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Geronimo
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st cloud USA
Jan 1970 time: 05:30
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there is an option when editing rules for difficulty using the c3c editor to change the setting for "Max. government transition time". Apparently it sets the maximum duration of anarchy for AI civs. Does the game deliberatley omit any similer option for player civs?
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Geronimo
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st cloud USA
Jan 1970 time: 05:30
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I forgot to ask. is it possible to edit game rules 'on the fly'? In other words if I edit a game and decide that something I tweaked needs ot be tweaked a bit differently can I have the new changes effect the saved game already in progress which I started using the old rules? Maybe the saved game has to be converted to a scenario somehow? thanks!
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Geronimo
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st cloud USA
Jan 1970 time: 05:30
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I've noticed just about the only way to avoid cities going into disorer is either to scroll up and down the doemsitc advisor city list every freakin turn looking for cities with a surplus of unhappy citizens or to turn on an ai governor that maximises happiness. Is there a way to edit the governor such that it will always boost happiness only to the point where the city will not be in disorder and then seek maximum production of food and shields with the rest of the workers? I get really tired of trying to micromanage my cities during the early log growth expansion phase of an agricultural civ on a huge map.
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Geronimo
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st cloud USA
Jan 1970 time: 05:30
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Dang, it doesn't sound like there is anyway to modify the way the governors handle worker allocation. it's too bad because as has been mentioned the ai governors have the advantage of being able to make the necessary modifications on the AI's turn.
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gunkulator
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You didn't mention what your comparative military strength is. If the advisor says you are weak compared to them, they are far more likely to attack, polite or not.
It sounds like you are in the ancient era. Conquest across the sea with galleys is tough going. I typically wait until I've take my whole continent before I go adventuring overseas. In a worst case scenario, the Aztecs will bribe your neighbors into a war with you and you'll be stuck fighting a two front war. OTOH, if you know the Aztec's neighbors, you can do the same to them. I would avoid conquest at this time unless I could call up some help.
The AI is programmed to refuse to talk your envoy for the first 5 turns of war. After that, you should be able to get peace if you've had the upper hand during the war.
It was mistake to raze the Aztec city on your continent. Now they will hate you for the rest of the game. Typically, when the AI starts a war, they will go back to polite or wherever they were once the war is over. This means you get better trade deals. If you start the war or you raze their cities, you get permanent attitude hits.
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Modo44
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in western Poland
Jul 2004 time: 06:30
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quote: Originally posted by joncnunn
I bit of advice: if you ever see a stack of enemy units in your territory and ask them to leave or declare war, they will declare war. I |
Not always. IF it's going for someone else, they might accept a withdraw order a couple times. But they will get more annoyed with each try, an more units will enter every turn. At some point, they will declare war.
quote: Originally posted by joncnunn
f all they have is a settler-defender pair, they'll probably accept it, but it will move back into your territory the next turn [if your leaving didn't relocate them to the far side of your territory |
If the AI feels strong enugh, they might declare war even for a Settler-defender combo. It's easier to scare away than a stack of units, that's true.
quote: Originally posted by joncnunn
What you need in this case is a mobile wall to keep them from reaching intended destination and even a undefended worker curriently working a tile can be part of it. |
Or enough force to take it, and survive a war, granting you slaves. 
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vmxa1
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Oviedo, Fl
Nov 2001 time: 21:30
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If you really want some ideas on how to proceed, post a save. It is hard to know how to best proceed with no data.
Invasions using gallies is a tough way to go, but you could land some pillaging units. The ai is slow to peace, unless you do some damage. Raze or capture a few cities or kill a bunch of units and they will talk.
By the time galley's are available, you want to not be weak compared to them in first 4 levels. At least until you are very sure of how the ai will behave.
BTW, if the Az built three wonders at Regent, you need to rethink your strategy, unless they are resource depenant such as SoZ, Knights or coastal. I also include Oracle as I never bother with it.
I think you mentioned a mod is involved, so that could change everything. We have no idea what is modified.
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Geronimo
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st cloud USA
Jan 1970 time: 05:30
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is negotiating a right of passage sometimes a good way to make war less likely? does the ai often attack when it has negotiated a right of passage with the player?
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Modo44
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in western Poland
Jul 2004 time: 06:30
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quote: Originally posted by Geronimo
is negotiating a right of passage sometimes a good way to make war less likely? does the ai often attack when it has negotiated a right of passage with the player? |
Any running deal makes the AI less likely to attack you. A ROP will usually prevent any wars until mid/late Medieval Age. At this point, global conficts begin to destroy everyone's reputation, and deals are more likely to be broken. Still, a ROP helps keep that toned down.
If they have a ROP, they might be sending units through your territory, if that happens to be the shortest path. If you are on a paninsula, and have a ROP with someone, they will only send units if they intend to attack you. If you have Railroads, and sign a ROP, make sure all your cities have defenders, as the AI can sometimes slip a Warrior to take a metro, just for kicks...
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Geronimo
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st cloud USA
Jan 1970 time: 05:30
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Dang, i only just now realised an importance of a difference in terrain development between civ2 and civ3. All this time I have been mining only hills and mountains. What I should have been duing is mining any grasslands near cities that are at size 12 with a food surplus or which simply don't make enough shieelds to get by. I can't believe it took me this long to realise how useful mining grasslands might be early on. In fact it only just now occured to me as I was looking at the viking save game in the 'help me win at demigod' thread from the strategy forum. I could have been in *much* better shape in several cities if I had only realised this several turns back.
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Geronimo
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st cloud USA
Jan 1970 time: 05:30
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quote: Originally posted by vmxa1
Yes has we all try to do, but this problem I mentioned is not a necessarily a question of not being able to get from here to there. It is often a question of how fast.
Especially in newly aquired land, with hills and mountains. When you are force to not take a road and enter a mountian or other movement penalities it can cost you turn(s) and mean the difference between getting an advantage or not.
Specially I am thinking of a gang up on a civ. Two ro more civs have surrounded a city and it is about to fall. Who gets its it, me or them? Not having access to the road may mean they get it.
Many other possibilities occur and I have seen a number of them. |
what good is it to even get an enemy city? don't they have a rnadom chance of flipping back that can't be eliminated? I was under the impression that conquest is only really possible by razing everything you conquer to the ground and then building your own cities in their place. What good is it to build up a city and garrison troops there if there will always be a random chance of it becoming someone else's city without any warning or fightin g chance whatsoever?
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