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Armies are cool but I well remember the first army I created--3 cav units--I was pretty excited and felt invulnerable. However, I set it to attack a city and it just kept on attacking until it died. I expected it to take out the main defender and then wait for the next turn but it just kept on attacking until it got killed. I also thought it would back off before it lost it's last hit point but it didn't. Now I'm extremely wary of attacking stacks of emenies with my army. Does anyone know if this is how armies operate? Maybe I just wasn't watching the movement points closely enough.

I also have a question about terrain squares--I was playing GOTM21 and came across a pair of plains cattle tiles--when I moved my worker onto the tile it gave me the option of mining or irrigating. I mined but the shield output didn't go up--it was at 2 already and stayed at two. I was curios so I set the worker on auto and it replaced the mine with irrigation but the food output didn't go up (proof the AI won't use your workers very efficiently). Is this because I was still on despotism? I read the thread on terrain and learned a lot but I don't think it covered every single type of tile. The GOTM games seem to have tile types that aren't in the GOTY edition. I know the GOTM games are tweaked so sometimes I'm unsure what options I'll have prior to moving my worker onto a particular tile. Is there a complete listing of tile types somewhere with all the options listed?
 
I was playing the Civ Gold Edition and my small map and status screens disappeared. I could not get them back until I exited and reloaded the game. Is there a quick key that turns this off and on?
 
Originally posted by Turner_727

Move the troops over the Army, and then load them in like you would a transport ship. Remember, once an army goes, you don't get it out. But I'm sure you knew that already. ;)

Thanks! I'll give it a try.
 
Rocinante:
I don't have a lot of experience with armies in earlier versions; but in C3C. The army will only attack one defender in a city at a time. If the army has only one movement point left when it attacks and the defender is strong, it will continue to attack until it wins or is destroyed. If the army has more than one movement point left when it attacks, it should retreat when one HP is left.

Your question about terrain squares -- That was probably because you were is despotism. IMHO :)
 
Originally posted by bosamar
I was playing the Civ Gold Edition and my small map and status screens disappeared. I could not get them back until I exited and reloaded the game. Is there a quick key that turns this off and on?
Try the delete key.
 
I am about to move from Regent to Monarch. I've been reading a buncha relavant tips and realize the importance of every early movement/turn. I thought I read once (but can't find it again) something about optimizing the worker (if the civ has one) and/or the first tech turn on the opening play. I think I've been making these mistakes but am not sure.

edit: duh, I started a new game and saw that one should F6 before moving the units to get the turn of research (I don't start too many new games to see that it's quite obvious). Still curious about the worker though, but I'm beginning to think I was dreaming.
 
Could someone talk about recon missions?? or point me to a lesson or relevant thread??
How/when/where do you use it? I've played around with it a little, but I haven't really used the feature to my benefit in any way.
 
"the importance of every early movement/turn"

That's all I've been doing lately--practising my openings. If your first two or even three cities are close enough together they can share improved tiles. When one town makes a settler its population goes down and it won't be using all its improved tiles. I never have enough improved tiles in the beginning and this sharing strategy seems to work pretty well but you have to manually move the citizens--the AI won't do it for you.

Timing is also important. Time your granary's completion so it happens when the food basket is over half full. If your city grows and completes granary on the same turn the food basket goes to zero. Delaying growth by a turn costs one or two food but you get 10 back because the food basket will only drop by half.
 
"recon missions"

Haven't played the modern era too much at the higher difficulty levels but I have used recon some. I could tell that my neighbors were fighting but couldn't see the action--used recon to spy on them and just before the city fell I swooped in and took the place myself. I wasn't at war with the invading army so all their hard work and losses only to my advantage and they had to walk away. Couldn't have timed it so well without recon. Recon is a way of seeing onto the enemy territory without generating a 'remove your troops' message.

I've only played a little and that's all I really know about recon.:crazyeye:
 
Whats that tool called and where can I find it that calculates your approximate end of game score?
 
Quick Question...

I have heard that you can set a rally point for you city to automatically send newly produced units... any one know how to do this? Thx in advance.
 
I have not seen the message " will not forget the cruel..." beforre when looking up reason for citizen unrest in captured city? I did not raze the city,in fact they attacked me! What causes this? PTW 1.27
 
I know I am missing something here..I can move a stack of units if they are all active, or if I awaken them from fortify, but during a normal turn do I have to click on each unit to move as a group? It seems so. PTW 1.27
 
Originally posted by bernard18
I have not seen the message " will not forget the cruel..." beforre when looking up reason for citizen unrest in captured city? I did not raze the city,in fact they attacked me! What causes this? PTW 1.27
The city was whipped by its previous owner and still suffers the happiness penalty.
 
I was rather shocked to find out regular Civ III (without any patches) sometimes will not give you a 10 shield production bonus when your workers clear a forrest in your city's radius.

In the small amount of experimenting I did, it seems clearing a forrest that existed at the beginning of the game will give the 10 shield production bonus to the nearest city. But a planted forrest will NOT yield a shield bonus for clearing.

Is this correct? Are there other applicable rules?

If a planted forrest will yield the 10 shield clearing bonus, how many turns does it take "ripen"?

Are there rules such as: Limited number of forrest clearings per city, for the entire game? Or can you get a forrest bonus if your building a wonder?

What's all the rules surrounding it?

Lastly, does the AI nations clear forrests for the 10 bonus in any sort of system?

Thanks!!
 
I was rather shocked to find out regular Civ III (without any patches) sometimes will not give you a 10 shield production bonus when your workers clear a forrest in your city's radius.

In the small amount of experimenting I did, it seems clearing a forrest that existed at the beginning of the game will give the 10 shield production bonus to the nearest city. But a planted forrest will NOT yield a shield bonus for clearing.

Is this correct? Are there other applicable rules?

If a planted forrest will yield the 10 shield clearing bonus, how many turns does it take "ripen"?

I noticed some forrest look very full, and others look very sparce. But I did plant a forrest that came out very full, and did not yield the 10 shield bonus. Does the sparce Vs. full look mean anything?

Are there rules such as: Limited number of forrest clearings per city, for the entire game? Or can you get a forrest bonus if your building a wonder?

What's all the rules surrounding it?

Lastly, does the AI nations clear forrests for the 10 bonus in any sort of system?

Thanks!!
 
* Only original forests give the 10 shield bonus, planted forests do not
* There is no difference between "full" and "sparce" forests
* Jungle never gives any shields
* The AI does cut down trees (but for terraforming purposes, the extra shields is just an unplanned bonus for them)
* Since wonders can't be rushed in any way, shields going to a wonder-building city will be lost.
* A city that had got part of its construction rushed with forest shields can't switch to a wonder before first completing the partly rushed project.
* As always, if there is less than 10 shields needed to finish a project, any extra shields will be lost.
 
Hurricane, I believe you are wrong with your first point: I think planted forest can give their 10 shields as well. The restriction is that each square can only give the bonus once throughout a game.

So if a sqaure started with a forest, only the original, non-planted forest gives the bonus.
But if a square started the game without a forest, you may plant a forest there, and the first time you cut it down, it will give the bonus.
 
Originally posted by Hurricane
* Since wonders can't be rushed in any way, shields going to a wonder-building city will be lost.
One thing to note here, shields don't go to a wonder building city if there is a non-wonder building city near by. You can use this to ensure that the shields go to the right city by temporarily changing the closest city to build a wonder, chopping the forest, then changing the closest cities production back.
 
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