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Zild, I advise you to open the editor and check it out yourself. You first have to check 'Custom Rules' (under scenario) and then you can go to the option ' Edit Rules' (under Rules) - units. You can then see which units can't be airlifted.

To help you out a bit, my top two: settler and artillery...

I don't know why they can't be airlifted by default though.
 
Eek! Artillery is the mainstay of my army!

Okay, it looks like I'll have to start playing with the editor - it is the answer to most of my questions!

Thanks for the advice.
 
Aggie: Is that new to C3C? Cuz I remember in PTW I needed space for 5.

Or it could be my faulty memory.
 
Zild said:
I always thought it was what governments the AI would prefer to adopt, but Aggie's response makes sense too...

This is a common misconception because of the way it is worded. The settings have nothing to do with which gov't they prefer to adopt.
 
Aggie said:
You are doing nothing wrong. You can change the settings of the worker in the editor and check the flag to allow them to be airlifted. Other than that: you need to sail them to the other continent.

Thanks Aggie. I didn't think I was doing anything wrong but you never know. I'll just stick to transporting them by sea.....what a pain!
 
Why don't Civs ever try hard to win a Space Race victory?

There are at least 4 Civs in my current game that have the tech and production to quickly win a Space Race victory. But, they don't seem to be trying very hard. I don't have spys in this game to see how they are really progressing, but in other games they always make slow progress on the Space Race.

Regards.
 
Another question... Is there a way to see the states of all the other Civs after the game ends? It would be a kind of post-mortem spy into all the other Civs, their cities, and their plans.
 
Research Funding

I recently noticed in a game as the Chinese (Ancient Age) that it sometimes makes no difference in the number of turns a tech is due whether I've got the Science slider at 10% or 90%. Is this because my gpt is so small that the percentage increase isn't big enough to speed up the research or are other factors involved.

Vanilla Civ 1.29, Warlord
 
And, my last question today (honest)... When the last component for the Space Race is built, why can't I switch to other views or continue the game and launch later?
 
Tman65 said:
Research Funding

I recently noticed in a game as the Chinese (Ancient Age) that it sometimes makes no difference in the number of turns a tech is due whether I've got the Science slider at 10% or 90%. Is this because my gpt is so small that the percentage increase isn't big enough to speed up the research or are other factors involved.

Vanilla Civ 1.29, Warlord

Good question. I'd like to know this, too. Even if you don't know the reason, be sure to exploit this. Tweak the slider every time to see the effect. Don't dump gold into a tech that takes 32 turns no matter how you set the slider. And, when there is one turn left on a tech, move the slider down. Usually you can recoup the surplus gold and still complete the tech in one turn. Its often a nice bump.
 
Tman65 said:
Research Funding

I recently noticed in a game as the Chinese (Ancient Age) that it sometimes makes no difference in the number of turns a tech is due whether I've got the Science slider at 10% or 90%. Is this because my gpt is so small that the percentage increase isn't big enough to speed up the research
Yes! :)

Example: If the Tech requires 300 science beakers to discover it.....and you're producing 5 gpt, the "Number Of Turns" will show 40 for the first 21 turns with the Slider set to 100% Science! (The maximum number of turns to research a Tech under Vanilla Civ/PTW is 40!) :)

Trivia Note: In this, perhaps, unlikely example, you would research the Tech in 40 turns no matter what percentage you set the Science Slider to, providing it's greater than 0%!!? :eek: :lol:

Tman65 said:
Research Funding.......or are other factors involved.
Not that I'm aware of. :)

See Grey Fox's Tech Calc to find out EXACTLY how many "Beakers" you need to research a Tech.......Great Utility program! :goodjob:
 
Markus5 said:
Why don't Civs ever try hard to win a Space Race victory?

There are at least 4 Civs in my current game that have the tech and production to quickly win a Space Race victory. But, they don't seem to be trying very hard. I don't have spys in this game to see how they are really progressing, but in other games they always make slow progress on the Space Race.

Regards.

What version do you play? I know that the AI does not go straight for Space in vanilla civ, earlier patches. One of the legendary SG's of the site (It's a small world) ended in a win because fo this. This has been an inspiration for Firaxis to change to game and make the AI try harder. Then again: no AI won Space Race vs me. I only lost domination and culture iirc.

Regarding your other question: I don't think there's a way to check out the state of the AI after the game. But there might be utilities for this...

And your last question: The game is designed this way. You can't postpone the Space Race victory, other than waiting with the last component.
 
Its Civ3 1.29f. I haven't lost a Space Race in a while either. Its odd. The AI Civs will try domination, culture, diplomacy, but a Space Race victory seems to happen by accident.

Maybe I'll try a saved game editor and look at the last autosave.

Recomendations for a saved game editor?
 
Does the Commercial trait affect shields lost to waste, gold lost to corruption, or both? And how much does it affect?
 
Optimal city number is the # of cities for the size of the map before corruption REALLY starts to kick in. It is different for the size of the maps, and I'll get the info from the editor and edit it in this post. The only way to combat it is by being commercial and building courthouses/police stations (to reduce corruption) and building the Forbidden Palace (reduce corruption - small wonder).

Edit:
Tiny - 14
Small - 17
Standard - 20
Large - 28
Huge - 36

The difficulty also changes the OCN. For example, on chieftan, you get 100% of the OCN (ie, 14 for a tiny map). But if you play deity, you only get 60% of the OCN (ie, 8.4 cities for a tiny map). :)
 
So how much do the Forbidden Palace and Secret Police Headquarters affect OCN?

and what percent of the OCN do you get for different levels? Monach and Emperor, namely, thats what I play on

Moderator Action: Please don't post in such quick succession simply to add an additional thought. Just *Edit* the original post, like I did. ;) Thanks. --Padma
Please read the forum rules: http://forums.civfanatics.com/showthread.php?t=422889
 
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