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Going from Despotism to Republic is normally when they start giving GPT in the early game, although there are always exceptions...
 
Originally posted by anarres
Going from Despotism to Republic is normally when they start giving GPT in the early game, although there are always exceptions...

ah hah- thanks, anarres- that sounds about right!
 
any tips on searching the forum for 'sid' info/tips/stories/strategies? 'sid' won't meet the four letter word req't for search terms... :( are people labeling their posts with a sid hyphenation to facilitate searching posts , or anything like that? thanks in advance!
 
Can someone tell me what factors determine the period of Anarchy when switching governments (non-religious civs.)

When I find myself wanting to switch governments I feel like I can't make an informed decision because I have no idea how long the Anarchy will last. :crazyeye:
 
The larger your civ, the longer the anarchy. It's something like 3 to 5 turns, based on pop/size (I think pop), plus a random 0 to 3 turns. Try searching for 'Anarchy', this has been discussed recently.
 
I guess I'm not seeing how to search for a term within a thread. I can search the boards, and one page, but not an entire thread.
 
Click on the 'Search' button at the top of the page. Put in the search term 'Anarchy', and where it says Civilization III, put in Civ3 - General Discussions. I don't recall the exact title, but it should pop up on the first page.
 
OK, a couple o' questions...

1) Does the 'preferred government' and 'shunned government' listed for the civs have any effect outside of affecting their attitude toward you? For instance, will a civ pay more for the appropriate tech if it will let them start their 'preferred' government?

2) A situation happened today which confused me. It was a narrow, horseshoe-shaped continent, with basically four civs in a row. I was Germany, on one end, then the Byzantines and the Dutch on the 'curve,' and finally Spain. B and D had just signed an MPP. I wanted some land that B had, since it had the nearest available rubber.

So my thought was this: declare war on B (no sneak attack). Then D will declare war on me because of the MPP. At that point, will S declare war on D? I figured that since S was closer, they could keep D occupied while I dealt with B.

What actually happened was strange. D never declared war on me, seemingly ignoring the MPP. However, even though it was me that started the war, S declared war on B maybe a turn later! Not a bad thing for me, I've got B down to 6th (out of 8) by now and Empress Theodora hates my guts after 3 or 4 protracted wars.

So my question is this ... any clue what happened? Does the AI sometimes ignore MPP's that it has signed?
 
Originally posted by Lord Jimbob
any tips on searching the forum for 'sid' info/tips/stories/strategies? 'sid' won't meet the four letter word req't for search terms... :( are people labeling their posts with a sid hyphenation to facilitate searching posts , or anything like that? thanks in advance!
YOU WANT SID?....... Check out this thread from CFC GrandMaster SirPleb! ;)

http://forums.civfanatics.com/showthread.php?s=&threadid=81424
 
Another question...

The Civopedia says that guerillas have the ability to bombard (C3C). When playing, though, I don't see that. Am I missing something?

Also, are guerillas basically weaker infantry for people who don't have rubber? Is there any advantage to having guerillas over having infantry? AFAICT, the guerillas have a lower defense and no advantages, and cost the same. Why would anyone with rubber build a guerilla?
 
Whimpy,

1

I am almost certain, no. Although someone made a post/thread a while ago showing how the AI values certain techs, and in what circumstances they will pay more for 'em. This may vary with preferred/shunned govs... I really can't be bothered to look for this thread, but I would reccomend anyone who hasn't read it already to have a look. It was interesting :)

Edit: Well I got bored pretty soon after writing this, so I dug it up:

http://forums.civfanatics.com/showthread.php?s=&threadid=45559

Read it :)

2

What have Spain got to do with it, why would they declare war on anyone? Do they have a MPP with any civs? (you didn't really say anything about Spain)
MPP's will only be activated if you actually attack a civ, whilst in their territory. This may have something to do with it, but you have to say more about Spain before I can give you a proper answer.

The Civopedia says that guerillas have the ability to bombard (C3C). When playing, though, I don't see that. Am I missing something?

They can bombard, but they don't have a range for bombardment. This means that they will only bombard when they are attacked, whilst in a stack - and they are not the unit being attacked.
Also, are guerillas basically weaker infantry for people who don't have rubber?

Well yeah.
Is there any advantage to having guerillas over having infantry?
Unless their stats have been changed with C3C, no.
Why would anyone with rubber build a guerilla?
They look cool, and the machine gun sounds pretty smart ;)

Hope that helps, and welcome to CfC :)
 
Gainy,

Thanks for the answers! A few clarifications:

2

What have Spain got to do with it, why would they declare war on anyone? Do they have a MPP with any civs? (you didn't really say anything about Spain)

My mistake: I forgot to mention that I entered into an MPP with Spain about four turns before declaring war on the Byzantines.

They can bombard, but they don't have a range for bombardment. This means that they will only bombard when they are attacked, whilst in a stack - and they are not the unit being attacked.

OH! I get it now. That's why they attack first when they're attacked sometimes!

Thanks again!

-- WC
 
My mistake: I forgot to mention that I entered into an MPP with Spain about four turns before declaring war on the Byzantines.

Well in that case, you must not have attacked B whilst in their territory. If you did, then their MPP with D must have expired by then (since they didn't declare war).
S declared war on B, because B must have attacked you in your territory -- thus activating yer MPP with the Spanish.

Hope that clears things up :)
 
Whimpy - Guerillias are part of the upgrade chain from Warriors to Swordsman to Medieval Infantry. They also upgrade to TOW Infantry, which under the right situations can be as good a defender as Mobile Infantry. So while I don't go out of the way to get them, they can be useful units. The defensive bombard GB was talking about does make it worth it. Especially when they upgrade to TOW Infantry.
 
There are some who think that the guerilla unit is too weak and basically superfluous (sp?). We are talking about it on this thread, and discussing ways to reshape the unit. Others of course think it is fine as is.

http://forums.civfanatics.com/showthread.php?s=&threadid=75130&perpage=20&display=&pagenumber=5


Turner_727,
"TOW Infantry, which under the right situations can be as good a defender as Mobile Infantry." I don't understand, which is not unusual around here.
 
my understanding of the agri trait is that you're supposed to get one extra food in the city center of each city, but in a current C3C game as the iroquois, the extra food is not consistently there (i.e. i have some cities built on "grassland" that only get food=2...)-- is there any rhyme or reason to this?:confused: (playing the 1.22 patch)
 
Originally posted by Lord Jimbob
my understanding of the agri trait is that you're supposed to get one extra food in the city center of each city, but in a current C3C game as the iroquois, the extra food is not consistently there (i.e. i have some cities built on "grassland" that only get food=2...)-- is there any rhyme or reason to this?:confused: (playing the 1.22 patch)
YES!!...........there is a reason (illogical in my opinion!):

If an Agricultural city tile is next to FRESH water (lake or river), the despotism penalty doesn't apply to the food of the city tile itself.

Check this thread:
http://forums.civfanatics.com/showthread.php?s=&threadid=61791
 
Originally posted by a4phantom

Turner_727,
"TOW Infantry, which under the right situations can be as good a defender as Mobile Infantry." I don't understand, which is not unusual around here.

TOW Infantry has an attack of 12, a defense of 14, a cost of 120, and defensive bombard. Not bad for a unit that doesn't require any resources to build. Mech. Infantry has an attack of 12, defense of 18, and a cost of 110. MI requires Oil and Rubber and does not have defensive bombard.

So you take that new city, and it's not hooked into your trade network yet. You can immediately start building TOW Infantry, but you have to wait until your TN is hooked up to start building MI. When you put that TOW infantry across a river, or on a hill, or under coverage from a radar tower or Civil Defense improvement, that 14 defensive value can ramp up quite a bit. Thus allowing it to take on Tanks or Modern Armor and have a fair chance of survival.

While the Warrior - TOW Infantry upgrade path is more or less for those that don't have access to Oil and Rubber, it does have it's uses. I generally have a few laying around that get upgraded from Swordsman or Medieval Infantry, and I like to get them into newly captured cities simply because of the defensive bombard. That's potentially taking HP away from attackers before the battle even starts. That can make the difference between a win or loss for you.
 
Originally posted by EMan
YES!!...........there is a reason (illogical in my opinion!):

If an Agricultural city tile is next to FRESH water (lake or river), the despotism penalty doesn't apply to the food of the city tile itself.

Check this thread:
http://forums.civfanatics.com/showthread.php?s=&threadid=61791

thanks for coming through for me again, Eman! :goodjob: sheesh- the fresh-water-nearby rule kind of dampens the agricultural trait quite a bit, if you consider that most of your civ development (settlers, cranking workers) is finished by the time you switch govt's out of despotism (at least in my style of play...).:(
 
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