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scloopy said:
I know this is a dumb question, but what is UU and GA?

A GA is a Golden Age, which occurs (you probably know this) the first time your civ's unique unit (UU, Hoplites for the Greeks, Cossacks for the Russians, etc) wins a battle, or else when you've built Wonders of the World (not WW, that's War Weariness :p ) that cover your civ's two attributes.
 
Thanks, I used to have a link for all the abrevations, but lost it. Shortly after I asked the question I encountered the Golden Age in my game, but Unique Unit never would have crossed my mind.
 
Is there a formula for the hugh increase that occurs when you reach the GA?
 
Not a forumla, per se. Basically, every tile that is producing a shield produces one more, and every tile that produces a commerce produces one more. Food is not increased.
 
scloopy said:
Is there a formula for the hugh increase that occurs when you reach the GA?
During the GA (20 Turns), there is an increase in Shields & Commerce in each city for each square where a laborer is assigned. :)

1. Each square producing at least one shield will produce 1 extra shield.
2. Each square producing at least one commerce will produce 1 extra commerce.

Note.
Under DESPOTISM, the "dropped" Food/Shield/Commerce restrictions still apply during the GA.
(I.e. A Forest will still only produce 2 shields, NOT 3!)

:)

P.s. Turner_727 is a quicker typist than moi! ;)
 
Is this a feature or what?

I have a right of passage with Arabia and Japan. I am moving my units through Japan's territory. Arabia and Japan have a Mutual Protection Pact.

Mid-turn, Japan decides to attack me for no apparent reason and kills most of my troops in his territory. He loses several units doing so.

Before it's my turn again the MPP kicks in and I'm now at war with Arabia.

I thought the MPP only kicked in when you attacked someone. I guess I was wrong. Is this really how it's supposed to work? I assume it's because he lost a few units in his territory but really, should I be blamed for not dying fast enough to a sneak-attack?
 
The MPP was activated because your forces were inside the borders of Japan, not because he lost units.
 
Turner_727 said:
The MPP was activated because your forces were inside the borders of Japan, not because he lost units.

Moving around in his territory alone does not trigger the MPP. This I know from both experience and reading about it.
 
It does? Then I guess I have been very lucky before that I have never had a MPP trigger. Are you sure? Still... when I ended my turn there was a ROP in effect. I can hardly be expected to move out during his turn...
 
I could have sworn that someone posted a formula to determine how many squares to mine vs. how many to irrigate to produce maximum shields for a city (given surrounding terrain, gov, etc.). I've searched, but I can't find it! Was I dreaming? Any pointers?
 
There's no formula i know of because every city and every map is different. You need to irrigate enough to keep the city growing but once it stops due to lack of aqueduct/hospital, you want to mine the irrigated tiles but not so many that it starves the city. Cities w/ hills/mountains will need more irrigation so you can use the low food/high shield terrain.
 
Having a city with 0 growth due to a balance of food production and use is fine, but having it stuck at 6 or 12 with food to spare because of a needed improvement kills We Love The Phantom Day, right? So the long stretch between full settlement of the world and having all the workers you need/ can afford to maintain until Sanitation might be a good time to consider mining over a few irrigations.
 
a4phantom said:
Having a city with 0 growth due to a balance of food production and use is fine, but having it stuck at 6 or 12 with food to spare because of a needed improvement kills We Love The Phantom Day, right?

It might kill the WLTPD, but you still get your WLTKD.
 
watorrey said:
It might kill the WLTPD, but you still get your WLTKD.

I'm pretty certain having growth halted by the absence of an aqueduct or hospital kills the WLTBD . . . I'd test it except that my monitor has started getting all shivery when I start up Civ3 (but NOT Age of Mythology, which is much more graphics intensive). If anyone's got an explanation for this I'd be very greatful, I uninstalled and reinstalled Civ3 and Conquests with no improvements, tried it with and without the patch.
 
PTW Question Re: Power Plants

If you have Coal Plants you have pollution, correct? But you have workers to clean it up. Do you increase your shields another 50% or 100% when you build Solar or Nuclear Plants. If they do not appreciably increase your shields. Why build them except for the pollution factor?

I suppose this question would apply to all the Civ games?
 
Re: WLTKD
The only factor involving food or growth that will kill a WLTKD is if the city is starving.

Re: Power Plants
Coal plants add 2 pollution icons to the city display. Power plants are not cumulative. Nuke plants give 150% shield increase and are worth it even if you have the Hoover Dam.
 
a4phantom said:
I'd test it except that my monitor has started getting all shivery when I start up Civ3 ....... If anyone's got an explanation for this I'd be very greatful ...........
It could be because Civ is starting up in a different resolution/refresh rate. There are options you can add to the conquests.ini file to make civ use the same resolution as your desktop and to force it to a defined refresh rate. I can't remember what the options are though. Maybe someone else does?
 
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