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I have a problem.

Before, I could see the moves.. They were animated. If I ordered them to use the road to move, I would see them running. Now, it just go from one point to another, without actually seeing them move.

How do I change that feature back?
 
This isn't really a I need help question but Has anyone been able to kill off one of the AI's great leaders?
I did it once. I Had a very nice position on a pangea shaped roughly like a bow tie and I had contol of the center. The Egyptians attacked me, I asked everyone else for an alliance and the Egyptians really did not stand a chance. One of their units scored a victory against me and they got a GL. There he was standing there, undefended on the convergence of three empires, theirs mine and one of my allies.

I thought 'this is a zero unit like a worker, let me capture him.' Instead he died.

Sorry to be so wordy, but I thought this was really funny, I laughed out loud because I know how hard it is for me to get a GL, here he gets one and I zapped him before they could do anything with him.
 
Question: How can I edit the Chinese to be a different colour (not pink) in the editor in a 12 player game in vanilla Civ 3?
 
Use the civ3 editor that comes with the game. You should save it as a scenario or at least backup the original .bic file if you plan to replace it.

You have to check custom rules under the scenario menu to change anything.
 
Marsden said:
....One of their units scored a victory against me and they got a GL. There he was standing there, undefended on the convergence of three empires, theirs mine and one of my allies.

I thought 'this is a zero unit like a worker, let me capture him.' Instead he died.

Sorry to be so wordy, but I thought this was really funny, I laughed out loud because I know how hard it is for me to get a GL, here he gets one and I zapped him before they could do anything with him.

That would be pretty unbalancing if you could capture enemy GLs and use them to your advantage. At least, that's my first thought. My second is, 'That would be COOL!'.... probably better that it doesn't work that way.

I remember my first (and only) GL that got captured/killed. I had a stack of Calvary that managed to come near to taking a city. One of the Elite calvary produced a leader. It was something like my second or third leader ever. I didn't want to move him off of my stack because I didn't want to lose him. Well, that town got refortified and another stack took out my stack of cavs, and I lost my leader! :cry: I was much more careful with them after that.
 
What do you do with the cities on the far corners of your empire? I don't mean the ones on a border with someone else, just those tiny cities you've managed to sneak onto a piece of Tundra somewhere?

After rush building a Temple it seems pointless trying to build anything else as all production is taken up in corruption!!
 
Get as much pop there as you can, and turn them into scientists or taxmen. Then they contribute something, at least.
 
Also, high population gives the city extra defence bonus... but Turner, I think he was talking about the useless "tundra cities". ;)

My advice about that is to ALWAYS build tundra cities on the coast whenever possible - this allows them to grow above size two. :)
 
Well, a tundra city on the coast can build a harbor, and hopefully get a decent sized pop out of it.

I'd still settle there, and hopefully oil pops up out there.
 
Quick Question: If the time (turn limit) runs out on a game, can I play on? or does the game have to end?
 
Yes, you can play on after any victory condition is met. I don't know how long it will go, but I have heard of games going on into the 2800's. I thnk the same guy to get one that high even had one into the 3000's. But as far as I know, there is no 'okay, no further' point.
 
Turner_727 said:
Yes, you can play on after any victory condition is met. I don't know how long it will go, but I have heard of games going on into the 2800's. I thnk the same guy to get one that high even had one into the 3000's. But as far as I know, there is no 'okay, no further' point.

Excellent. Thanks.
 
PrinceOfLeigh said:
What do you do with the cities on the far corners of your empire? I don't mean the ones on a border with someone else, just those tiny cities you've managed to sneak onto a piece of Tundra somewhere?

After rush building a Temple it seems pointless trying to build anything else as all production is taken up in corruption!!
A few thoughts:

1. I don't settle them unless I'm going for a Domination or Histographic win (viz. High Score).

2. You can plant a forest on tundra and then chop it. If the Production box is set to say worker/settler/military unit, this can be useful.

3. When finished with de-forestation, you could set the production to worker (assuming not more than 10 food needed to fill Food Box) and get a worker every 10 turns or

4. Turn the excess food, if any, into a Specialist and get bonus whatever.....which is not subject to any waste/corruption. ;)
 
EMan said:
4. Turn the excess food, if any, into a Specialist and get bonus whatever.....which is not subject to any waste/corruption. ;)

Cheers, I thought that any bonus from specialists would be eaten up by corruption too but if not, jobs a good one. :goodjob:

Also some people have been talking about their average income and quoting figures in the region of 2k per turn. Since I assume they mean 2k profit I am seriously behind.

I rarely get more than 500 per turn profit and I can only generate that if I've managed to get technologically advanced ahead of some commercial Civs. Where is all the extra money coming from?
 
No, the specialists don't get penalized. So if you have a really high food city, with lots of specialists, they can be turned into Civil Engineers. Each one gives two shields per turn.
 
True. If you want more shields, use Police. But they only do one per policeman....

But sometimes that's enough. :)
 
But they only do one per policeman....
Ok, but Policeman give 1 raw shield/commerce. So, that one gets multiplied by factories, markets etc.
Also, the shields from CEs are lost when switching to a unit; if you're not sure about a build, better use cops.

Unfortunately, in near totally corrupt cites policemen are often affected by odd rounding errors (for example, working high commerce tiles can result in less shields, or 9 base shields will yield 3 after corruption with a cop - but 10 base only 2 :crazyeye: ). Makes them a bit tedious to use, unlike CEs.
 
If you're running Lux tax, a Cop can actually make your citizens happier by uncorrupting that one gold piece you need to get extra happiness - as well as the additional shield, commerce, and science. Very versatile guys & gals, those policemen!
 
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