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@SSgtBaloo - Go to your preferences screen, and click on 'Always build previous unit' and 'Confirm Build Orders' or some such. You probably don't need the 'Always build' but it's nice to have on during war when you need to pump out a lot of units. The Confirm build orders will bring up a box at the end of each build to confirm what you want to build next. Slows the game down some, but better that than to be building stuff that you don't want built.

@a4p - 1) Air superiority is basically a CAP (Combat Air Patrol for you civilians) that will protect an area around where the fighter is based from being bombed. Like Defensive Bombard, it isn't always triggered with each bombing. I'm not sure on the range of it, but I've heard it's equal to the operational range of the unit. So Jet Fighters will have a greater range than Fighters. Now, if an AS mission is triggered, it's just like normal combat, except it's a one-shot combat deal. Whoever wins the toss, keeps their unit. And if the Bomber successfully holds off the AS mission, it does not bomb that turn.

2) There's one somewhere. . . if I'm feeling nice I'll try and dig it up later. ;)

You're lucky I'm so nice! :)
For Vanilla Civ3 (1.7mb)
For PTW (3.36mb)
For C3C (3.43mb)

And the related thread.

I found this in the Civ 3 Reference page off the main page.
 
I knew about the CAP function (I'm a civilian but a former Clancy reader) but is there a way to use them to escort your own bombers?

And thanks for the help.
 
Nope, not right now. But you can send your fighters in first, and hopefully they'll trigger any AS missions the AI may have in that city.
 
It turns out that I did not quite understand that when the city governor controlled production he'd produce whatever he felt like. I understand the game a bit better than I did even a few hours ago (I bought it last Thursday and have been playing intermittently since then -- gotta work, don'cha know!) ;)

I have since restricted the city governors' instructions to keeping the people happy (something I always tend to neglect until I have riots in the cities). Now whenever something is completed they're asking what to change production to, even when I have something queued up. That's just how I want it.

Dang! I just scrolled down and saw even more responses. I was worried by some of the post dates that this forum might be somewhat -- er... -- underpopulated. :D

--SSgtBaloo
 
'Underpopulated?' I've heard CFC called a lot of things, but never that. ;) :D

Using the govenors is fine, in the beginning. But as you move up in levels, you'll want to control population yourself. Don't worry about it, you'll know when the time is right. If you do it before regent, I'd be surprised. I got through most of regent myself before I got tired of losing out on wonders and decided to micromanage my cities myself.

Welcome to CFC:thumbsup:, hope you stick around. Let us know how you do! And don't be afraid to ask for help, we've got a lot of people here who jump at the chance of it.
 
I'm using version 1.27f. Which patch(es), if any, do I need to download, and how do I install them?

Also, if anyone can provide links to tutorials on how to customize the game (Civ II was great in that respect) I'd appreciate it. I'm not ready to mod anything, but I'd like to know what's possible.

--SSgtBaloo

(The attachment below is the avatar I use at some other sites -- I dunno how to use it here, byt WTH. :D)
 

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Hey! It worked! :goodjob:
 
@SSgtBaloo

1.27f is the latest [ptw] patch, so if you're talking about [ptw] then you're up to date.

Have you seen the Civ3 - Creation & Customization forum? Just bear in mind that there are differences between customizing [civ3] and [ptw] when you read the threads over there.

Lastly, you can't change your avatar on this site until you reach 300 posts.
 
Anarchy lenght consists of 1-5 random turns plus 0-3 "empire-size-based" turns. So you'd get 1-8 turns playing a non-religious civ.

I'm not so sure how empire size is defined here, but I *guess* it's based on ratio of current number of cities/OCN.
 
just a quick one.

can the number of units station in a city prevent a cultural flip? or are they insignificant?
 
They can, and they aren't insignificant.

Here's the forumula, shamelessly copied from the FAQ thread :D
How many units do i need to suprpess a culture flip?

the full formula (this is from Sorenson, who is responsible for this programming):

P=[(F+T)*Cc*H*(Cte/Cty) - G]/D

where:
P = probability that it will flip this turn
F = # foreignors, with resistors counting double
T = # working tiles under foreign control (out of the max of 21, no matter what the cultural boundaries are atm)
Cc = 2 if foreign civ has more local culture than you, 1 otherwise
H = .5 for WLTKD, 2 for disorder, 1 otherwise
Cte = Total culture of the foreign civ
Cty = Total culture of your civ
G = # garrison units
D = factor based on relative distance to capitals

Now reorganizing this gives the required garrison as:
G = (F+T)*Cc*H*(Cte/Cty)

As you can see there is a nice set of extra factors there. Now when you take a city Cc is likely to be 2 for a long while. And then there is the culture ratio. And this is a true ratio so it could be 1.1:1, 2:1, 5:1 depending on how much culture each of you has

The national culture factor is probably the reason why some seem to have no problem with culture flips and others do. Since if you have strong national culture, this value might be approaching 1/2, which can keep the garrison down at a 1:1 ratio. However, if conversley the AI civ in question has double your culture, you are going to need 4 units for every foreignor and tile to prevent a flip.

I've bolded the important bits :) (to yourself)
 
Originally posted by Dianthus
Lastly, you can't change your avatar on this site until you reach 300 posts.
Tsk, tsk, Dianthus, let's get it right. ;)

You need 300 posts to use a custom avatar, like yours, or mine, or the one SSgtBaloo attached in his post. Until then, you may freely use any of the hundreds of Civ-related avatars that Thunderfall has made available, and which can be selected by clicking the "Change Avatar" button at the bottom of the "Edit Options" page of your profile. :)
 
Originally posted by steviejay
just a quick one.

can the number of units station in a city prevent a cultural flip? or are they insignificant?
Check the FlipCalc in my sig - it is scary how little difference it can make sometimes.

All you need is some big modifiers (like having the Temple of Artimis next door) and you can end up making 0.005% difference or less in flip chance with each defender.

Of course sometimes you only need a couple of defenders to nullify the chance of a flip, but it is not always obvious when this is, unless you are very familiar with the formula.
 
I love to play Seafaring civs, but there's been a few games where my harbors aren't working like I thought they were supposed to....

In this last game I had planned to connect a distant city, via harbors, to iron on the mainland. Then I was going to quickly upgrade all my spearmen to Swiss mercenaries. Well when the harbor was built, it connected the city (Eindhoven) to nothing whatsoever.

According to the civilopedia, there need be only a "visible" sea route between the cities. There was in this case. Eindhoven, to the East, is on a different continent from the iron source. Is it the strip of "sea" terrain separating them that's preventing it? (Amsterdam is just off the left side of the screen, and has the harbor with iron.)

Do harbors only trade resources among each other on the same continent?

(P.S. I only founded Eindhoven to transport ivory back to the mainland via the harbor. So overall the whole city was a bust, and this isn't the first time this has happened.)
 

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Well you have to have researched Astronomy before you can trade over sea tiles. Thus, you can't :) (i'm assuming you aren't that advanced yet)

To trade over ocean tiles you need to have researched navigation...
 
Aha! Thanks a lot for that information. It's times like these when I wish the civilopedia was more complete.
 
I'm trying to make a simple Middle Ages start, but I don't see the 'Initial Era' option anywhere in the editor ... anyone know where I can find it?? According to the help file it's supposed to be in Scenario Properties.


Ok, I found it. If anyone's curious, you must set "Custom Player Data" under Scenario and then a new tab appears.

Sorry for spamming the thread :rolleyes:
 
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