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Wow, I'm really being called on to defend my team a LOT today, but that's OK, because us true believers know that there is a sacred place for all of us in heaven.

BTW - The A's have quite a streak going, longest in the majors, isn't it? 7 consecutive deciding games that they have lost? The last three, perhaps most painfully, to a certain NE team? *cough cough Red Sox cough*

Just a tidbit to add - beware of pop rushing. IIRC, every citizen consumed causes another to become unhappy for twenty turns.

Oh, and Misfit? I'll admit that the Suckees are on a tear right now (16 of 19, or something), but they're also 1-6 when it matters, vs the BoSox. We'll come back and re-evaluate those percentages come September, eh?
 
Thank you both, that's what I needed. I didn't realize I had MP's just by fortifying in the city. I thought I had to do something else. I'll play around with the pop-rushing just to get a feel for it. On the accelerated production...I don't use it. By disabling it when I set up the game, am I also keeping the AI from using it? That was my understanding.

Yes, SesnOfWthr, BoSox ate us up last year, and that's why they are no longer on my favorites list. Mistfit said it best, I think. "Yankees suck." They are the team that I truly despise. I do like the 9ers logo in your avatar, though. Montana was a god!

Thanks for the help. The more I learn, the more want to incorporate.
 
This is a screenshot from the CivIII info center on Governments
Gov::ts.jpg


Keep in mind this is for Vin Civ III - not modded - not PTW - not Conquest
But it's the only thing I could find.

And even though I didn't say Yankee's S**K I do hate them with a passion :mad:

Edit Add a Question: How may turns in a normal game? (550?)
 
Yes, if Acc prod is disabled then it's disabled for all.

Quick correction: Montana IS a god. So is Young. I heard an interesting rumor that the Niners would like to bring Rice back to tutor the younger guys. Rice was always my favorite anyhow, the quintessential professional, right up until he started whining about getting balls thrown his way in Oakland. Oh well, he needs to do more than that to really fall from grace in my book. BTW, Lyonesse was nice enough to make me the inverse of my avatar for football season. :)

Not completely a threadjack, as I did have civ related thoughts, right?

EDIT: Actually, IIRC, 540 turns in a game.
 
Does anyone know what happens if the English get to "New London", and the next city would be "New York"*, but if that was already taken, it would go to "New Nottingham" or whatever it is.

SO.... if you try to rename you city something like "Shanghai" approximately 30 turns in, you could theoretically find out how the Chinese were doing. Is there anything preventing this? Would ie be an exploit?

*New York. I live here, am a Red Sox fan, *duck* and pretend to root for the Mets. :eek: :cry: Yankees suck, but they are so good! :cry:
 
Actually there was a thread similar to this some time ago...

The answer is no, the only thing stopping you would be knowing the city name list for the civ in question.

As far as exploitive, I don't really think so. What kind of extra advantage do you have knowing that China has 4 cities vs 14? Besides, the ai knows how many cities you have at any given time.....
 
The exploit part comes when you are in Always War and you see pink borders. If China has 4 cities, you go and meet them, but 14, you run away.
 
Soup4Bonnie said:
Thank you both, that's what I needed. I didn't realize I had MP's just by fortifying in the city.
You seem to like complicating your life. Unless I'm mistaken, the unit doesn't even have to fortify. Just ending the unit's turn in the city should do it. So if you have a steady stream of units moving towards your advancing front and the cities are properly spaced, you can have the reinforcements pull pacification/MP duty in already captured cities on their way to the battlefield.
 
Please a quick answer: I can tell by right clicking a stack which unit has movement left, eg. 2.3 or 1.1 How can I tell it with air units, if they are moved or not?

And one addition, that I realized: if there is a barricade outside all cultural borders all movements are stopped, even if you occupy the tile
 
1.1 How can I tell it with air units, if they are moved or not?

Edit: I completely misunderstood the question :blush:
if there is a barricade outside all cultural borders all movements are stopped, even if you occupy the tile

Didn't know that. When do you get the option to build barricades? And can't you just pillage them? (never used one before)
 
Barricades are in C3C. The Barricades is build as an add-on to a fortification.
The Barricade must be inside your cultural border to have your movement not affected.
 
Bretwalda said:
Please a quick answer: I can tell by right clicking a stack which unit has movement left, eg. 2.3 or 1.1 How can I tell it with air units, if they are moved or not?
There is no way to tell if an air unit has moved in the current turn or not. Firaxis really should correct this, I think.
 
I'm new to the game and seem to have a problem with always running out of gold. It makes negotiations difficult among other things. What do I need to start doing differently? I was going to disband weak warriors, build more mines, and changes to governor setting. Am I on the right track?
 
First, Welcome to the Forum BobV:beer:

As to your question about gold. That's a bit more involved then just disbanding, and mining.

I'm in no way shape or form an expert on this subject but I will put in my .02 cents.

Things that effect cash flow:

Gov't: Some are better then others are you sitting in despotism for too long, not making the full potential our of your empire? Also see corruption in Gov't.

Corruption: Is your city placement helping or hurting your cash flow?

Happiness: Is your population to ticked off to be making you money?

Cities: Population is power, More cities = more units for free in some govt's and you will have more income comming in.

Trading: The 1st rule of Civ'ing: Trade, Trade, Trade...

These are just a few I could think of off of the top of my head....

When I first came to the fourm I was directed to the War Academy to look at the articles written by some of the best civ'ers ever. I spent prolly 2 weeks in my spare time looking at this stuff. I still go back for "refresher courses" shen I can't think of a solution of my own I go look to see if someone has had the same problem as I do. War Academy Link Here

Lastly in my sig there is a link to Somthing called GK-2 Training Day Game. This was set up a a learning course for new civ'ers. Read through it. Huge amounts of great ideas in here.

Good luck and again, Welcome!
 
BobV said:
I'm new to the game and seem to have a problem with always running out of gold. It makes negotiations difficult among other things. What do I need to start doing differently? I was going to disband weak warriors, build more mines, and changes to governor setting. Am I on the right track?


Check with your military advisor. Near the top of his briefing page it will tell you how many units you can support, how many you have, and if you have more than you can support, what that is costing you a turn. If you are above your support limit, each of those weak warriors is costing you 1gpt. If you haven't maxed out your support, your units are free and even if they're useless for denfense they're probably providing free contentment as military police if they're in your cities and you're not democratic or republican.
 
Adjust the science/luxury sliders in the F1 screen.

Do NOT accept the bogus trade deals proposed by the AI where you give all your gold-per-turn for a worthless tech.
 
Thanks for the hints... I've reading the War Academy section for the past week and just have not come accross anything that delt directly with increasing gold. I look at your links. Thanks
 
I couldn't find an answer.
Does anyone know if there is a way to turn off city names and sizes on the map?
 
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