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OK. I'm wondering *exactly* how the Great Library is supposed to work.

I got the Great Library. Great, free techs. All techs known by at least 2 civs. End of the turn - nothing. End of next turn - techs are showing up. Several turns later - more techs. Again, several turns later - more techs. Do the tech continue to arrive like this?

If I gift the city with the GL to another civ, declare war and take it back, will I get the tech advances again? Is it considered good form to do this?

Meanwhile, I'll go read up on the Great Library.
 
As soon as ANY tech is known by 2 rival civs, it will arrive through GLib. AI's cant research things in one turn ;)
 
So, its not just the techs known by 2 or more at the time of completing the GL, but, any techs known by 2 or more for the rest of the game. I guess I didn't read it that way, but it seems to play that way.
 
Once YOU have discovered Education, the GL shuts down (for you). :)

BUT, you can receive Techs past Education, providing you receive Education the SAME turn! :)
(Then it will shut down.)

Great Library Strategy Example:
This example is taken from GM SirPleb's Sid-Level game at:

http://forums.civfanatics.com/showthread.php?t=81424

Here's a couple of quotes from the thread:
This was SirPleb's pre-game thinking:
1. "....I plan to give the Great Library to a rival, preferably one who isn't too far ahead in culture, has learned Education at the time, and isn't the most powerful of my rivals. If possible I'll build the Great Library in a coastal town to minimize the disruption this generous gift will cause. I'll leave it in my rival's hands until I'm fairly sure my rivals know Military Tradition, and perhaps even Steam Power. Then I'll take it back by force and get most of the Middle Age techs for free!"

And, during the game:
2. "I gave away the Great Library as planned, and recently recaptured it at 820AD. I think I waited a bit longer than I should to recapture it. I wanted to get Steam Power and was waiting until I saw two rivals build some railroad. I stopped waiting six turns after I saw the first rail in one rival's land, thinking they'd probably traded by then. (Hard to guess how long Steam Power had been known since they might not have coal or might have a delay while connecting it.)

Retaking the Great Library worked beautifully, I jumped from the start of the Middle Ages to knowing Nationalism, Communism, and Steam Power..."

This game was the Highest scoring game in the Hall Of Fame (HOF) at the time it was played. (Now, second) :)
 
:confused: I just bought the game about 3 weeks ago and can't get any income from taxes unless I go to each city and create tax collectors. Is there no way to set a general tax rate? I've been playing Chiefton and except for a couple of culture wins I always end up in a finacial crisis. I previously played Call to Power but finally decided to upgrade. I see no slide bar on the DA's screen to adjust tax. Just sliders for expenditures on science and entertainment. I started a game in Regent yesterday after reading these posts with no opponents to practice city management and that's been somewhat helpful. The only way I can get enough population to create a decent quantity of tax collectors is to squeeze every last drop of food from the tiles and have excess population. When I automate my workers they seem to just build roads and mines.
Thanks in advance
 
The F1 screen allows you to adjust your science, tax, and luxury tax rates. They can add up to 100%, no more or less. Anything you don't spend on science or luxury tax goes to taxes (ie; if the sliders are at 0%, 100% goes to taxes). Tax collectors are pretty useless. You are better off building roads (for commerce) and marketplaces/banks to multiply that base commerce for more money.
 
Welcome to CFC, riskplayer! :band:

If you set the Science AND Luxury sliders to Zero, the "invisible" Tax slider will be at 100%! :)

GA Crosspost
 
hello =)

i have been searching for quite some time now, and couldn't find an OCC-guide... are there any around here ? if so, links would be much appreciated =)
 
Here are some succession games on Demigod/Deity (where a bunch of people, usually 5 or 6, get together and play civ, 10 turns at a time).

OCC - Demigod
This game was won recently by conquest! They had a great start.

OCC - Deity
The same team stepped up a level now and is playing one on Deity. This is just starting, so you can see the game progress.

I think SGs give a much better view of OCCs than strategies ever can - strategies depend on the situation. Plus, for the SG, you can download the saves and explore it yourself.
 
thanks a lot, i started reading the demigod game, and it's a lot of fun. however, the "problem" is that the people there now what they are doing. they know how to trade efficiently etc, and they sometimes even use acronyms i don't get ;)
anyway, more data like that would be appreciated (for when i'm done reading the two ;) )
 
Hi. I know I saw this somewhere, but I'm in a hurry, so please answer if you know. I've got 3 cities I captured 6,4 and 2 turns before the current turn. I made peace with the AI who owned them last turn. All this stuff is on tundra. I don't want it, and I don't care if someone else comes in and starts building it up again. I'd like to create a big frozen buffer zone by abandoning these three, but don't want a rep hit for razing. I believe I've read that an abandonment after capture is like razing under some circumstances. Anyone know exactly how this works?
Also, I'd like to get a few settlers out of this. Do you get one if you abandon a city? I've never done it, so I just don't know what happens.
Thanks for your input.
 
IIRC you are still killing foreign citizens by abandoning. Your citizens no problem.

Why not keep them? Turn workers and then turn on wealth and make them scientist or taxmen? If they're on a coast even better put in a harbor and you have an income producing fishing village. Can you see oil?
 
You don't get a settler if you abandon a settler, however: you can (a) build workers out of it until it's size 1, let it grow to size 2 (now you have 1 foreign and 1 natural (yours) citizen), so abandoning it is safe. Or (b) just keep the cities.

I would keep the cities. Aluminum and Oil appear in Tundra, and Rubber can appear in the forests in the tundra.

Whomp is also correct. Tightly place cities on the coast with harbor and cities can bring in (12 * 2.5 commerace (2 for sea, 3 for coast, averaged) = 30 commerce!).

The rule when it counts as razing is: if the city is more than 50% foreign citizens, it is 'razing', and will give you an attitude, not reputation hit.
 
I just recently got the conquests expansion pack and have found that world maps can't be traded. I see no mention of this in the manual. Can someone shed som light on this for me?
 
I guess the part with "make sure the path is right" is the key. When I run the patch it asks " do you want to remove...", if I click "no" nothing happens, if I click "yes" win can't find civ3conquests.exe. Seems like the patch removes that file and then my shortcut don't lead anywhere. Hmmm...
Where to rename what?

a desperate shot in the dark worked. said no thanks to 2 components and voilá, it worked. have no idea why :confused:
 
i must have a preference set wrong or something

if i conquer a city or flip one, the entire civilizatio AI is destroyed...

how do i fix this??
 
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