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But why? Even in the Hall of Fame, if somebody somehow manages to get both cultural victories on the same turn with a very high score, wouldn't you just put them down in BOTH categories (20k and 100k)? :confused:
 
TruePurple said:
Does taking a enemy city destroy all its improvements? Every enemy city I take always is empty of improvements.
All culture generating buildings are destroyed, save Great Wonders. And you do not gain any culture from those Great Wonders.

I believe it is a 50% chance for any remaining building to be destroyed.
 
Thats goofy, I can understand some destruction in taking over towns but thats too much.

Does the culture overflow of one town help another? Like does the huge overflow of culture from a wonder heavy cap help prevent a neaby border city with almost no culture generation from flipping? If so, whats the range?
 
The culture of the city in question, relative distance to capitals, overall civ cultures, overlapping tiles of the other civ, and garrison are all that determine flipping chances.

One city with alot of culture doesn't help another city.
 
How can you tell if a city is in We Love the King Day mode? Do you just assume it? In prevous version you always got a notice when it began and ended. Or is it no longer a factor?
 
Turner_727 said:
All culture generating buildings are destroyed, save Great Wonders. And you do not gain any culture from those Great Wonders.

I believe it is a 50% chance for any remaining building to be destroyed.

If all culture buildings are destroyed why does a civ keep its culture score when I take all but one city from it? I have whittled the Americans down to one city and they still have the 2nd or 3rd highest culture in the game of 8+me players.... I know that the city could not have had that much culture in it since it was many screens away from the capital.
 
EMan said:
Incorrect! Once per GAME for the shield bonus!! ;)

oh... :( ... That explains why my foresty opperations were not giving me the bonus.... I thought it was only once per turn(or turns) per tile... that clears up a lot for me thanks... It kind of makes forestry a little useless.... It would help early in the game b4 the FP but I usually have a lot more importand things to do with my workers then.... I like to play on large/huge maps and I usually have a civ that is rather large.... Oh well... I'll think about forestry if I need it...

It seems to me that you should be able to get the bonus more than just once per tile per game... I mean after all wood is a renewable resource... :cry:
 
Lord Parkin said:
But why? Even in the Hall of Fame, if somebody somehow manages to get both cultural victories on the same turn with a very high score, wouldn't you just put them down in BOTH categories (20k and 100k)? :confused:

No! Each game can only be in one category!
 
GorfTheWanderer said:
If all culture buildings are destroyed why does a civ keep its culture score when I take all but one city from it?
That's the way the game's designed. When culture points are earned, they're kept, regardless of source.
 
New question:

In vanilla Civ3 and PTW, Shift+P (or may be it was Alt+Shift+P) would automate worker to clean up pollution. If there is no more pollution to clean up, they will just go to sleep in a near by city, then automatically wake up to do their jobs whenever pollution pop up. That's a very cool feature and I had been using it a lot when I was playing PTW!:cool: However, I can't seem to find that feature any where in C3C. Shift+D will clean up pollution in C3C instead...and if there is no more pollution to clean up, they will no longer be in automatic mode (basically, they won't automatically go to sleep as in PTW and Vanilla).:sad:

My question is: what happen to that Shift+P key in PTW and vanilla Civ3? Did they change that hot key to something else in C3C? What is the best way to automate worker for only cleaning up pollution? Their only job is to clean up pollution and that will be it! I do not want them to do anything else, except to automatically go to sleep and automatically wake up to clean pollution as in PTW and vanilla Civ3.
 
Turner_727 said:
It's Shift-D now, and it clears damage (craters from bombs), Pollution, and volcano damage.

Yes! Like I said in my previous post! Shift+D (the same as Shift-D; some of us like to use the plus sign instead of the minus...it's really the same thing) won't put them to sleep as in PTW and Vanilla. If there is no more pollution to clean up (usually by the next turn), they are going to just stand there and wait for you to give them new order (basically, they are now under your manual control again). Therefore, Shift+D/Shift-D doesn't behave as Shift+P/Shift-P in PTW/Vanilla.
 
Oh, okay. I see what you're saying.

Yeah, I haven't figured that out yet, either. I don't think it works the same as VC3/PTW. :(
 
I've encountered the same problem, Moonsinger. I usually just wind up making sure all my tiles are improved and then doing shift+A. Then pollution cleaning is the only thing they will do.
 
superslug said:
I've encountered the same problem, Moonsinger. I usually just wind up making sure all my tiles are improved and then doing shift+A. Then pollution cleaning is the only thing they will do.

Cool! I will try that on my next milk run. Thanks!:)
 
This is actually why I stopped automating pollution cleanup. I have a stack of workers and just move them to each spot.

Sucks, but I think that's better than having them run all over. The problem I have with Shift-A is if you're at war with a civ, and they have territory between two of your cities, the workers will not hesitate to go through that land to get to the unimproved tiles... then I have to retask defenders to 'escort' them. :rolleyes:
 
Turner_727 said:
Sucks, but I think that's better than having them run all over. The problem I have with Shift-A is if you're at war with a civ, and they have territory between two of your cities, the workers will not hesitate to go through that land to get to the unimproved tiles... then I have to retask defenders to 'escort' them. :rolleyes:
Shift+A does have it's problems, there's no denying that, but for the game situations Moonsinger's thinking about (milking) what's left of the AI is usually two tundra towns surrounded by several dozen armies.

Not even the RNG is going to let them escape from the chokeholds she establishes after evicting them from the rest of her map. :lol:
 
I recently played a game where I switched to communist and built the Secret Police headquarters. I was amazed to find that my GPT actually went down when I finished building it! Why is that?

Also, in the Pedia it says that the headquarters functions as a second capital but I thought that the primary economic benefit of communism is that all corruption is equal therefore your capital is really not necessary. So then why would you want to have three capitals? (Capital, FP and SPH)
 
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