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Originally posted by Panzar75
I want to have a city gain enough food every turn to grow and continously build a worker for a number of turns.

The game wants to waste 20+ shields on every worker and reduce the city size and so changes my city worker deployments every turn.

I would like a "stop messing with what I'm doing you bastard - I'm playing this game not you!" button to enable, but I haven't found one yet. Is there such a feature, or something to that effect?

And if not, what could possibly be the reason for changing the player's decisions every turn? If I wanted the computer to do that for me I'd put on the guvernor.

Not quite sure what you mean?
Your tiles being worked by citizens get re-assigned after worker (speaking of the unit) completion and you have to put the citizens back to food producing tiles for next worker build project (i.e. it's too tedious)? If so, contact governor in that 'worker factory'-city and set 'emphasize food'. That may help.
 
Is it possible to flip another civ's capital by initiating propaganda? I would guess no, but I can't find anything that actually says it's impossible. I'm about to win the space race, but England only has their capital left, and I wanted to see if I could conquer them by flipping their last city with propaganda.

Also, if an attempt to initiate propaganda fails, will further attempts that same turn always fail? I know a new attempt on the next turn can succeed, so it's not like your spy being killed where you have to give it a few turns before you try again.

I've never really tried propaganda before, and it's kind of fun, although not a terribly efficient use of funds. Thanks in advance.
 
Is it possible to flip another civ's capital by initiating propaganda?

It isn't possible.

Also, if an attempt to initiate propaganda fails, will further attempts that same turn always fail?

I'm not totally sure, but I don't see why they should...
 
I have questions:

When you get an AI city via culture flipping, then raze it, do you suffer any sort of reputation points from the culture flip?

Does razing cities give you reputation hits?

I had a game alst night, and the Spanish sneaked in 2 cities WWWWWWAAAAAAAAAAYYYYYYYYYYYYYYY far away from the Spanish "core", and I got them via culture maybe 10 turns later (I had HHHUUGGGEEE culture). I immediately razed them as they were not in my "pattern" for bulding cities, as in they would have overlapped, and I don't overlap cities. Anyway, Isabella went from "Polite" to "Furious" immediately. Is this normal?

(C3C 1.00, completely random settings)
 
- You mean, do you suffer a rep hit from the razing? Yes, you do if the majority of citizens is still foreign.

- Razing gives you a rep hit if the majority of citizens are foreigners (it may always give you a rep hit on capture, even if you take one of your own cities back - I don't know this).

- Yes, it is normal for an AI civ to get a pissed when you convert its cities and kill its nationals.
 
Originally posted by Grille


Not quite sure what you mean?
Your tiles being worked by citizens get re-assigned after worker (speaking of the unit) completion and you have to put the citizens back to food producing tiles for next worker build project (i.e. it's too tedious)? If so, contact governor in that 'worker factory'-city and set 'emphasize food'. That may help.

You seem to have understood what I meant. I haven't tried the guvernor yet. I like to do things on my own. Where is the logic behind enabling the AI so the AI doesn't mess with my settings? It sounds absolutely absurd. I think I'll reasign the citizens manually every turn instead. It's what I do when starving cities, takes forever. Sometimes I scream to the computer to stop messing with my settings, but it hasn't helped yet.

Another AI question, howcome after I have started a temple as the first building in around 10 newly built cities it learns to suggest temple in every new city I build but it cannot seem to understand the much simpler trend "I want NOTHING BUT INFANTRY" for example. After building 10 Infantry in every single city you'd think it would suggest Infantry instead of Cavalry and what not. (There is of course the option of "always build previously built unit" or what it's called, but it doesn't help when inserting the odd building inbetween units.)
 
Originally posted by Krayzeenbk
- You mean, do you suffer a rep hit from the razing? Yes, you do if the majority of citizens is still foreign.

- Razing gives you a rep hit if the majority of citizens are foreigners (it may always give you a rep hit on capture, even if you take one of your own cities back - I don't know this).

- Yes, it is normal for an AI civ to get a pissed when you convert its cities and kill its nationals.

Would you suffer a REP hit from razing a city with NO foreign nationals?

Well, I guess I would get pissed off when one of my cities were converted too.
 
Hi all,

I vaguely remember playing with more than 16 civilizations simultaneously some time ago. However, I just can't grasp how I did it... Is it possible to play with 24 to 32 civs in ANY Civ 3 version/add-on?
 
Please stop calling things a REP HIT when you mean an ATTITUDE HIT!!!

A Rep hit affects your ability to do pre-turn deals, razing cities gives an attitude hit, which only affects their "polite"/"furious" rating!
 
Originally posted by RealGoober
I have questions:

When you get an AI city via culture flipping, then raze it, do you suffer any sort of reputation points from the culture flip?

Does razing cities give you reputation hits?

Anyway, Isabella went from "Polite" to "Furious" immediately. Is this normal?

Answer:
Originally posted by Krayzeenbk
- You mean, do you suffer a rep hit from the razing? Yes, you do if the majority of citizens is still foreign.

- Razing gives you a rep hit if the majority of citizens are foreigners (it may always give you a rep hit on capture, even if you take one of your own cities back - I don't know this).
Question: If you have enough of your Civ's workers join the culture flipped city to make your citizens the majority; how would this effect the rep hit?
 
Sparrow, you can't get a Rep hit from razing cities, only an Attitude hit.

If you abandon a city where an AI has at least 50% of the pop you get an attitude hit (1 point for each foreign citizen), so if you add enough of your own pop can avoid it. Starving cities also gives an attitude hit (1 point per foreign citizen starved).

Rep hits affect pre-turn deals and can only happen when you break a deal (which is much easier than it sounds).
 
Originally posted by anarres
Sparrow, you can't get a Rep hit from razing cities, only an Attitude hit.

If you abandon a city where an AI has at least 50% of the pop you get an attitude hit (1 point for each foreign citizen), so if you add enough of your own pop can avoid it. Starving cities also gives an attitude hit (1 point per foreign citizen starved).

Rep hits affect pre-turn deals and can only happen when you break a deal (which is much easier than it sounds).

Ah-ha, that does help a lot. I have been confusing the 2.

About the Attitude hit, what brings it back down?

Also, what lowers a Rep hit?
 
Originally posted by Panzar75
You seem to have understood what I meant. I haven't tried the guvernor yet. I like to do things on my own. Where is the logic behind enabling the AI so the AI doesn't mess with my settings? It sounds absolutely absurd. I think I'll reasign the citizens manually every turn instead. It's what I do when starving cities, takes forever. Sometimes I scream to the computer to stop messing with my settings, but it hasn't helped yet.
Yeah, cursing your comp doesn't help much...:D;)
I cannot explain the logic behind it. There's unfortunately some things that are automatically sort of 'governor' (or 'AI'-) controled - no matter what.:( Working tile re-arrangement counts in here, like you already noticed. (If you play above monarch, there's also this 'auto-entertainer' in your capital after the first 10 turns [in case you have +2fpt at the beginning; no lux tax/no lux hooked up in turn 10] - and the governor does not manage moods).
Citizens are also removed from polluted tiles - that's also annoying, because when pollution becomes a 'problem', you're normally able to clean it in the very same turn - yet you have to manually put the citizen back in the same turn.
It's a micro-manager's world...


Another AI question, howcome after I have started a temple as the first building in around 10 newly built cities it learns to suggest temple in every new city I build but it cannot seem to understand the much simpler trend "I want NOTHING BUT INFANTRY" for example. After building 10 Infantry in every single city you'd think it would suggest Infantry instead of Cavalry and what not. (There is of course the option of "always build previously built unit" or what it's called, but it doesn't help when inserting the odd building inbetween units.)
Same here, I cannot say about the 'learning behaviour'.
But: you can also use the governor here - it *may* help in some instances.
You don't set 'manage production' on the first page of the governor (called 'general settings' IIRC), but access the second page ('production' IIRC).
In your example, you would set everything to 'never' except for defensive units ('often') and the building types you like (e.g. 'science: sometimes' or whatever you like).
If you haven't set 'manage prod' (don't do this!!! can't say it often enough;)) on the first page, the suggestions *may* be more in your favour (at least the Cavalry suggestion would not show up).
I personally switch every unit type to 'never' and order all units manually (note: units in queue are not ignored if you switch all unit types to 'never':)).
In case I order 10 (or better: 9) infantry in a row, I also set 'don't ask for build orders after unit construction'. I then also put 'wealth' after the last unit in the queue in every city. This way, the city's production prompt doesn't get on my nerves every two turns or so, but I get a notification if it wants to build 'wealth' - that's my signal to zoom to the city and change the production/fill the queue again. You *must* put wealth after every unit ordered in every city, of course, but once you get used to it, this method is less tedious after all.

Works for me lazy one like a charm.:smoke:
 
Originally posted by RealGoober


Ah-ha, that does help a lot. I have been confusing the 2.

About the Attitude hit, what brings it back down?

Also, what lowers a Rep hit?

All you want to know about attitude is here:
http://forums.civfanatics.com/showthread.php?postid=786578#post786578
With the given informations, you can manipulate to your advantage (or spare the steps, if it'S totally hopeles -> in case of 'super' furious civs).

AFAIK, nothing 'lowers' a rep hit. Once your rep is shot (and every civ knows that), you have to live with it.
Or sign per-turn deal together with peace treaties...
:satan:

@Pounder: Military trait doesn't matter for WW AFAIK.
edit: Forset chop: I *think* nobody gets the shields /edit

@valle: Look into the Succession Games section:
http://forums.civfanatics.com/forumdisplay.php?s=&forumid=67
What'S your specific deity-PTW question (I only played deity in vanilla/C3C since I haven't bought the PTW expansion)?
 
Originally posted by valle
Do anyone here play on deity level with play the world expansion?
I do, whenever GOTM is at deity. I'm guessing there are more questions to follow? Or is that all you wanted to know? :).
 
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