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I'm playing on diety level and I have connected tobacco and sugar and neither are showing up in my F2 screen or city screens. Is there something I don't know?
 
Yeah, they are bonus resources, not luxuries or strategic resources. They only give a bonus to the tile when it is worked.

IIRC, tobacco is 1g, and sugar is 1 food.

Kinda makes me wonder why you're playing diety....
 
Are there any strategies for getting Scientific Leaders? I've just played out two games with a tech lead, one of them as a Scientific civ (my precious Turks of course), without getting a single one of them. Military Leaders are of course easy with tanks or any unit with blitz, but I am about to start my first unmodified Monarch game and I'm gonna need help getting at least a few of those wonders!
 
SesnOfWthr said:
Yeah, they are bonus resources, not luxuries or strategic resources. They only give a bonus to the tile when it is worked.

IIRC, tobacco is 1g, and sugar is 1 food.

QUOTE]

Which is very wierd, considering the role of the sugar and tobacco trades in the rise and fall of empires.
 
I am playing PTW and I may get used to III versus II. How can you build court houses and stuff to cut the corruption if you only have one productive shield a turn?
 
Are there any strategies for getting Scientific Leaders? I've just played out two games with a tech lead, one of them as a Scientific civ (my precious Turks of course), without getting a single one of them. Military Leaders are of course easy with tanks or any unit with blitz, but I am about to start my first unmodified Monarch game and I'm gonna need help getting at least a few of those wonders!

Nope, you get a 3% chance w/ a normal civ, and a 5% chance with a SCI civ. Get used to not getting wonders as you move higher in levels. What's worse, you won't have a shot at even getting an SGL at the higher levels, since you get outresearched by so much.



How can you build court houses and stuff to cut the corruption if you only have one productive shield a turn?

You could rush build the item. You could use older units and disband in the cities. Later in the game, engineers and cops can really help with corruption too.
 
SesnOfWthr said:
You could rush build the item. You could use older units and disband in the cities. Later in the game, engineers and cops can really help with corruption too.


Right. When I take cities late in the game, I turn the entire population to engineers to build that temple and starve the rebels.
 
scloopy said:
Also I have cities loaded with happy people who produce all red shields except one. Other than moving my capital, which would make another city be all red except one, is there a way to improve the condition of these cities?
You could irrigate around the city and make a lot of taxmen or scientists to boost your income or science.
 
a4phantom said:
Right. When I take cities late in the game, I turn the entire population to engineers to build that temple and starve the rebels.
Ah, but starving them and using CE's doesn't work. :(

When the pop starves, the city govenor automatically reworks all the citizens so that it stops starving. This only happens when you lose a pop point. So if you're losing a pop point every turn, and have all the pop as CE's, you won't get the shields from it because the program applies the shields to the production box after the city loses a pop point. And since they get reassigned, they don't stay CE's. Therefore, you can't starve a city losing a pop point each turn and use the pop as CE's. Make sure that they have enough food to last a turn or two before starving.
 
TimBentley said:
You could irrigate around the city and make a lot of taxmen or scientists to boost your income or science.

Ah Ha, that sounds like the best idea.
Thank you
 
Turner_727 said:
Ah, but starving them and using CE's doesn't work. :(

When the pop starves, the city govenor automatically reworks all the citizens so that it stops starving. This only happens when you lose a pop point. So if you're losing a pop point every turn, and have all the pop as CE's, you won't get the shields from it because the program applies the shields to the production box after the city loses a pop point. And since they get reassigned, they don't stay CE's. Therefore, you can't starve a city losing a pop point each turn and use the pop as CE's. Make sure that they have enough food to last a turn or two before starving.

Really? I didn't notice. Do you mean that the governor does this even if you have him turned off? Oh well that's sort of a relief, I always feel like a creep starving people into submission, although when you're advancing rapidly it's just about the only way to prevent culture flips.
 
Yeah, it's on all the time. You might notice it if you're paying close attention to the city before the cultural borders expand (I think it's only the first time, but it might be everytime) or the city grows/starves.
 
I remember in Civ I that resources disappeared when you built on top of them or mined the square. I love that that doesn't happen in Civ III.

Tell me this though, I'm always debating where to build my first city. I'm thinking, you should probably build it on the most horrible square (jungle) available as the capital gets some sort of minimum resources anyway (2f, 1s, 2g) and each subsequent city also gets a minimum too (2f, 1s, 1g). But then i saw that i built on some fancy resource and my capital ended up with 2f, 2s, 4g or something under it's base tile. So what IS the best concept here? (and i've already read the 'terrain values' thread in the war accademy)
 
I was never sure: building a city on top of a strategic resource.... does that mean the resource dissapears?
 
I remember in Civ I that resources disappeared when you built on top of them or mined the square. I love that that doesn't happen in Civ III.
Er, Civ 1 did not have strategic resorces. "Non-organic" strategic resorces do have a chance of disappearing after you road the square. Does not happen that offen though.
Tell me this though, I'm always debating where to build my first city. I'm thinking, you should probably build it on the most horrible square (jungle) available as the capital gets some sort of minimum resources anyway (2f, 1s, 2g) and each subsequent city also gets a minimum too (2f, 1s, 1g). But then i saw that i built on some fancy resource and my capital ended up with 2f, 2s, 4g or something under it's base tile. So what IS the best concept here? (and i've already read the 'terrain values' thread in the war accademy)
If you are talking about your capital, then you need a VERY good reason to move your setler. See http://www.civfanatics.com/doc/civ3/cracker/civ3_starts/index.htm for discusion of this and other city placement issues. As far as the value of the underlying square is concerned, I think it works like -
Food - always 2
Production - Get any extra production that the unmined squeare would give once you get to size 7
Commerce - Get the commerce bonus.

With the early cities it is most important to me that they can perform the function I want them to (settler factory, unit factory). It is good to put them on bad food squares though, and you get a "free" jungle clear as well, so putting on jungle can be good.
 
I was never sure: building a city on top of a strategic resource.... does that mean the resource dissapears?
No, it does not disapear. You can see the reasorces under cities if you press cntl-sft-m. This is espesially usfull to find the AI reasorces so you can take them.
 
Hi there!

I just discovered this fantastic site, thanks for keeping it up ;) I'm about new into Civ3 playing, so I've a question that reading the manual hasn't served to answer. How do I cancel a Right-Of-Passage that I've proposed? I know that this is a silly question, but I can't get right of it. Please help me and sorry for my English :D

I'm playing Civ3 Conquests v1.20 (Italian)

Thanks in advance :goodjob:
 
Welcome to CFC [party] :wavey: :band: :clap: :bounce:

Well, you say proposed. I guess the other civ ahas already agreed to it? In that case, you can either live with it for 20 turns, and then cancel it by going to f4, selecting the civ, propose deal, hit "active" and remove the ROP agreement.

If you really have to cancel it within 20 turns, you have to make war with them and loose your rep, which you REALLY do not want ot do without very good reason.

HTH
 
thanks for the answer ... but I still can't get it :( when I click the Civ I don't see any "active" button, neither when I click deals (the menu with war, peace, ROP and alliances) ... :(
 
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