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"Preserve Random Seed" refers to the seed value for the Random Number Generator. If it is checked on (default) then the seed is saved with the game, so if you reload, and perform the same actions in the same order, you will get the same results. If it is UN-checked, then each time a game is loaded from save, a new seed will be generated (probably from the system clock ;) ).

The idea behind preserving the seed was to discourage people from multiple reloads, trying to get a battle (or other) outcome that they liked.

:D
 
Question about using the local governor:

I have noticed that using the local governor to control citizen moods can keep your cities from going into civil disorder. Apparently, the local governor will react to changing conditions (sudden increase in war weariness or population growth) and adapt, even when these things happen between turns. If I don't use the local governor, things can happen between turns and put a city in civil disorder before I have chance to make any changes.

I would almost call this a bug...

However, my biggest problem is that using the local governor sometimes puts my city into a food shortage condition and starves the locals.

Whats up with this?
 
Originally posted by boothere
Question about using the local governor:

I have noticed that using the local governor to control citizen moods can keep your cities from going into civil disorder. Apparently, the local governor will react to changing conditions (sudden increase in war weariness or population growth) and adapt, even when these things happen between turns. If I don't use the local governor, things can happen between turns and put a city in civil disorder before I have chance to make any changes.

I would almost call this a bug...

However, my biggest problem is that using the local governor sometimes puts my city into a food shortage condition and starves the locals.

Whats up with this?
This frequently happens when the governor has a conflict between food production and shield production. I have seen this in coastal cities where the governor holds citizens to working one food/two shield squares when switching to a two food/ zero shield square would achieve zero growth. I have also seen the opposite happen where the governor forces citizens to work the coastal squares for high growth potential; thus giving you a 160 turn catherdral.

As to what to do about it, you can take these cities out of governor control.
 
Originally posted by Grille
Funny question.:)
I remember these:
Aztecs
Germans
English
Americans
Zulus
Mongols
French
Egyptians
Russians
Romans
Greeks
Chinese

probably more, maybe look/ask in the civ1 forum

edit: or look here.
I forgot Indians and Babylonians (should be 14 civs for 'colour reasons' anyways)

I read the civ1 page and this is why I thought there were only seven.. "Seven civilizations are spread across the world. Each has humble beginnings, but they will all battle for world supremacy. You command one of the seven, building up an empire from a single settler." Maybe i'll ask around..
 
Is there any way to scroll left/right the little map in the lower left? Too often I get a start position near an edge, and I'd like to center the map on my homeland.
 
Question: If you were to stick an explorer in an army of Knights for example, would the army get the "All movement as if it were a road" thingie? If this was true, it'd be great :D (an army of Conquistadors would also be nice)
 
Playing korea for the first time. The Korean CIA entry
(http://www.civfanatics.com/civ3/cia/koreans.shtml) says

"The Hwach'a is a more advanced artillery unit, capable of bombarding adjacent targets and unlike other siege weapons it is even able to kill them rather than simply reducing their health."

However when I tried to use the Hwach'a it seemed to work like any other artillery piece. It reduced the unit's strength by one and when the unit had one health left I wasn't allowed to bombard that unit.

Am I missing something? How does a Hwach'a kill a unit?

Also if someone enlightens me on how a Hwach'a can kill a unit - would this start a GA?
 
Originally posted by Gainy bo
Question: If you were to stick an explorer in an army of Knights for example, would the army get the "All movement as if it were a road" thingie? If this was true, it'd be great :D (an army of Conquistadors would also be nice)

I think you cannot load explorers into an army (?).

Apart from that, all army included units must have the same ability to let the army have these special abilities. For example, an army consisting of 1 infantry and 2 marines should not have naval assault abilities, but you can attack from a boat with a pure marine army (does not work in vanilla, but in PTW - haven't tried such army in C3C so far).

So... based on that, I guess you could not have an army with a very special mix of abilities (from different units included). No para/marine/explorer army that could airdrop, attack from boat and run over mountain peaks.:(
(pure para armies won't airdrop in vanilla or PTW anyways *AFAIK*)
 
Originally posted by Drphil
Playing korea for the first time. The Korean CIA entry
(http://www.civfanatics.com/civ3/cia/koreans.shtml) says

"The Hwach'a is a more advanced artillery unit, capable of bombarding adjacent targets and unlike other siege weapons it is even able to kill them rather than simply reducing their health."

However when I tried to use the Hwach'a it seemed to work like any other artillery piece. It reduced the unit's strength by one and when the unit had one health left I wasn't allowed to bombard that unit.

Am I missing something? How does a Hwach'a kill a unit?

Also if someone enlightens me on how a Hwach'a can kill a unit - would this start a GA?
Lethal Bombard for H'watcha was removed from PTW just before release, so the manual (and hence the War Acadamy) may be wrong.

The good news is that in Conquests they re-added Lethal Bombard back. :)
 
I can't cancel a trade that's been going on for over 20 turns. I am using conquests, how do I do it?
 
well if your sure it's been 20 turns, go into diplomacy with the civ you want to cancel a deal with, say "we'd like to propose a deal" at the bottom of the center screen, you'll see something that says new(in blue) and active (in black) click on actve (now blue) and then click on the deal you want to remove (i know in PTW this could be solved by going to preferences and selescting "always renegotiate deals"
 
Just a quick question bout C3C

I was wondering if someone could give me some info about TOW infantry what they do and which technology is needed for them
 
Question:

I thought submarines were invisible to other civs? His battleships are attacking and killing my subs.

Note: The other civs do not have subs or AEGIS yet.
 
There was a problem with Ai identifying subs which was patched IIRC.

Also, if a BB moves into the tile with a sub by random, it WILL attack it. I've been behind in techs and found AI subs by doing sweeps of ships. Kind of like they did in the first world war (except for the running into the, they used trawlers at one point!)
 
You can wait until the city has atleast 10 culture. Or until it grows to size 2.
 
...and if the city has any citizens that are not nationals of that Civilisation, then it doesn't automatically raze...
 
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