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Tomoyo said:
I think he is refering to how the mouse won't let you move your galleys into the sea.
You CAN use the Mouse providing your Galley is ADJACENT to a Sea square! ;)

.....BUT, obviously not a good idea to end the Galley's movement on a Sea square!........................UNLESS, you're desperate to TRY and get across the Sea! :)
 
Ok, I see... Now to try to type numbers without a keyboard.

If I can do that, I can play with just a mouse!
 
Flame Bait, flamers please go away...

So I purchased CivIII Conquests (as well as CivIII and PTW) the day it was released. As you might imagine, the CD is getting pretty scuffed up and it looks like Sid might not be getting another release to me before this CD has seen its last days. In fact, on making a copy of it (I would store the original and use the copy) I'm getting read errors. Is it possible to copy this disk or is there write protection. Also, not that I mind supporting Firaxis, but I'd prefer to pay as little as possible in this whole ordeal - if my disk does go south and I can't copy it, does Firaxis / Atari have a CD replacement policy or would I have to pay full price (I can send them the box or the CD or whatever they might want). Anyone had their Civ CD wipe out and have anything to share?
 
Oddible said:
Flame Bait, flamers please go away...

So I purchased CivIII Conquests (as well as CivIII and PTW) the day it was released. As you might imagine, the CD is getting pretty scuffed up and it looks like Sid might not be getting another release to me before this CD has seen its last days. In fact, on making a copy of it (I would store the original and use the copy) I'm getting read errors. Is it possible to copy this disk or is there write protection. Also, not that I mind supporting Firaxis, but I'd prefer to pay as little as possible in this whole ordeal - if my disk does go south and I can't copy it, does Firaxis / Atari have a CD replacement policy or would I have to pay full price (I can send them the box or the CD or whatever they might want). Anyone had their Civ CD wipe out and have anything to share?

I can't imagine the cds not being copy protected . . . I'm not aware of a replacement program, but here's the support site, which lists some phone numbers http://www.civ3.com/support.cfm. Let us know if you find anything. Although in my case, the Conquests CD isn't suffering too much wear and tear because it never leaves one of my drives!
 
The CDs do have copy protection. It is a commercial system, and appears to work quite well in its purpose. Maybe too well. ;)

I believe, if you can convince Atari support that you need it, you can get a replacement CD, although that may be only for defective/broken CDs. Or you can haunt the Bargain Bins at yor local computer game stores, watching for reduced-price copies. And if all else fails, the final release of Civ3 is scheduled to be out this fall, IIRC. :)
 
All of the games can be bought from eBay at a very low price. Just make sure you check the reputation of the person selling and on C3C make sure they are in this country. My Grandson bought Civ II, III, PTW and C3C for me there with no problem at all.
 
is it possible to turn off goody huts without removing barbarian encampments?
 
Not for Random Maps/Epic games... (you could change it in a scenario though)
 
@Oddible - Alternatively, you could look into getting one of those Disc Doctors. They're about $30, but they work great. Of course it's not only a one use thing either. Then you won't have dance through hoops to prove that you did really buy it.
 
Turner_727 said:
Yes, another city gets a free palace and the bennies. There was a write up a while back about free palace jumps and how to calculate where it would jump to. This might have changed for C3C, but I don't know for sure.

And yes, for mods the palace upgrade has been disabled. So has the city view. Don't ask why, just trust us. ;)


Then are is there any advantage in striking the enemy capital over a similarly large and productive city? I had sort of assumed losing the palace would cause massive corruption but you say they just get a new one. Does it even affect their import/exports if the new capital is on the same road network?

Also, how do your people determine when you deserve a palace upgrade?
 
Then are is there any advantage in striking the enemy capital over a similarly large and productive city?

Not unless they only have the one good city. The palace will jump to the next bigest city IIRC.

I had sort of assumed losing the palace would cause massive corruption but you say they just get a new one.

Yup

Does it even affect their import/exports if the new capital is on the same road network?

Nope - At least I dont believe so
 
Colonel said:
Anyways I want to know about Nukes and Rep hits. If you are the defensive country in a war but are more advanced and use a nuke on the aggressor, would you still take a Rep hit, or would you take a smaller hit, or no rep hit???????????????
My understanding is that whoever launches the 1st nuke, irrespective of offense or defense, takes the big rep hit.
 
Hi all!

I've just been playing Mongols on Regent (and unfortunately stuck on an island away from the larger land mass), and though I have harbors, luxuries and resources, I can't seem to trade the latter two with anyone, even with clear sea routes. The luxuries and resources upon trading all greyed out no matter whom I speak with, and my Mongol workers have been breaking their backs creating roads to these sites. I have not yet built a marketplace, is that what I need? I know it's an easy answer, so please fill me in!

Thanks!
 
Anyone have some quick advice on preventing conquered cities from flipping back? I've never lost more than one city in a game this way, but in one turn I lost two French cities along with half my army, and the next turn I lost an Indian city. A Celt city also did this, and because I have peace treaties with the Indians and Celts (it wasn't worth burrowing into the jungles to take their cruddy last cities when there was France to invade) I can't reretake them. What's frustrating is that none of these cities were on the border, and I had invested heavily in culture and happiness buildings in the Indian and Celt cities. I have three ideas, let me know what you think:

1. Once you have railroads, move your precious attack units to core cities every turn to heal, so they won't be lost when your new cities revolt.

2. Keep the old units that aren't worth upgrading, particularly conscripts and regulars, around to sit on potentially revolting cities. Unfortunately since you don't know which cities will try to revolt, and keeping around so many old units could be very expensive.

3. Fight all wars to extinction. This isn't really practical because you end up climbing through rough defensible terrain to take cities you don't really want, and can't get the ransom of maps and whatever you can extort from them for peace.
 
@A4phantom: to prevent them flipping you can:
1) put them to starve so they go to size 1, then add your workers to it, or let it grow
2) put them to produce workers
3) put them to produce settlers
4) build courthouse
5) build libraries, universities: expand/ improve your culture
6) put lots of (obsolete) units inside to stave off any flipping (this will depend on your culture, their culture, the size of the city...)
7) annihilate that AI civ
 
watorrey said:
The other landmass needs to have a harbor connected to the capitals of the civs you want to trade with.

Also, you need safe travel through oceans/seas. That meansnot only you and the other party needs a harbor (small anchor next to the city icon) but also the path between these two needs to be unobstructed AND sefely navigable. If you cant cross to seas safely with your ships, you cannot connect harbors through seas. If you cant cross to oceans safely with your ships, you cannot connect harbors through oceans.
 
If you want to keep the cities, there is the scientific way to make sure the city doesn't flip....by garrisoning enough units there, according to the formula here:
http://forums.civfanatics.com/showthread.php?t=53157&page=1&pp=20

OR, the quick & dirty way:
# of units to garrison = # of foreigners in city + # of 21-city-squares controlled by the other civ. (Resistors count double)

:)
 
# of units to garrison = # of foreigners in city + # of 21-city-squares controlled by the other civ. (Resistors count double)
Surly you REALlY need to add at least the relative culture to this formula? Just multiply the result of the above formula by the number of times the enemy culture is biger than yours (from f8). In many of my games this is a factor of 10 or more.
 
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