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zorbop
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st louis
Jan 2002 time: 23:16
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Q-can you have a naval blockade?
A-yes, position your ships in every square around the city you
wish to blocade. this only works if you are at war with them
Q- can you blockade by blocking roads?
A-not that i can see, but pillaging them would do it
Q-why do small, weak civilizations attack me randomly?
A-war is declared when a civ has to pay tribute, but they cannot. war is the way to end a trade deal nonpeacfully
Q-why is there no culture, or cultural buildings in cities i'v conquered?
A-when a citie changes control it's old culture is disgarded.All cultural buildings are destroyed.
E-an Egyptian city with 1000+ culture is captured by the Chinese. the Egyptian culture of 1000+ does not give any bonuses, because you are chinese.
Q-how do i get cities to celebrate the king?
A-it most have no unhappy citizens and have more happy citizens than content ones
Q-what does this do?
A-it lowers corruption and waste
Q-do you have any advice on hostile barbarian tribes?
A-yes, move your unpramoted units near it, but don't attack it. they will attack your unit, thus, maby, promoting it.
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vinny_ng2000
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Q: It kinds of boring to go to each city and change their disorder status one by one. I wonder if there is a way that I can change cities disorder on all disorder cities. Thanks
A: You can, sorta; just raise the entertainment rate for your civ. Suddenly next turn you will be deluged with reports of disorder ceasing, and WLTKD starting all across your empire.
(Hurry) Use the governor. Right-click on a city, select "Talk to governor". Select Yes on the first box "Use governor to handle citizen moods" and Yes to "In all cities". Also check the box "Make this the default for new cities".
Last edited by MarkG on 03-06-2002 at 13:51
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Encomium
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quote: Originally posted by zorbop
Q-can you have a naval blockade?
A-yes, position your ships in every square around the city you
wish to blocade. this only works if you are at war with them . . . |
The way navies are handled in Civ III stinks.
Privateers and submarines are, in reality, designed to attack TRADE (merchantmen), not warships. I could have dozens of privateers or subs directly between two enemies' harbors - but it would not effect trade at all!! 
Privateers should be able to do this on orders with or without a war.
The prescence of large numbers submarines, privateers, or any warship, unchallenged on trade routes should hurt the other civ's trade, if not cut it off.
Also, navies did NOT historically muck around bombarding "improvements". Wooden warships certainly did not do that.
Even worse, bombers SHOULD be able to sink warships. According to Sid's system, they can only bombard and therefore cannot sink ships. And that is idiotic.
Much of the naval system is worse than even Civ II.
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Jodo Kast
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Colonel,
Since you have answered one of my questions, I will answer one of yours:
To DECREASE pollution, but still make it a part of the game, DO NOT install the Patch! (It messes with the values, but try it if you want)
Step 1: Open the Map, and Edit each Improvement property and go through the following list:
Step 2: CHECK Reduce Bldg Pollution and Reduce Pop Pollution for Marketplace, Palace, Granary, etc, through the list.
Step 3: After selecting which buildings reduce pollution save the map and start a new game to see the effects!!
(What this means is if you DO NOT build buildings, you will have more pollution than if you have a Marketplace, Palace, and Granary you are REDUCING pollution each turn. This is realistic: If you are bombed and bombed and bombed by the Egyptian bombers, your pollution increases as your Marketplace, Granary and Library are destroyed. It makes sense: less buildings, more pollution.
Get it? It works
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FrantzX
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quote: Originally posted by bchampion
Possibly dumb question from a C3 newbie (but a C2 and SMAC veteran):
Q: Is there a keystroke equivalent to clicking the "next city" and "previous city" buttons from the City Window?
Civ2 and SMAC, IIRC, used the "<" and ">" keys. The Civ3 manual is silent on this topic, and I haven't been able to hit them (if they exist) by experimentation.
Puh-lease tell me I don't have to click on the interface to do it... I'm already close to the breaking point... I really am finding it hard to understand why so many giant strides made in the SMAC interface are gonzo with no explanation whatsoever...
Bud |
You are going to hate me. Try the arrow keys.
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Butterfly
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Los Angeles
Nov 2001 time: 21:16
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Q: What does a "We Love the King Day" do??
A: WLTKD increases shield production
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panag
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MY WORDS ARE BACKED WITH BIO-CHEMICAL WEAPONS
Oct 2000 time: 07:16
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quote: Originally posted by Phoxtrot
There is also the much easier solution : Disband some troops.
It works in all cities, including resisting and unhappy ones.
Disband efficiency is at 25%, way better that the 8:1 wealth production ration (and then you need to pay at least 2 gold for each shield and it doesn't work in resisting/unhappy cities.)
Another way to hurry production is to clear forests (and recreate them), this is however no longer valid in 1.16 as the patych readme say that you can now get the clearing bonus only once per game. |
hmmm , when i clear a forest it seems to works , but , here it comes , now it goes like this , you can clear but only ones on each tile , and if i am not mistaken you can plant forest on a plain and if there was never a forest before , when you cut it , bonus , however if yoy cut and reforet , then cut , it doesnt go !
have a nice day
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dengidavai
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Question on defecting cities.
After the first stage of the initial land grab, the AI annoyingly starts founding cities on every little peninsula and spit of land, with the result that enemy cities sprout within two or three squares of my border cities. As the game progresses, these little bastard cities inevitably defect to my civilization. When that happens the game gives you to choices: either "good, install new governor" or "rebuff the rebels." Installing a new governor and accepting this new city expands your borders, but results in two cities (the defecting city and your own adjacent border city) with stunted growth potential. I assume that rebuffing the rebels causes the defecting city to remain part of its original enemy civilization (actually I've never tried this option so I could be wrong). This is not an attractive option because the enemy city remains a security threat and potential launchpad for an attack. Besides, for strictly esthetic reasons I don't like having an alien pimple on the butt of my glorious civilization. What I'd really like to do is just raze the defecting city to get it out of the way and give my border cities room to grow.
Does anyone know if there's a way to do this without having to declare war and raze the defecting city that way? Alternatively, if I accept the city into my civilization, is there a way of starving it to death by, for example, turning all the citizens into entertainers, so that the city just zaps out of the space-time continuum, leaving you room to grow?
Thanks for your input
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Jodo Kast
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There have been some question as to why a Swordman can destroy a Tank Unit? Chance, they say, but that's not really an explanation as to 'How' this is occuring by 'Chance'.
This happenened to me once: A Tank was a fresh unit, but only 3 points. A couple Knights wore it down and then a Swordman destroyed the last 2 points!
What happened? Well the knights disabled the Tank! This means the tanks aren't moving and are sitting ducks. At this point, everyone must have ran outside and were sliced up by the Swordsman.
This also applies with any other 'superior' unit. Whatever it is that makes it superior - gunpowder, mobility, firepower - can and will be disabled momentarily at some time in the future! This makes your precious Modern Armor not as resilient -- it ran out of gas per chance. Think of this as one plausible explanation.
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LoverOfCiv
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Arizona
Mar 2002 time: 22:16
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Hey,
One way I've kept ahead of other CIVs in science is by Maximizing my science, and trading ALL THE TIME! Sometimes I give them a free territory map, even free money making techs to keep them happy. I stay just ahead of them and then trade my science for gold per turn, if there are several CIVs you can keep your science at 100% and never bother with money, except every turn, check to see if you go to 90% or 80% if it will keep your advance in x turns the same,.
Even if your money is negative at the beginning, it you check this every turn (sometimes it stays the same at 50%) you can store up cash and then deplete it when you start a new advance. Hope this helps.
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Jack_www
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quote: Originally posted by Egyptian
Two complaints
I usually don't complain much, and I think civ3 is a great game. My two major complaints about civ3 with the 1.17 patch are as follows:
1. All the other civs have the same tech advances no matter what. They all trade so much, that instead of eight civilizations all playing to win the game, it is me against the rest of the world. I wish the AI didn't trade techs so much, it would make the game a lot more interesting and fun!
2. The foreign advisors screen only works correctly about half the time (after 1.17 patch). Often, thousands of years after each civ has met all the other civs, and traded with each other extensively, only four or five civs show up on the foreign advisors screen. And then, some of the lines showing peace, war etc. don't show up. It makes it really difficult to figure out the relationships among civs, especially mutual protection. Also, firaxis needs to have a foreign advisors screen where sixteen civs can be displayed at once. |
Answer to 1.)
Well I think alot of this is due to the fact that as more civs get a certain tech, the cost of it lowers, and thus you can get it faster and it gets cheaper in trade deals, thus civs with little money can trade for it. Anther thing if you cant beat them, join them, trade with the AI all the time as much as you can before they do it and you get nothing out of it. They are considering lowering the effects of this in future patch.
Answer 2.)
Your foreign adivisor sceen is not messed up. To see who is war with who you must have embassies with all the civs. Anther thing if you left click and press shift on the blank spaces you can get the missing civs put into those spots.
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Cward
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Q is there a faq out there with all the current keystrokes in a handy to use format, up to the current patch?
Q A list of all the wonders, improvements etc all on one easy to use page?
Q how about all the military stats?
Yes I own the game, Civ I just about single handedly caused my first marriage to end in divorce. (THANKS SID!) I just dont want to create this sort of document if one already exists
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denas
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Q: Can I alter the number of possible units in the game using the editor? It has a 'rename' function, but no 'add'... any way I can get around this?
Q: How come a paratrooper cannot paradrop from a city without an airport, but a B-2 bomber that needs a mile and a half of tarmac can operate out of the same city?
Last edited by MarkG on 03-06-2002 at 14:00
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