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Not unless you have Battlefield medicine, a small wonder. It allows all units to heal in enemy teritory.
 
moondoggi said:
Can a military unit heal when in a ship, when it is in a water tile that is in a civs culture, that it is at war with.?

My experience is that you have to enter neutral territory to heal.
 
Okay, i see this thread becoming a great help to me over the coming months... :)

Im an experienced CivII-er, but total noob on Civ III. I had a quick look through the FAQ thread, but here's a quick question, and sorry if its been asked before...

City Boarders.

Culture is a new thing for me, and ive seen that temples etc add culture, and expand city boarders, but why is it that in a city thats expanded twice, i cant get resources from the edge of the area, and only in the traditional 2 up 1 across pattern? The area thats outlined in white on the city display?
 
Did you build a road to the resource? :)

If the resource square is outside the city's cultural borders, you'll either have to build a city closer to the resource, OR build a Colony (using a worker) ON the resource. :)
 
Hmm...im mixing up my terminology here...

So, to avoid any confusion, let me clarify.

When i go into the city display screen, theres the white boarder, the 2 up 1 across size, a la civ II, that i can get food/shields/trade from. But my cultural boarder is wider than that, yet i cant get any food/shield/trade from them?

I am right in thinking that no matter what size your city, or how large your cultural boarder become, you can never have more than the 2 up 1 across size for actually getting food/shield/trade?

Im slowly realising this is a whole new world from Civ II....

Special resource-wise (fur/gold/etc), do i not have to have a city near to them in my city borders to benefit? Do i just have to build a road to them to gain them?

Also, ive read stuff about Vanilla/Conquest...can someone explain this please? :blush:
 
HMonster said:
When i go into the city display screen, theres the white boarder, the 2 up 1 across size, a la civ II, that i can get food/shields/trade from. But my cultural boarder is wider than that, yet i cant get any food/shield/trade from them?
Nope, you can't. So what is the other border good for?
Well, one purpose of the territory borders, the dotted lines that expand when a city accumulates 10, 100, 1.000, or 10.000 culture points, is to determine the size of your empire. This is important for computing whether a civ reaches the domination limit.
Also, rival civs can't use roads and railroads inside each other's territory.
In fact, you can demand a rival civ to leave your territory even if its units are not even close to any of your cities.

I am right in thinking that no matter what size your city, or how large your cultural boarder become, you can never have more than the 2 up 1 across size for actually getting food/shield/trade?
That's right.

Special resource-wise (fur/gold/etc), do i not have to have a city near to them in my city borders to benefit? Do i just have to build a road to them to gain them?
Again, you are right. Except for the fact that gold isn't a special resource. It is merely a bonus resource that only gives benefits if it's being worked inside the city radius, just like wheat, fish, whales and cattle. Furthermore, there are luxury resources, such as furs, gems and incense, and strategy resources, such as iron, horses and uranium.
All three resource types do different things for your empire. Use the pedia to find out which is which.
 
HMonster said:
Also, ive read stuff about Vanilla/Conquest...can someone explain this please? :blush:
"Vanilla" is the name for the original Sid Meier's Civilization III cd.......the latest/final patch for which is version 1.29.

"Conquests" is an add-on cd to Vanilla Civ. (You purchase it.....AND, you must have Vanilla loaded to play Conquests!)....the latest/final patch for which is version 1.22. :)

So, Conquests is, for practical purposes, the latest Civ III version. It has more Civs, more Wonders, more Units, more Scenarios, Scientific Great Leaders, better Screens, more Victory Conditions, more efficient Lumberjacks, more powerful Armies, etc. ;)

BTW, if you buy Civ III Complete, you get Vanilla & Conquests, Final Versions. (And you get Play The World.....the add-on cd PRIOR to Conquests.) 3 cds in total....and you can play any of the 3 versions without changing the cd in the drive! :)

P.s. I personally only use Vanilla (or PTW) when I need to use the Aztecs Civ in HOF attempts. (The Aztecs' Jaguar Warrior increased in "price" from 10 shields to 15 in Conquests!) ;)
 
Ahhh, thanks! :)

Now, the following questions are based on my Civ II knowledge...

1) How do you trade with other civs? Is there no Caravan/Freight unit? Do i REALLY have to build a road all the way to other civ's capital?

2) Do i still need a Sewer System to go beyond size 12? It seems i get to 12 way before i can get to Sanitation...

3) I searched the manual, and the 'pedia, but found nothing about veteran/elite/leaders in there...I know that winning in battles can make a unit vet, as can building a barracks/Sun Tzu, but do you get to elite by having Vets win in battle?
 
1. You need roads or sea routes for lux or resource trades but not tech trades. Be careful not to let the route get broken during a war or barb pillaging a road. You get a bad rap with the AI this way.
2. 2/3 of the game will be at size 12 or smaller. Hospitals are needed to get bigger.
3. Regs can become vets and vets can become elites and elites have the potential to create a leader.
 
i cant seem to find the post i've seen before about what determines what happens when u demand the rival civ remove theur troops from your territory?
sometimes, they say "yeah, blah blah blah, we will remove them" and sometimes they say the same with "the troops will be moved automatically" in parenthesis. what does it depend on? your army strength relative to theirs? how many troops u have on their territory? or what?
i am playing a game on vanilla civ 1.29f, and currently at peace with a civ i've crippled in a war recently( they paid me like 800gold and 22 gpt to sign a peace treaty with me). right after the peace treaty is signed, they have the guts to call me a warmongering fool and demand my troops off their land (with my military forces being far superior to theirs, both in quality and quantity) and my troops were moved automatically. BUT when they moved into my territory and i demanded the same, their troops werent moved automatically!!i would think, if i am much stronger, then i get to choose when to moved my troops when somebody demands me to move my troops, and if i demand it from a weaker civ, then they have no choice but to comply...
so how does it really happen?
 
@Mongol: The Rules are not the same for your Civ's unit in AI's territory versus theirs in yours. (viz. The Rules Of Engagement are not reciprocated!)

I don't know the exact programming but there's probably someone here who does!.....in the meantime, here's my experience:

1. When an AI unit enters your territory, you may have to ask her to leave twice and then on the 3rd turn you'll get the "Automatically Leave Or Declare War" message.....then her units will be moved automatically OR she'll Declare War!

2. When you enter their territory, you might get the "Leave or Declare..." message immediately, especially if your units are within attack range of a city.

3. Troop strength/Military Might does not appear to be a consideration. :)

HMonster said:
...Do i still need a Sewer System to go beyond size 12?...
In addition to what Whomp says:
1. Building Shakespeare's Theatre will allow THE city (viz. Only One) to go beyond size 12.....this is particularly useful if you're going for a 20K Cultural Victory!

2. Remember that if you go beyond size 12 in population, the city has "Pollution Potential", no matter what improvements you build! You might want to consider capping your cities at size 12. The maximum number of cities allowed on the Map, including AI's, is 512.....so, in most cases you don't need to have cities > size 12.........unless you like cleaning up pollution! (viz. the guys at the back of a horse Parade!) :)
 
EMan said:
IIRC, when you click on the Continental Rally Point line on the City Square, a Pointer appears. (...)
Then ALL units produced in ALL cities on that continent will head for that Rally Point, if possible! :)
Aaaaaaaaaaaaaaaaaah!
So "Continental Rally Point" is like a Rally Point for all the cities in the same continent?! :eek:

I thought it was a Rally Point across water... :blush:

Is there any way to automatically send units from one continent to another (between airports and stuff)?
 
Is there anyway to force the units in "suspension" (with automoves still to be carried out within the turn) to move?

Presently, the AI (my AI) moves my units with automated orders when he feels like it. At least I haven't detected any order of when he does it... probably he wants to help Murphy out and moves it when is least convenient to me! Anyway, in bigger scenarios, I find it misleading.

I wish that there is a way to move those units first (before I do my tactical planning).

Is it possible?
 
Luthor_Saxburg said:
Is there any way to automatically send units from one continent to another (between airports and stuff)?
Can't help you with planes, 'cos I never use 'em (viz. Haven't needed them yet!)..........but have used boats. (viz. Privateers)

I've set the CRP at some coast/sea square near the final AI's final city in exile on a small island........And, presto, the Privateers get produced in different cities and head for the same spot! (Keeps the AI out of the way during a Milk Run.) ;)
 
Luthor: There are 2 choices: One you can type a W for each unit you can move, when you reach the end of the human controlled units the AI will take over and move all the auto-move units for you and then return to the manual move units OR you can try to remember what unit move first last turn and select that one and then hit the W. It seems like the AI processes manual move units from A to Z on turn 1 and from Z to A on turn 2.
 
Luthor_Saxburg said:
Is there anyway to force the units in "suspension" (with automoves still to be carried out within the turn) to move?....
I wish that there is a way to move those units first (before I do my tactical planning).

Is it possible?
There's probably a more efficient way to do this....But, I just press AND HOLD DOWN the "w" key until I "see" units moving or I think I've held the key down long enough for the Automoves to have activated......once an Automove is activated, ALL Automoves will be processed. :)
 
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