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Dianthus said:
Yes, that's right, the 100K would then trigger. I've had this happen to me, except where the AI had more than 100K, I eliminated Civ #3, and promtly lost! :cry: I've got a little better at Civ since then though ;) (and more modest too!).

Thanks Dianthus!:)
 
I have a couple quick questions for you guys...

1) If I sign a peace treaty with a country can I break that after the 20 turns are up without losing my reputation forever? Also, how can I be sure those 20 turns are over?

2) What is the significance of a leader forming armies? I had a leader and was able to put 3 units in there and it seemed a bit stronger. Is this basically just a that unit fights until all 3 are killed?

thanks for any advice!! :goodjob:
 
1. Yes after 20 you're good to go. You can check it out either in the
A. foreign advisor screen by clicking the civ you want and the deals you have or
B. dial up that civ and at the bottom it says "new" or "active" hit "active" and it will show how many more turns are left on all deals. A little trick you can use is renegotiate peace with a civ you are stronger than and it's possible they'll pay you or give you something for 20 more turns of peace. It can be risky if you can't renegotiate the peace on your terms. Then it's either war or cave to their demands.

2. Armies allow 3 units and are very powerful when pounding on someone(say 12-15 hps). You can also disband a army for shields. You'd do this if it was a AA army say in the IA.
 
JaggedRuler: First of all welcome to CFC

At the bottom of the diplomacy screen for the AI you're dealing with are active deals / new deals buttons (new is the default). Just click on the active deals button and you'll see the deals and turns remaining with that AI.

What I normally do before declaring war is to open that page and verify that no deals are open and then I click on the peace treaty to renegotiate peace and declare war that way so that I'm sure I don't break a deal.

As for armies, that depends on what version you are running. In vanilla & PTW, most players would use their first Great Leaders (GL) for an army and the rest to hurry Great Wonders. When C3C came along, armies got more powerful and now there were 2 kinds of Great Leaders. Scientific Great Leaders (SGL) came from being the first to discover a new tech. They could hurry Great Wonders (don't use Age of Science, it's broken). The orginal GL was now a Military Great Leader (MGL) and he could rush a Minor Wonder or form an army. Now however armies were more powerful. Changes from Van & PTW to C3C for armies included: Not losing a movement point when pillaging, the army moves at a speed 1 greater than the slowest unit and attacks and defends at the sum of the units inside divided by a number (either 4 or 6). So armies are the way to go in C3C. One other thing is the AI doesn't really know how to use armies in C3C, so the advantage is multiplied.
 
Hi JaggedRuler

1. Yes your reputation shall be forever stained :D

1a. To see how many turns are left for every treaty ... open a diplomatic dialogue ... on the bottom window click on active ... this will detail all treaties and their turn count with that particular civilization ...

1b. The other option is through the Foreign Advisor ... choose details tab on the right hand side of the screen and then 'single click' on the Leaderhead ... all active treaties will be shown ...

2. Armies can move faster and also their attack and defence are combined ... basically in a conflict the combined defence of the units have to be lsot for the army to RIP

Regards :goodjob:
 
Do what denyd said and click renegotiate peace and tell them they are scum. If you can get them to declare on you all the better because you get war happiness.
 
Thanks again for the tips, guys. This is exactly what I was looking for.

One last question, though...

When The game reached 2050 (or whatever the last year is) does it end and then go to the final score or can you continue playing just without an increase in years?

edit: OK, I thought of one more...If a captured city is rioting or close to it, does it help to have workers "join" the city?
 
For recently captured cities what a lot of people do is convert all of the non-resisting citizens to entertainers, so that the city has no food intake and will starve down at one citizen per turn until size 1. Then all new citizens that are grown will be natives. Some people will immediatly add a worker to a size 1 city to reduce the flip risk.

As for playing beyond 2050 AD, I think the editor allows for increasing the number of turns and being able to reset the interval on turns, so you could set up a game that will go one well beyond 2050 (though this may be a hard limit, someone correct me if I'm wrong)
 
denyd said:
Some people will immediatly add a worker to a size 1 city to reduce the flip risk.
Who are these people? I'd like to meet them so I can tell them they're wasting their time! ;) Seriously though, the number of native citizens doesn't affect the flip probability, it's the number of foreignors and number of resistors. So, a town with 1 foreignor has exactly the same flip probability as a metropolis with 1 foreignor and 40 natives.
 
Yeah, but if they join the worker, rush a worker, make the foreign citizen in the city a specialist, the worker will be foreign.
 
denyd said:
For recently captured cities what a lot of people do is convert all of the non-resisting citizens to entertainers, so that the city has no food intake and will starve down at one citizen per turn until size 1. Then all new citizens that are grown will be natives. Some people will immediatly add a worker to a size 1 city to reduce the flip risk.


lol I had never wven thougth about that. Damn you guys are good :goodjob: . Thanks once again!
 
That sucks. Then you'll just have to add two workers and abandon...
 
I always thought it was the last citizen added to the city, which is usually native. If you've added a foreign worker, wouldn't it pop back out as a foreign worker?
 
Tomoyo said:
Really? I was under the impression that specialists were the first to go.
As TimBentley said, it is very difficult to remove the last "foreign citizen" from a city.

However, 3 things that will normally eliminate the "flip-risk":

1. Leave a cheap military unit (that can attack with movement.....viz. NOT catapults/scouts etc.) in the city for each foreign citizen....of course, building workers and settlers will reduce the number of foreigners (in addition to the "starvation method") providing the city contains only foreigners.

2. Wait......eventually, after enough years (viz. turns) have passed, the foreigner "becomes" a "naturalized citizen"! (viz. Actually converts from a foreigner to a native citizen.) In the meantime, adopt #1!

3. Eliminate the civilization that the foreigner is a part of! (A city cannot flip to a civ that has been eliminated!) :groucho:
 
Another option is to convert them all to scientists or taxmen (instead of entertainers), so you get some value out of them as they starve.

Another option is to disconnect any routes from the city to the original civ's capital, and station a decent attacker nearby (eg. a cavalry can cover a couple of nearby cities). If it does flip, then the cavalry can capture it again. Disconnecting th eroads means that the defender will be a weak one that doesn't require resources (spearman pre-nationalism; rifleman after).
 
Thanks for all the help so far guys, but I've got one last question.


I'm playing as the Americans and after doing very well from exploartion and trading techs I got Republic relatively early. I switched to this when I had the first oppurtunity but now my corruption is ridiculous. One city is producing around 25 wealth and is losing all but 2 to corruption. I'm not at war if that has any effect.

So, why is corruption so ridiculously high and what can I do to combat it?


Thanks once again and hopefully this is my last newb question! :)
 
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