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Welcome Organic Carrots[party]!
Go to the link where it says multi-player or PBEM.
 
OK, I'm back with another noob question that wouldn't seem to warrant its own thread.... this time concerning movement. Took a quick look through the manual and on-line help, but didn't see anything.

Actually two questions. One is the effect of roads and borders. Seems that every time I cross a border with a unit that has one MP, using a road, that's the end of that unit's movement. Is there some penalty or cost for crossing a border?

The other question is about railroads... In my last game, my enemies had Steam Power, I didn't. I jumped across the border with a cavalry unit onto the rail line, thinking I'd get unlimited movement and could check out their territory. But I only got the normal movement rate. Do you only get the rail bonus on your own rail lines? Or once you have steam power? I captured a city with some rail lines, and could move around with no cost, but I got spanked so fast by the French that I never got a chance to test the theory on their rail lines.

Come to think of it, one more quick Q. When I did get steam power... I couldn't build railroads. Had four workers on a square, clicked Shift+R or whatever the command is, and nothing happened. Really strange. That was my second to last turn before I started getting stomped, so I kind of lost interest after that, but, is there anything special you need to do to create railroads?

TIA, as usual.
 
You only get movement bonuses, whether for road or rail in your own country or in a country where you have a right of passage agreement.

I usually get to steam power first, so I don't know what happens if you capture a city w/ rails and you don't know what steam power is yet.

You need coal connected to your network by a road to build rails.
 
To add to the last answers:

wildWolverine said:
You only get movement bonuses, whether for road or rail in your own country or in a country where you have a right of passage agreement.

Or in neutral territory.

I usually get to steam power first, so I don't know what happens if you capture a city w/ rails and you don't know what steam power is yet.

The rails will work. Just as with roads, though, they'll only work if they're in your territory or neutral territory, or if you have ROP with the civ that currently owns them.

You need coal connected to your network by a road to build rails.

And iron.

Renata
 
Chinghis said:
Come to think of it, one more quick Q. When I did get steam power... I couldn't build railroads. Had four workers on a square, clicked Shift+R or whatever the command is, and nothing happened. Really strange. That was my second to last turn before I started getting stomped, so I kind of lost interest after that, but, is there anything special you need to do to create railroads?


^
as posted above;
to sum it up:
You need steam power (and a worker :)).
You need a road on the tile in question and that road must have access to iron & coal: so depending on the definition of "trade network", it may not be possible to build a rr on a specific tile while your trade advisor (F2) says you do have both iron and coal (or vice versa - but then, the advisor *likely* says it's locally available...).
special example: say you have a colony of iron and coal on a neutral island, both colonies are linked to each other, but not to your territory: not possible to build rr on your territory, but possible to build rr on that island as long as a tile has a road which is connected to both colonies (coal or iron wouldn't be listed on F2 in this case).

Daily dose of nitpicking taken, now I can get loose.:smoke::lol:
 
My gosh, that's a whole bunch of stuff I didn't know, and wouldn't have learned for eons.... real eons, not Civ ones! Many thanks to each of you.
 
And y'all forgot about wheeled units that can use enemy roads to pass terrain they couldn't without a road. They can still use the enemy road to pass through it, but no movement bonus.
 
Well, in order to get a domination win, you must control 66% of the land/coast tiles. That means that 66% of the tiles must be within your cultural borders. You must also have 66% of the worlds population.

In C3C, you can change this to whatever number you want.

A high limit good or bad? Like most things in Civ3, it depends. If you're going for a Conquest win, then a high domination is better as you can control more territory before triggering the win. Or a lower one if it's been an especially hard game. Unfortunately, you can't change mid-game, so you have to decide before you start playing.
 
Question on Mutual Protection Pacts:

Why is it that sometimes when an AI declares war on me, those who signed MPPs with him will declare war on me as well? I was not the instigator of the war!

Also, I've heard that this can work the other way round as well (meaning you declare war on a civ and your MPP allies will do so too). Is this true and how so?
 
You (Civ A) and an AI (Civ B) are at war. Civ B has a MPP with Civ C. Even if Civ B declares war on you, and enters your land, if you attack their units first with one of your own, Civ C will declare war on you. You can counter this by signing a MPP with Civ C and letting Civ B attack you, so that C declares war on Civ B, not you!

ABCs..
 
Religious civs supposedly have only one turn anarchy between government changes. However, while playing as the Arabians, I experienced at least 2 - 3 turns (maybe more, I didn't really keep track) of anarchy before changing into the new government. Why is this so?
 
Grille said:
1 turn anarchy > religious civs in vanilla/PTW
2 turn anarchy > religious civs in C3C
Ok thanks, I didn't know that. :) What about non-religious civs? How many turns of anarchy do they normally experience?
 
Oh at the same time I have another question: Why is it that sometimes leaders (both military and scientific) cannot hurry production? Even if they are on a city which still has many turns to go before completing a wonder?
 
Rohili said:
Why is it that sometimes leaders (both military and scientific) cannot hurry production? Even if they are on a city which still has many turns to go before completing a wonder?

Military Leaders (MGL) can't hurry wonders. Only Scientific Leaders can do this. I think leaders can't hurry units (only buildings) nor wealth.
With MGL's should be able to rush buildings productions + Small Wonders. With SGL's do this plus rush Big Wonders.


Rohili said:
What about non-religious civs? How many turns of anarchy do they normally experience?
The time of anarchy is variable, but I guess it will be between 4 and 8 turns! There are formulas around giving you more info on this, but I can't remember where!
 
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