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@ Ginger Ale: When you say "Techs take a while to research if no one you know knows it", do you mean that you can research it in fewer turns if someone else knows it, or that you can trade for it thus making it faster?
 
war weariness is cummulative so just because you change governments or make peace does not make it go away. There are no effects of war weariness in communism, but i believe the WW still accumulates in case you change govts.

So the residual WW from the war in monarchy would still apply. I am not sure how long it takes for it to go away though.
 
wvfoos said:
The general consensus on the other thread is that he went into anarchy because of too much war weariness, but, does war weariness accumulate even in the civ is in monarchy? I understand if you are in a democracy and have war weariness, it takes several turns (20?) AFTER you make peace, for it to fully go away. If you start another war immediately after declaring peace, you don't start out with "zero" war weariness, correct? Doesn't it take a while for the ww to finally die down? I know that you can make your peeps happy immediately if you get peace, but isn't there some "residual" type ww that lingers and pops up if you get back into a war too quickly?

And could this "residual" war weariness be produced from a war waged in monarchy? Oh yeah, this is for C3C....

To expand on the previous response (my apologies for any duplications):

War weariness is kept on a 'per civ' basis. If the player you're discussing was at war with Korea, made peace, and then was attacked by the Americans, he would not face leftover war weariness from the Korean war. The slate would start clean for the war versus America. If, however, the Korean war were to restart (no matter who declared) within a certain period of time (20 turns), the residual war weariness from the Korean war would still be there, and would be added to any war weariness he had accumulated versus America.

You said in your post that the player had lost several cities to the Americans. Losing a city carries a severe penalty in war weariness; losing several will knock any democracy into anarchy, even starting from zero war weariness as would have been the case with what he describes. Tell him that Republic is an infinitely safer government to be in with respect to war weariness; in fact, a Republic will never revolt to anarchy due to ww, no matter how bad the unhappiness gets.

Renata
 
Zelda's Man: Yes, tech price is determined like that, and one factor in the tech cost formula is the number of civs you know that know it, and the number of civs in the game.
 
Thanks Ginger Ale. I knew that the cost to trade for it decreased, but I did not realize the cost to research it decreased depending on the number of civs that knew it. I tell you just when I start to think I know everything about this game, I learn something new.
 
The exact formula is:
Rcf2.jpg


Research Cost = [MM * [10*COST * (1 - N/[CL*1.75])]/(CF * 10)] - Research done so far

Research Cost and research done so far are in gold.

Square brackets indicate truncation /rounddown

MM = map modifier(tech rate on world sizes tab in the editor)
Tiny 160
Small 200
Standard 240
Large 320
Huge 400

CF = AI cost factor(as on the difficulty tab in the editor)
For the purposes of the research cost formula, CF has a maximum value of 10.
Chieftain 10
Warlord 10
Regent 10
Monarch 9
Emperor 8
Deity 6

COST = technology cost as on the civilization advances tab in the editor.

N = number of civs on the diplomacy screen that have discovered the tech.

CL = number of civs left in the game

There is only one part of the formula that varies during the game: (1 - N/[CL*1.75]). There are two ways in which you can increase it to lower tech cost:
1. Increase N by exploring and buying comms to add civs to your diplomacy screen.
2. Decrease CL by killing civs.

NB. This formula is relevant for research cost of the AI civs, not just the human player. If you are interested in the research cost of a specific technology for a specific AI civ, N refers to the number of civs on that specific AI civ's diplomacy screen that have discovered that specific tech. In general, there are two ways in which you can increase AI tech cost:
3. Keep N low by not selling comms to AI civs.
4. Keep CL high by not killing civs.
And technically...
5. Keep N low by not getting techs yourself.

(Credit goes to mydisease for the formula and explination).
 
Turner_727 said:
Actually, if you're playing a regular civ3 ap game, the tech times aren't halved. you have to do that manually in the editor, or play the Accelerated production mod.

Really? So tech progresses as normal then? Only growth, and production (Hence Accelerated Production are half cost. Interesting. So really, the only thing you do by using AC in an unmodded mp game is make the ancient age drag out longer because you build things so quick?

Sounds to me like AC sucks because I like the late mideaval and industral ages most. :undecide:
 
Tech won't progress normally. Since you can build things like Libraries and Granaries quicker, you'll have more growth and work more tiles, bringing in more commerce. The extra commerce will go towards your science. ie; 2 size 4 cities brings in around 2 times the amount of commerce 2 size 2 cities do, so your tech pace will be quicker.
 
But it still caps at four turns per tech. You may be learning techs quicker because you can build research improvements quicker, (not to mention commerce - more gold = more research) but unless you change the turns per tech to 2, it's not really quicker. But you do tend to get more gold this way.

Let me put it this way: If you're trying to outresearch the AI, and don't trade with them at all, you'll still only get a tech every four turns. So it's not really halved. But you do get other benefits for it, such as more gold (because, after all, techs are cheaper) and quicker builds on improvements.
 
Do you get a rep hit if you break a deal with a AI that only you know, and you destroy it before they get to know anybody else?
 
How do I go about changing the settings for pollution?

In the editor I can only find terrain damage within worker duties and not sure if this is actually what I'm looking for.

Or........if anyone knows of any mod or any other way i could switch pollution off I'd be grateful. I'd like to keep the fallout from the nukes, but it really does start to spoil the game when pollution becomes more frequent.
 
There are two types of pollution, from buildings (factory and coal plant) and from population when city grows to size 13+. For the building based pollution, just change the pollution factor for the factory and the coal plant. For the population pollution, well, I'd try giving hospitals the "remove pop pollution" ability :) , basically turning it into a mass transit.
 
I usually stay in Republic for a while, until my military upkeep matches my number of units, before moving to Democracy. Is this wise? Are there special benefits to Democracy that I'm missing, besides the extra commerce that Republic gets too?
 
I tend to not switch to Democracy, even if my unit upkeep matches the number of units - Democracy's war weariness is a bit too intense for me, unless it's a quick war.

Even so, Democracy doesn't earn that much more gold, nor have much less corruption.
 
True, but that's not necessarily enough reason for me to switch over, especially through a 7 turn anarchy late-game.

But if I'm playing a religious civ, I'll switch governments more.
 
I've never won on Warlord yet. :blush: I have a Great Leader (my first ever) and some elite cavalry, all in the same city with a barracks. Sumeria declared war...had a ROP agreement, so this is ROP rape, right? I need to form an Army like RIGHT NOW, and I can't find either a command or anything in the civilopedia that tells me how to create my army and get my 3 elite cavalry into it.

Sumeria has an SOD right outside the city where my leader is located. I've saved and exited the game, but I think I'm in deep trouble. Can I put an army together in this turn? and, if so, how? HELP PLEASE!!! :confused:

EDIT: Since I'm using this as a learning situation, I'd have no qualms about reloading a save from 4 or 5 turns ago...if it takes more than one turn to do this...so I can learn how to do it. It never occurred to me that I couldn't just click on my GL and the commands would be available.
 
You can select a leader when he is in the city and click build army button, then select a unit you want to add to the army and click load button; do it to all three units and you have an army... But they do lose their movement for that turn...
 
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