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hey does anyone know what the title is above "__ the Magnificent"? this is in reference to when you win the game...

thanks,
Steve
 
There is none. Magnificent is the highest rating you can earn. :)
 
hehe, aren't we all webhsu? ;)

sealman, AFAIK it is one of the 'button' options at the bottom of the screen.
 
sealman, have you researched Smart Weapons? This is needed (in [ptw]) to enable precision strikes.
 
Originally posted by sealman
Thanks Dianthus. It has been so long since I waged war in the modern ages and never with PTW
Me too. I've actually never done a precision strike, I just noticed it in the tech tree during my GOTM27 submission (which I won with my 1st ever histographic victory :) ).
 
Er, how do Armies actually work? Are the attack and defense values of the units in them all added up in combat (does an army of three Cavalries attack at strenght 18)? Do units in armies get experience and can they create leaders?
 
Each unit in an army attacks in turn, strongest first, until it has one hit point, then the next takes over, tag-team style.
When they all have one hp left each has a final attack, if they all lose then the army dies, if even the last unit with the last hp wins then the whole army survives (although at 1/9 or 1/12 or whatever, it takes a while to heal).

The A.D.M values shown in a mixed army are actually nonsense - each unit attacks with the 'correct' individual stats. So an army of 3 cavs is a 6.3.3 with a lot of hit points, nothing more. (except for a few 'special abilities')

Units can get promoted all the way to elite. They can never generate leaders, though.
 
Question about "Which Civ to buy from?"

Conditions (although they are not all that relevant to the question): Playing C3C as the Iroquois (Agriculteral, Commercial), Emporer level, Pangea Standard map size, default rules and # of Civs). Eight to ten turns into the game, I met 3 Civs on the same turn: Aztecs, Mayans, and Americans. I traded techs with all three and then kept my science at 10%, making money, settlers and spearmen. Before long, America was up like 4 or 5 techs, with the others being only 1 or 2 but climbing. I traded gpt/lump-sum every few turns to the lowest bidder for techs. Paid for Embassies and ROP. I was soon 1 or 2 cities ahead of all and climbing, paying out exorbitant gpt/cash for techs. America abused the ROP, suddenly atacking a city in the middle of my realm (he was polite just the turn before, suddenly turning psychotic) with 5 or 6 warriors. My 2 spears held him off (barely!). I switched to archers and very quickly had a force of 8 archers, a spear and a couple warriors with which I proceeded to take Washington, rich in 3 Ivory (our capitals are pretty close). I saved and quit (had to - it was 2:30 a.m.!) at this point.
If I can hold (my culture is much bigger due to Temples) and defend Washington, I plan to build a Mounted Warrior get Golden Age, sue for peace (and techs) and then go for the Statue of Zuess.
Aztecs and Maya are busy warring with Incans (whom I have not yet met).
Sorry about the long-winded pre-amble - my question is this: You have several Civs to trade with. One is way ahead gold/tech/city-count wise, the others are moderatley ahead. Who do you "feed" with gpt/lump-sum? The one furthest ahead, or the one just ahead of you, or the guy in the middle? Does it matter? If one gets too rich, does that cause him to war?

One thing I did learn, was that rushing Temple in Despotism (loss of 1 citizen) causes a huge "lag" in the "turns to expand" statistic. When Lincoln attacked, I kind of panicked and rushed one of my Temples - never again! Anyway, looks like I will have control over most/all of the local iron - maybe Lincoln realized this and decided to war? He does (or did!) have 1 extra source of horses.

Love the game (played CIV3 for ever and recently purchased Conquests). Not sure how I feel about the fact that Leaders spawned from military activity can not be used to Rush build. I can't see getting a scientific leader until much, much later as I am so far behind (tech-wise) at this point.
 
I would say this is more thread worthy, but who cares ;)

If it was me, i'd buy a tech from the most advanced AI -- which no other AI has, then trade it with the lesser advanced AI's, and thus come to tech parity (or close enough)... It's more to do with preference though, there's no "rule".
 
Yes, I am doing that when I can afford it - which isn't very often. By the time I can afford it, he has usually sold it to his other "friends" for cheap.

I guess that another question sort of related to this is:
What is the better way to buy tech? Give as much GPT as you can and the rest cash, or less GPT and more cash? I have been trying to keep a reserve of cash, therefore paying more GPT, but doesn't this speed the research level up? (the CIV getting the high GPT just jacks the science slider up higher?). Not sure I really want this to happen, as I can barely afford to keep up as it is.

I have won at Emporer before playing CIV3, and almost never paid the GPT that I am trying now - I have always taken what I wanted by brute force. I always had a problem paying what amounted to extortion when I knew that the CIVs traded cheaply among themselves. Call it a stubborn pride I guess. But I also used the Great Library as a crutch during 90% of those games as well, building my military with science shut off until Education and then taking my neighbor by storm.
 
Dianthus -
Thanks for the tip. I have read this thread before and did plan on trying it out. That thread (and other threads by Moonsinger and other Great Ones) have lead me to try the "Turn the Science Down, pay for Tech" approach.
The problem with the thread that you pointed to is that, despite being behind 5 or 6 techs, The Civ (Moonsinger) does have trade-able assets - Maps and Communications. Both of these abilities have been moved much further up the Tech Tree. In my game, I am still in the first Age, although I suspect that maybe one or two of my rivals are in or close to the 2nd Age. My only advantage to this point is that I have expanded efficiently and have more cities and hence more land than my closest neighbors. I suspect that, having 3 sources of iron, I might hold somewhat of a monopoly on it. It is too early to trade (no roads or harbors YET), but you can be sure that I will demand the highest price for my shiny and beautiful iron when the time comes. I am lacking in number of workers at this time, which is really putting a damper on my expansion.
 
After taking over a well-populated city from a rival you often have a bunch of unhappy citizens on your hands. I've heard that one good way to thin them out (to be replaced by pop that is loyal to you of course) is to build workers and settlers out of them. My question is, if my population consists of more than one type of civ (e.g. Greeks and Romans) can I select which population will be used for the workers/settlers? If so, how?
 
You cannot select the nationality directly.
I think that when you build a settler/worker, the citizens on the right (->city view) are used first. I also think that every new born citizen is put to the very right, so if you want to drain the foreign pop, you must make sure that the settler/worker is produced faster than the city could grow (in most cases, this would mean NO growth); otherwise, your citizens are used first (i.e. made out of the new born citizen).

So if you have to reduce city size anyways, you could simply let the city starve each turn by hiring specialists (you need to reasign specialists every turn, since the governor will put them back on working tiles when starvation hit). This is the most common way to get rid of foreign pop and thereby reduce the flip risk.
If you want to build workers, you could rush them every other turn (since those cities tend to need 10 turns to complete a worker).
Maybe you want to combine these methods for a big captured metro.

Note that starving down foreign pop will cause an attitude hit (just building workers/settlers not), as well as founding a town with a foreign settler. Besides, the latter may only shift your problem to another place. Also: settlers cost 2 pop points plus 30 shields, 2 workers cost also 2 pop points but just 20 shields (faster to build) and you have probably a better, immediate use for them.
 
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