Rise and Rule for Civ3:Conquests

Elephants have also been used to clear debris in Thailand. They're much cheaper and safer than any mechanical aid and can get to places that a crane or bulldozer can't.

The elephant resource is meant to be for ivory which is really an African elephant thing not an Asian elephant thing (their tusks are much, much smaller). Asian elephants are also much easier to tame than their African counterparts.

I'm sure that Asian elephants in India are also used for construction and haulage. Clear jungle may be better than clear forest though (or possibly both). Note though that the war elephants would never be used in this way, only elephants bred in captivity could possibly be used for haulage/clearing.

If you're after unique buildings for the tribes then you could provide Siam with a 'White Elephant Corral' small wonder that increased happiness in its city.

An image of the elephants at war can be found here: http://www.rottentomatoes.com/m/legend_of_suriyothai/gallery.php?page=12&size=hires&nopop=1. The picture is from the film "The Legend of Suriyothai" which has a reputation of being pretty historically accurate. On the image Suriyothai is riding the front of the elephant which is probably more likely right than what I said a few posts ago.

BTW Suriyothai would make a good GL (if she isn't already).
 
Pfeffersack said:
the was a recent report on CDGs that they add up (+1 for every wonder).

I checked this on my recently completed game (Greeks) and the result is a bit strange - it seems that there may be some limit but greater than 2. I set luxury slider to 0 and checked reasons of unhappiness in several cities clicking on unhappy citizens. The first number is the fraction of citizens unhappy due to ovecrowding and the other is is the fraction of citizens unhappy due to improvements (Slave Markets only)

size 20 (my capital) - 81% vs 18% (4/22)
size 14 - 75% vs 25% (4/16)
size 9 - 63% vs 36% (4/11)
size 7 - 55% vs 44% (4/9)

If the size is S, in absence of any buildings and luxuries the number of unhappy citizens should be S-2 (Monarch); if we add Slave markets it will be S+N-2 where N is the number of unhappy citizens added by Slave Markets. It is clear that in my empire S+N-2=S+2 so N=4.

I had the following GW's affecting Slave Markets' unhappiness:

Edison Workshop
Eiffel Tower
Empire State Building
Gutenberg's Bible
Shangri La (obsolete)
Spirit of St. Louis

If the effect was cumulative, N should be equal to 6 (if obsolete wondes do not count) or 7.

Anyway, now I am about to play a game without Slave Trade.


Best regards,

Slawomir Stachniewicz.

EDIT: according to the R&R 1.3 Data File Slave Markets give 2 unhappy people (and it seems to be true), so it turns out that the effect is not cumulative and the limit is 4.
 
It is 1.03, but not the final release of 1.03 (but maybe there will be no final 1.03 and the next patch will have a higher number; depends on how many thing we add in ;) ) The only difference to 1.02 is the fixed worker speed issue.You can find a link to it in post #928.
 
I have a whole lot of slaves and captured workers. They work with an efficiency of 1/2 contra the paid workers, right?

What happens to them when they are upgraded? Like when they are upgraded to peasants, do they have a efficiency of 1/2 * 3/2 = 3/4 then (that's a little too much fractions)?
 
Doc,

Would you be interested in hosting a Sid RandR SG? I'd recommend England and archi to keep the AI divided for a while, but there are other good options.

Playing a test right now - got the tech lead and 3000 gold at end of AA. 5 lux, elephants, gold, and incense hooked up. Persia has three cities on my island. Archipelago worked well.
 
England and Spain are exactly the Civs I tried for Sid as well. The problem I had was the starting island; if you end with no lux, and no Horses and Iron, you're in deep troubles. That makes SGs a bit problematic, since you have to play quite a number of turns into it.
Still, I am willing and planning to host a RaR Sid attempt, and a RaR Always War Demigod SG pretty soon; I'm currently 'only' in 2 Sid, 1 RaR, and my crappy island DocT6, so I was thinking about starting soon.
 
I downloaded the latest RAR, plus the patch for the PTW extras, (I had to reformate my PC and my PTW CD got broken a good while back).

Anyway, I got an error message and the game quit, the error was a line with 'T34' (missing files), in it. Sorry, thats all i could remember before it crashed.

I'm wondering if this was a common crash that has a patch that i've missed, because it was a great game I was playing. :(

I wouldn'd be playing civ3 after all this time only for this mod keeping it interesting.
If someone can help me out it would be much appreciated.
 
I guess it's too late to offer up the start I'm currently playing. England is especially tough, because you can't see the resources at the beginning. This one was about my tenth try - river, coastal hill with Oasis flood plains on my own island - traded for Domestication reasonably early and got a camel for my second city. About the only drawback is the number of civs who can reach me via coastal squares.
 
"if you end with no lux"

Well, if you play standard size with 80% water, you're virtually guaranteed to have a healthy helping of luxes. I snoozed and didn't get my iron site settled - looks like a job for some Elephant Riders...
 
gael: Are you sure you have the PtW extras in the correct location, and properly installed? The T34 is definetly one of them.
Can you reproduce the error? Missing files fortunately can be added without need to start a new game, so if you have the correct name for the missing file, it is easy to fix.
I do not think it is a bug (but an incomplete installation); though sometimes a space, underscore etc is misstyped. So the correct error message would help a lot.


Bezhukov: SEA Civs can see Seals/Shellfish/Fishes/Pearls, and Harbor are extremely cheap. So Food wasn't really the problem.
But on cold archipelagos, the chance to end without luxuries is pretty high - if you want a landmass for your own. The reason is the map generator; an island needs a certain size to get luxuries, but since tundra cannot be settled, the 8 best starting positions on a map are often on smaller equator islands. And those small islands (no clue about the exact # of tiles, but room for about 8 cities or less) can offer any kind of strategic/bonus resource, but no luxuries.
 
I liked Polynesia for my sid attempts. Sailing as first research, and then my outriggers can safely explore all sea squares, and most of the ocean too. A smal starting island can be made up for by hopefully finding an empty, larger island to colonise.
 
I just tried to download the Extra's Patch. I have Road Runner Broadband, so all my downloads are pretty fast. The extra's patch was downloading at 2.37kb/sec up to 3.45kb/sec. It is only a 22 mb patch that should go pretty quick, but not tonight as it would have taken me over 3 hours at that speed. I suggest you check your end at the DYP site as you may have a problem their.
 
very well done
all the new stuff adds a lot
and I like how the wonders show what they do when they're built and the picture is shown, saves me from having to open the civilpedia
 
mikehunt said:
very well done
all the new stuff adds a lot
and I like how the wonders show what they do when they're built and the picture is shown, saves me from having to open the civilpedia

Yes the wondersplashes with short descriptions are a very nice idea...but don't you look up what a wonder does before you start building it? ;)
 
Same thing happened to me last night as happened to WizzBang, only I was even slower, 1.83 kb/sec.
 
Pfeffersack said:
Yes the wondersplashes with short descriptions are a very nice idea...but don't you look up what a wonder does before you start building it? ;)

usually, but 40-50 turns later I've often forgotten and it's often another day or two real time from when I started building it
 
Interesting idea on Polynesia - what are their traits again - are they expansionist? That would help with the resources too.

Doc, I usually just take the average settings, not cold, so that would explain the difference. Doesn't cold reduce your chance of getting a river? Or is that just dry? I know the AI is clueless about tundra, but as you've probably already guessed, I'm not a big fan of AI cluelessness. I want the fairest fight I can find.
 
I don't think cold or dry reduce rivers.
 
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