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I have a strong recollection of cultural city flip from AI to AI ...

However a Peace Treaty sweetner of a city :hmm: interesting question ... I wonder if they ever trade workers as well :confused:
 
Rohili said:
Ok thanks, I didn't know that. :) What about non-religious civs? How many turns of anarchy do they normally experience?

It's in the range of 1-8 turns for vanilla/PTW games.

One part of anarchy length (0-3 turns) depends on the number of cities you have, 1-5 randomly calculated turns are added to that.
If you play C3C, another turn is always added, so 2-9 turns here.

I don't know the number-of-cities/utrns relation. But if you e.g. revolt out despotism and are still in the expansion phase, you cannot go wrong founding new towns after calling out the revolution.

So since we're at it anyways, in general, a neat revolution could go like this:
Say, you have 3 settlers ready to plop down in the same turn you want to revolt, put them on 'w' if they become active; then assign worker commands (these need twice the time if they get their orders during anarchy), possibly do pop (or gold) rushes where necessary (can't do during anarchy, leader rush does work however), open embassies if need be (not allowed during anarchy), also possibly make diplo (especially if you want to pay gpt). Then confirm the revolution and ask the domestic advisor about the anarchy length. Now found your new 3 towns, make sure there's no ongoing unhappiness issues (check out 'burning' cities, which went into disorder at turn start) and end the turn.

Be careful about assigning worker jobs during anarchy. I would not recommend starting jungle clearence, for example (if in doubt, move mouse over the worker action button to see how long it would take). For example, in case you have only one turn of "touch and go" left, it's better to just press space and start clearance in the next turn (48:25 base turns in comparison!). I tend to organize workers (those that became active during anarchy) so that most of them become active again as soon as the new gov is in place (e.g. by stacking or assigning "easy" jobs only).
Btw, apart that it takes longer to cut forest, lumber-jack shields can still go into the production box, you could even finish a city's build project in the process.

As for unhappiness, depending on anarchy lenght and if you don't regard it as an exploit, you *could* let cities slip into disorder every other turn by putting all citizens on food-tiles and make all citizen tax collectors or scientists in the turns inbetween (dunno if engineers work, though). This way, you could have a half-decent income or research progress while starvation probs remain fairly low (somehow there's no starvation when a city is in disorder). With scientists' beaker contribution, you could do funny things such as revolting when you somehow auquired monarchy, finish the missing beakers towards republic during anarchy and then in fact switch to republic rather than to monarchy.
Besides, assigning tax collectors (at least just temporarily) is of course a good measure to boost your spare gpt: that way, you could probably sign a gpt deal with an AI.
If you're not so into micro-managing, you could hire the governor during anarchy (manage moods/emphasize food in every city). However, don't forget to turn the weirdo :smoke: off afterwards.

Hope your citizens are now striving for anarchy!:D
Have fun with it.:)
 
Hey everyone,

I'm new to the Civilization games and I tried playing Civilization III a few times. However, I always have zero gold and can't make any and when I get to 1000 AD I'm losing like 50 gold per turn. How do I get reliable commerce?
 
Lots of cities.
Lots of roads.
Get out of despotism. Republic is good.

So make as many settlers as you can. You want to have at least 2 workers for every city, and have them improve the tiles your citizens are working on. Road your tiles too, as in Republic that gives you an extra gold above the gold for road bonus. And if you have any techs the AI doesn't, sell them for gold.
 
Thanks Grille, that was really helpful! :D

Civ3Newbie, Mornarchy is better than Republic IMO if you have many units around. In Republic you pay twice the upkeep.
 
And depending on the size of your army, the commerce bonus could offset that.

I'm not going to start the Government debate again. There are enough threads running around that tackle the issue.
 
Rohili: There is one other little trick that is often used (and sometimes condemned). When you discover the technology you wish to revolt to, before selecting the next technology choose "Show Me The Big Picture". You'll be taken to you science advisor screen, select the Top Advisor (I'm not sure of his title) and click on the revolt to a new government button. The check with the advisor in the upper right-hand corner and see how many turns of anarchy you got. When you close the window after selecting your next research, you'll be prompted if you want to revolt to the new government, if you liked what you got the first time say no. If you think you can do better then say yes. You'll get a new number of anarchy turns. Sometimes more, sometimes less, sometimes the same, but if you got an 9, you know it can't be worse and with an 8 it can't get much worse.
 
"I'm new to the Civilization games and I tried playing Civilization III a few times. However, I always have zero gold and can't make any and when I get to 1000 AD I'm losing like 50 gold per turn. How do I get reliable commerce?"

I had the same problem. Been playing a few weeks. I was irrigating too much and not building roads & mines. After getting some input here I started to automate my workers more and that made the difference. Now I automate (no changes) about 30 to 50 percent of my workers early in the game.

So, while I'm posting i have a new question. I never got nuked by the AI in the old Call to Power game but the Germans are nuke happy in my currrent game. I built SDI defense but they repeatedly suceed in nuking my one city with aluminum. Repeatedly. I only had Modern Armor protecting it so then I added SAM missile batteries but the nukes get through every 1 to 3 turns on that city only. Is there any unit that improves my defense against IBM's?
 
Quick Question: Micromanaging, anyone mind giving a specific definition with examples. I know what it is but how deep is considered micromanaging?
 
I've always considered MM to be anything that I do that I could have the computer do. So the more you do yourself instead of automating, the more you MM.

riskplayer said:
So, while I'm posting i have a new question. I never got nuked by the AI in the old Call to Power game but the Germans are nuke happy in my currrent game. I built SDI defense but they repeatedly suceed in nuking my one city with aluminum. Repeatedly. I only had Modern Armor protecting it so then I added SAM missile batteries but the nukes get through every 1 to 3 turns on that city only. Is there any unit that improves my defense against IBM's?

No, the only thing you can build is the SDI. It should block about 75% of the incoming, tho. I would try and aquire another source of aluminium, just to be safe.
 
riskplayer said:
So, while I'm posting i have a new question. I never got nuked by the AI in the old Call to Power game but the Germans are nuke happy in my currrent game. I built SDI defense but they repeatedly suceed in nuking my one city with aluminum. Repeatedly. I only had Modern Armor protecting it so then I added SAM missile batteries but the nukes get through every 1 to 3 turns on that city only. Is there any unit that improves my defense against IBM's?

Nuke his uranium :nuke:
 
I am trying to work out the relative worth of trade/dip options ... on what basis does the AI calculate the worth of the following -

>Resources - ???
>Luxuries - ???
>RoP - ???
>Worker - Shield cost ?
>Alliances - ???
>Cities - Settler cost per population + Improvements Shield cost ???
>Technology - Flask cost ?
>Maps - Tile per Gold ?

I am playing pbem and have discovered that these options become almost endless ... when playing against a human :)

>Work Gangs - having a player build roads, mines,etc for you - rate is 1 gold per Time ... the rate is subject to other factors ie. is it a resource tile :lol:
>Merc Guard - Gold per Unit per Time


Any thoughts :goodjob:
 
Quick question: Does SMD (why do you guys call it SDI anyway?) work for all cities or only the city it is built in?
 
Edit: responding to fe3333au

That's a difficult to answer question, as the costs are dependent on many factors, many of which I do not know. Nevertheless, I'll try to answer some of it.

Resources-The more stuff you can do with a resource, the more it costs. For example, the price of iron rises after steam power and you can buy oil for 1gpt before combustion.
Luxuries-The price is dependent on the number of happy faces it will cause.
ROP-Based on the territory controlled by each territory (for example, if you each control the same number of tiles, the ROP should be free)
Worker-A little more than 100g, IIRC.
Alliances-Don't know
Cities-Cities with resources cost more. Other reasons why cities would cost more are obvious.
Technology-The base amount is the number of beakers it takes to research. Some factors that influence the price is optional techs are valued less, monopoly techs are valued more, governments are valued more, I think both mobilization and drafting are valued more (regardless, nationalism is worth a lot).
Maps-Even the knowledge of one tile is worth 1g. It would be interesting to see if a certain number of tiles cost 1g.

Of course, the values also vary based on attitude, power, and some other stuff.
 
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