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Hi,
Am new to these forums was but not so new to CIV 3. Just wondering why map downloads from SID MEIERS CIV 3 don not work with your GOTM full download? Is there a site were playable maps are available? Thanks
 
J_RocKeT76 said:
Hi,
Am new to these forums was but not so new to CIV 3. Just wondering why map downloads from SID MEIERS CIV 3 don not work with your GOTM full download? Is there a site were playable maps are available? Thanks

Welcome to CFC! :goodjob:

I'm going to have to kind of guess at your question, because I'm afraid it doesn't make a lot of sense. The GOTM downloads are designed for the GOTM maps only. If you're looking for designed maps downloads, you may want to check the Creation and Customization subforum for those. There's also a C&C subforum for full scenarios:

http://forums.civfanatics.com/forumdisplay.php?f=52
http://forums.civfanatics.com/forumdisplay.php?f=75
 
Does anyone have a list of special abilities in the Civ3 system?

For Units...

For City Improvements...

and for Wonders...

Thanks,

Herman der Cherusker
(Scourge of Rome)
 
Thanks Superslug,

But...

I'm looking for a list of special abilities like "Stealth Attack" allows you to choose who you will attack in a stack.

Thanks,

Herman der Cherusker
(Scourge of Rome)
 
Stealth attack only works in one of the conquests, or if you've turned it on in a mod.

Do you have complete/conquets? If so, most of that info should be in a .pdf file on the disc.
 
I thought you could always use stealth attack with submarines in C3C -- even in regular games (not just specific Conquests scenarios). Unless I unwittingly changed the rules...
 
They were in the game I just finished. I was playing on a Large map, archipelago, C3C v1.22 -- no special mods at all. And both I and the AI had the ability to stealth attack with regular subs. I never tried it with nuclear subs, so I can not state one way or the other for them.
 
How does Continental Rally Point work?

I've used simple Rally Points with no problem, but don't seem to make the Continental Rally Point to work. Can anyone give me a hand?
 
IIRC, when you click on the Continental Rally Point line on the City Square, a Pointer appears. You then left-click on the square where the units are to head for, land or water!

Then ALL units produced in ALL cities on that continent will head for that Rally Point, if possible! :)

All I know for sure is that I've used it in C3C and it works! ;)
 
Keep in mind that if a city that was producing units when the CRP was set switches production to a non-unit, it will clear the RP for that city. You'll have to reset it in order for the new units from that city to go to the RP.
 
From the editor help page (which explains it the best):

Flavor Page
The "Flavors" feature allows you to establish "relationships" between the various technology advancements. Setting these relationships is a way to modify how non-human (or AI) civilizations choose which paths to develop along the technology tree.

To set up relationships, the player first selects a "flavor" in the far left box (like "Flavor 1"). The player then selects a "flavor" in the far right box (like "Flavor 2"). Then, using the percentage field in the center, adjusts the number (or "relationship") to his liking. So, using this example, we see that the AI civilizations with a Flavor1 "flavor" only have a 20% chance of ever researching advances along the Flavor2 "flavor". Thus, the designer can use flavors to "steer" some civilizations away from some advances and toward others.
 
citizen001
I've been looking for a spreadsheet. But it depends on your mapsize for one thing.

But CivAssist will tell you the expected beakers needed for the tech you're currently researching, current beaker output, your expected overrun, etc.

Otherwise you can use the editor. This thread might help you. You need to find the base cost then multiply by the map size, as well as other factors explained in the thread.

Hope this helps.

EDIT: The initial post of this thread has a link to a zipped pdf with the base cost of each tech in the upper right corner of the tech box.

Or you could just use this utility
 
mydisease said:
Research Cost =
Rcf2.jpg
- Research done so far

I'll also write it out for those who cannot view images.

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.

Link.

I agree with Ljdjr, rather than hand calculating how many, use GreyFox's tech calculator, or ainwood's CivAssist - much easier.
 
Let's say the AI civ is set to produce a Warrior in 3750BC.

If you have an attacking unit adjacent to his city, will his Warrior appear in 3750BC, unfortified, in his city even though he moves after you do? :)
 
Hi, I've got a question about the Optimal City Number:

I've figured out the base OCN for the different map sizes by looking at the editor. And I've read that Forbidden Palace and Secret Police HQ increase that number. But I haven't been able to find out exactly how much those wonders boost it.

Do they add a fixed number to the OCN, or a percentage increase?

Thanks in advance. :)
 
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