Quick Answers

Status
Not open for further replies.
Unbloody believable. Now my "borrowed" monitor, which worked fine for awhile, has started going wobbly when civ3 loads, just like the other. I found the ini file you fellows mentioned, now what do I do? I already have the (17") monitor set to 1024x768, the only other thing on that list of Lord Turner's that looks relevant is the refresh rate of 70, but you're telling me not to screw with it unless I'm experiencing problems, which I am, but don't want to make worse. How do I fix this, so I can win my bloody first flaming Monarch game?

By the way, these are the settings and I don't even see the refresh rate one.

[Conquests]
Voice Quality=0
Prefs Format=2
Difficulty=3
Aggression=2
Top Menu=3
Faction0=1
Faction1=2
Faction2=3
Faction3=4
Faction4=5
Faction5=6
Faction6=7
Faction7=8
Faction8=32
Faction9=32
Faction10=32
Faction11=32
Faction12=32
Faction13=32
Faction14=32
Faction15=32
Faction16=32
Faction17=32
Faction18=32
Faction19=32
Faction20=32
Faction21=32
Faction22=32
Faction23=32
Faction24=32
Faction25=32
Faction26=32
Faction27=32
Faction28=32
Faction29=32
Faction30=32
num cities to eliminate=1
one city culture to win=20000
all cities culture to win=100000
domination pct terrain=66
domination % pop=66
building wonders=10
killing units=10
researching advances=5
capture cities=100
holding vp locations=25
capturing princess=1000
Victory Point Limit=50000
Turn Limit=540
Preference
Rule
Main Volume=125
Sound Volume=104
Music Volume=69
CleanMap=00000000000000011010111010000000
Governor=00000000000000000000000000000001
Gov Prod Never=00000000000000000000000000011000
Gov Prod Often=00000000000000000000000000000000
CustomLeaderName=
CustomLeaderTitle=
CustomFormalName=
CustomNoun=
CustomAdjective=
CustomGender=0
WorldAridity=1
BarbarianActivity=1
WorldLandmass=1
WorldOceanCoverage=1
WorldTemperature=1
WorldAge=1
WorldSize=2
WorldSeed=0
WorldSeedName=0
ActualWorldAridity=1
ActualBarbarianActivity=1
ActualWorldLandmass=1
ActualWorldOceanCoverage=1
ActualWorldTemperature=1
ActualWorldAge=1
ActualWorldSize=2
ActualCiv0=1
ActualCiv1=2
ActualCiv2=3
ActualCiv3=4
ActualCiv4=5
ActualCiv5=6
ActualCiv6=7
ActualCiv7=8
ActualCiv8=-1
ActualCiv9=3
ActualCiv10=4
ActualCiv11=2
ActualCiv12=23
ActualCiv13=19
ActualCiv14=27
ActualCiv15=29
ActualCiv16=18
ActualCiv17=6
ActualCiv18=7
ActualCiv19=5
ActualCiv20=26
ActualCiv21=24
ActualCiv22=25
ActualCiv23=22
ActualCiv24=14
ActualCiv25=13
ActualCiv26=11
ActualCiv27=10
ActualCiv28=12
ActualCiv29=28
ActualCiv30=31
Seafaring=2
ScrollSpeed=1
Latest Scenario=Conquests\2 Rise of Rome with Pyramids.biq
WindowsFileBox=0
Latest Save=C:\Program Files\Infogrames Interactive\Civilization III\Conquests\saves\Auto\Conquests Autosave 35 BC

Edit: OK i'm reading elsewhere that I have to manually add Refresh=60.

Edit2: Adding Refresh=60 seems to have done the trick. Thanks guys!
 
60 Hz can be tough on the eyes. Look into what your monitor will support and increase it if possible.

When civ 1st starts, the intro movie plays at a lower resolution/refresh rate and then switches back to 1024 x 768. If the problem lies with the intro switching resolutions, try disabling that via:
PlayIntro=0
 
Unfortunatly 70 makes it go wobbly. Thanks though.


Does that palace not get expanded in mods and Conquests? It just occured to me in the last many games I've played, no palace improvements. Also, what all happens when you lose your capital?
 
About draft rushing.

Can anyone tell when can drafting be utilized in a newly conquered city? Compared to pop rushing? Thanks! :)
 
AFAIK, drafting would work the same as pop rushing.

IE - you can't do it until the city has stopped resisting, and you can't do it in a size 1 city.


A question of my own: Was the Wall Street small wonder changed at all in C3C? I have seen reference to people keeping 2000g in the bank for the greater benefit, but everything I have found indicates you only need 1k for an extra profit of 50 gpt.
 
The only change was that you initially only needed 5 Banks, now you need 5 Stock Exchanges.
 
but you still get a max of 50 gpt for having 1000g in your treasury, right?

There is no larger benefit available?
 
When you are at war with someone, you can contact someone you are not at war with and sign a Military Alliance. Then, they will automatically be at war with that person you are at war with.

I don't think there are any downsides. All you are doing is convincing them to go to war with you.
The only downside I can think of is declaring war your MA ally while you still have an MA (it lasts 20 turns). I think it might have a reputation hit...I'm not sure. Check the War Academy.

Mutual Protection Pact is like a super-MA. Whenever you go into a war with someone, everyone that had an MPP with you goes to war with them too, wether they like it or not. If you have ten MPPs and declare war on someone, all of those ten civs will go to war with them, too.

The obvious downside is that it's a mutual protection pact. If they go to war with someone, you're stuck with it to. So you're taking a big risk if you're making an MPP for protection - if your "protector" goes to war, you're stuck, too.
Also, if you go to war with someone you have an MPP with, I think it's a rep hit - I'm not sure.
 
Like any agreement, you must honor MA's and MPP's until you cancel them or you will get a rep hit. That includes making peace with the object as well as attacking your ally.

On the plus side, you get positive attitude with the civs you sign agreements with. This seems to be the main benefit of a trade embargo.
 
The one oddity of a MA is that if I sign a MA against China and I bring in England to fight with me, and then I proceed to eliminate China completely within the 20 turns of the MA, I get a rep hit. (I guess because I am no longer fighting them)
 
MSTK said:
Mutual Protection Pact is like a super-MA. Whenever you go into a war with someone, everyone that had an MPP with you goes to war with them too, wether they like it or not. If you have ten MPPs and declare war on someone, all of those ten civs will go to war with them, too.

Note that your MPP-ally won't go to war automatically with your foe.
The MPP needs to be triggered; your MPP-ally will declare war on your enemy when
-your foe's troops attack units on your territory (respectively bombard, pillage, capture stuff on your territory)
-your foe's troops end up their turn sitting in your territory
So any fights on culturally uncovered tiles or on 3rd party civ's (i.e. neutral) territory won't trigger a MPP.

Also, the AI signs MPPs, too. So if some civ 'A' you trade a lot of gpt to signs a MPP with a civ 'B' (and you don't have non-expired deals with 'B'...), you might just get out of the gpt deal easily w/o rep hit by attacking 'B' on their turf.
 
so, I'm at the end stages of making a scenario with all new units, and a new tech tree and I want to start one civilization a full age ahead of the rest. is there any way to do that in the editor at all?
 
Mistfit said:
The one oddity of a MA is that if I sign a MA against China and I bring in England to fight with me, and then I proceed to eliminate China completely within the 20 turns of the MA, I get a rep hit. (I guess because I am no longer fighting them)

There is no reputation hit for eliminating a mutual enemy. There may be an attitude hit for the bad things you did during the war that only becomes apparent once the alliance is disolved.
 
Shabbaman said:
You keep your palace and palace upgrades [when you lose your capital].

Yes, but as far as gameplay? Does another city just get the palace free and instantly all the benefits?

Also, is the palace upgrade bit disabled in all mods?
 
Status
Not open for further replies.
Back
Top Bottom