have a few questions maybe some of you could help me with: 1. Is there a rule of thumb as to the civilians in my town and the size of my town... 4 people to every 20 squares, for instance. 2. I notice that military units don't take from my town population, however my town can only support so many before I have to start paying to maintain them.. when is a good time to focus on military and paying for them? 3. Should I immediatly start building improvements and Wonders as they become available or should I wait for a more appropriate time? 4. If I were to cut my science funding in my Diplomatic Advisor or whatever, will the loss be supplemented with the creation of a scientist guy in my city population? 5. When should I start to make the specialist guys (tax collector, scientist and entertainer)? I've noticed that sometimes when all my guys are content, they still revolt unless they're entertained, but in the little book it says that content workers are generally overlooked and have no effect.
 
OH, I forgot to ask... When I have an archer, I thought they could use the "bombardment" feature, like the catapult and fire on enemies when they are in the space next to me... however when I position an archer against the target, the bombardment button isn't there... and also, as far as that's concerned, when there is a barbarian in the adjoining square, I can't even attack it with spearmen or archers.. when i move the cursor to their square, it won't let me move there... Am I just completly doing something wrong or are these justifiable questions that I'm expected to not know as a NOOB.
 
I can answer the last one. When your bombardment range is "0", such as the Archer's, it does what's called defensive bombardment, meaning in only bombards when it, or it's stack, is defending.

As for your first post, I will address #2: If you don't have military, you can't defend against barbs/the AI. So it's always good to have at least a defender a city when close to either.

The others, to me at least, are kind personal preference. For instance, #5: I only make specialists when I want to stagnant the pop in the city, or if I've got a food surplus and no way to grow (no aquaducts/hospitals yet). Of course, over pop 20 I get specialists whether I want them or not.
#4:Science, you can run a deficit if you're selling them to the AI and getting decent coin for it. So long as you don't go into debt, because then you start losing improvements and/or units. *except on chieftain, where deficit spending isn't penalized.*
 
thx turner for the advice... watorrey, i've been all over this site and searching all over the internet and haven't been able to find answers to my questions. I have, however, seen a number of posts saying, "instead of searching through trying to find the answers, just ask!".
 
iceman120679 said:
1. Is there a rule of thumb as to the civilians in my town and the size of my town... 4 people to every 20 squares, for instance.
You really want to have a citizen assigned to work every single tile in your territory, and for all of the worked tiles to be improved (I.e. with road/rail and mine/irrigation/forest). Early in the game this normally means having lots of towns all close together with a fairly low number of citizen.



iceman120679 said:
3. Should I immediatly start building improvements and Wonders as they become available or should I wait for a more appropriate time?
You definitely shouldn't just build improvements when they become available. Make a decision about whether the improvement is worth having or not. Improvements cost (both in shields to build them and in gold per turn for upkeep), and that cost doesn't necessarily provide a worthwhile benefit. Some examples:

Barracks : These are useful for upgrading units, and for producing Veteran units. The last use doesn't apply to towns that don't build units, and you only need a small number of barracks at strategic locations for upgrading.

Libraries/Universities/Research Labs : These only provide extra science when you're actually putting money into research. Not worthwhile in corrupt areas or if you're doing 0% research and trading for techs instead. The exception to this might be if you're going for a cultural victory.

Temple/Cathedral :Use for culture/happiness. I normally find that Market Places + lots of luxeries are sufficient for happiness.

Market Places/Banks/Stock Exchanges : Market Places are the most useful because they provide happiness as well as money. One thing to note about these. The increased gold only applies if you're actually saving. I.e. if your science+lux percent = 100% then you're not saving and not gaining anything from these improvements. Again not worth building in corrupt areas.



iceman120679 said:
4. If I were to cut my science funding in my Diplomatic Advisor or whatever, will the loss be supplemented with the creation of a scientist guy in my city population?
Probably not. Scientists are much more useful in Conquests as they produce more gold. An uncorrupt city with roads and Libraries (+ other science improvements) will still produce more gold to science per citizen. The time they become useful is in corrupt towns, and towns that are slightly unhappy. I.e. often you can use a scientist/taxman rather than an entertainer when a town becomes unhappy.
 
I'm having a game with the Arabs going on. I'm playing continents, huge, 60% water, monarch. The problem is that I have the largest land area and pop in the world, but the research goes reaaaly slow........... :confused:
It's a republic and I'm researching chivalry. I think I have too much expences. The DA sais my largest expence is corruption...

1. What kind of corruption costs money? Only the "red coins" or waste also? If yes, does it mean that distant cities actually goes in minus and you loose money on them?

I had a distant city I got from another civ that had 6 red coins and one positive coin to the budget. This means that I earn 1-6=-5 gold on the city. In addition the town supports a unit, thus an earning of -4. So the town is pulling me down, I thought and abandoned it. Then the profit went down a couple of coins...

2. Can you loose money on having a town?

This major fall of profit happened when I went form desp to rep. This must be because the many distant towns in the desp supported many units. So I stopped building new cities and started to connect them with roads and building mines etc and I also deleted some unnecessary units.

3. Is rep the best suited gov? Or should I choose mon, feu or simply desp again??

I have attached a screenshot of my falling empire...

Thanks
 

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Need more roads. To be viable in Republic you really need roads on every worked tile. Getting your cities as big as possible is good too. Right now you can only go to cities, but that will give you more unit support. Looks like you've got mostly enough cities to support Republic. Make sure you have temples for happiness, and marketplaces to boost your economy. And keep in mind that if you have a lot of units you pay more for them in Republic than you would in Monarchy.

Do you need to switch to monarchy? Maybe. Maybe not. Get marketplaces, courthouses (of which you're building a lot) and try to keep down on the units, unless you're planning on war soon.
 
sausnebb said:
1. What kind of corruption costs money? Only the "red coins" or waste also? If yes, does it mean that distant cities actually goes in minus and you loose money on them?

I had a distant city I got from another civ that had 6 red coins and one positive coin to the budget. This means that I earn 1-6=-5 gold on the city. In addition the town supports a unit, thus an earning of -4. So the town is pulling me down, I thought and abandoned it. Then the profit went down a couple of coins...

Red coins are money that are being lost to corruption. If you build a courthouse, some of the red coins will turn into non-corrupted coins that can be used for science, luxury tax, or taxes, based on your domestic slider. Red shields are shields that are being lost to corruption. These are shields that could be used towards building projects like normal blue shields, except they are corrupted (courthouses reduce the number of both of these "red" things).

2. Can you loose money on having a town?

This major fall of profit happened when I went form desp to rep. This must be because the many distant towns in the desp supported many units. So I stopped building new cities and started to connect them with roads and building mines etc and I also deleted some unnecessary units.

No, towns will never cost you money. However, if you are in Republic (or Democracy), you have to pay for every unit you have. Therefore, it is not a government for constant wars (though one or two wars at a time are fine). What I would do is disband some ancient units like warriors, and build roads on lots of tiles; in Republic, any tile that produces at least 1 gold will produce an extra one. (So if you have a grassland tile, and you build a road, instead of getting just 1 gold, you'll get two. :cool: ). This way, you can almost double your income. :eek:

3. Is rep the best suited gov? Or should I choose mon, feu or simply desp again??

Thanks

Thanks for the screenshot. :) Republic is a good "builder" government...if you like to fight *many* wars, Republic isn't the best. ;) Monarchy is a good warmongering gov. where you get good unit support and you get to rush units with gold, and not forced labor.

(That was a long post - you don't need to read all of it).
 
sausnebb said:
I had a distant city I got from another civ that had 6 red coins and one positive coin to the budget. This means that I earn 1-6=-5 gold on the city. In addition the town supports a unit, thus an earning of -4. So the town is pulling me down, I thought and abandoned it. Then the profit went down a couple of coins...
I know this has been answered, but I thought I would make it completely clear. In your example your city is bringing in 7g, 6g of which are lost to corruption. That means it's making 1g. You can never lose more than you bring in.
 
For Iceman and some other new people....

Hey everybody, I'm new to the game but got it four days ago and have been addicted ever since. Been a big fan of this type of game (i.e. Command and Conquer, Age of Empires) but this one is a bit deeper and thus, confusing the hell out of me. Have a few questions maybe some of you could help me with: 1. Is there a rule of thumb as to the civilians in my town and the size of my town... 4 people to every 20 squares, for instance. 2. I notice that military units don't take from my town population, however my town can only support so many before I have to start paying to maintain them.. when is a good time to focus on military and paying for them? 3. Should I immediatly start building improvements and Wonders as they become available or should I wait for a more appropriate time? 4. If I were to cut my science funding in my Diplomatic Advisor or whatever, will the loss be supplemented with the creation of a scientist guy in my city population? 5. When should I start to make the specialist guys (tax collector, scientist and entertainer)? I've noticed that sometimes when all my guys are content, they still revolt unless they're entertained, but in the little book it says that content workers are generally overlooked and have no effect.

When you start a game, immediately visit your Domestic Advisor and set the Science bar as far over to the right without going negative for GoldPerTurn(gpt). Start building warriors, and dont worry about barracks till later. You will want to crank out warriors workers and settlers. Not necessarily in that order though. Distance your cities by 3 tiles atound your capitol, and connect with roads. Get to any resources in the area FIRST, and build roads and cities near and on those resource tiles. Send warriors out to find new lands and aggressively seek huts and barbarians. As you gain $ from attacking barbarians, set your science slider to the far right and even go for broke, but dont get below zero reserves. defend your border cities, and ignore your core cities if you like. Every time you are 1 turn from discovering a technology, set your science slider down to 10% or whatever %age gets you the most gpt and still get you the tech next turn. Some rules of thumb, generally try and keep the #of cities equal to the #of workers, or more. The Rule of 40 applies to wonders. If you cant start a wonder and have it completed in roughly 40 turns, try building it in another city. Your capital is the best bet cause it has no corruption, and grows fast(usually). And use your governors to set preferences. You will want to control the mood of your citizens, which means if they riot, the governor sets the happiness in the city to make them happy again. And you might want to set the standards for commerce, industry, or food production, or some combination of all three. The governor's menu is in the city screen next to the production selection, or right click on a city and click governor.

This should help you get started with the first thousand years or more, the rest is trial and error.
 
I have installed Civ3 PTW & conquests on my PC, I am running Windows XP.

I want my kids to be able to play the game under their login on the PC - however, when they try to play the following message appears:-

Cannot open Scenario file. The file may be corrupt.

Is this a common problem or is there a simple fix?

Any help would be appreciated.
 
If it's a scenario file corrupt, that means the scenario you downloaded was corrupt. (Which scenario was it?) Post in the thread where you got it from with the error message (and preferably a screenshot), and they'll try to help you. If that doesn't work, try redownloading it.
 
About town costs:

If you have improvements that require maintenace fees then it is possible to loose gold on a town. It is an usual case, but possible.
 
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