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"Irrigate or mine?" posted by ~Ray
Posted on 2008-11-17 12:14:50

Welcome to Civilization Fanatics' Center. You are currently viewing our site as a guest which gives you limited access to our site features. By joining our free community you will be able to participate in the discussions search the forum send private messages vote in polls upload your own screenshots to the gallery and access many other special features. Registration is fast simple and absolutely free so ! If you have any problems with the registration process or your account login please. I play Civilization 3 gold addition. I've been playing Civilization 4 for a long while now and just now decided to go back to Civilization 3. I'm having trouble remembering how to play though. When should I irrigate and when should I mine? How much food per city should I be making? The rule of thumb is: irrigate brown mine green. The exception is when you've got a food bonus that can break through the despotism penalty. As far as how much food. I guess it depends on the city. With that said each citizen eats two food per turn and 20 extra food (10 with a granary) results in pop growth. Actually you can have more than 21 citizens. BUT you won't be able to have more than 12 citizens (24 food) until you research Sanitation.. about 2/3 of the way through the game. Games are sometimes won long before that. The ability for a single tile to produce food generally improves throughout the game. The Despotism penalty makes it hard to produce more than 2 food on a tile without a food bonus but after you get into a better government an irrigated grass will produce 3 food.. rail that same tile and you'll get 4 food from it. Larger populations are not always better. I'd prefer 12 citizens producing lots of shields and gold rather than 30 citizens doing nothing but producing food to feed themselves. Avatar by MisTfit"Cats are intended to teach us that not everything in nature has a purpose." - Garrison Keillor. __________________Politics n. A strife of interests masquerading as a contest of principles. The conduct of public affairs for private advantage. -- Ambrose Bierce. The Devil's Dictionary I do realize the limit population has until certain buildings come into play but I like to be working all 21 tiles when I'm able to. It's just some weird habit of mine. Can you provide a list of improvements and buildings that enhance food for tiles please? I know that harbors provide +1 food for all water tiles. Another question came up... Does your city necessarily have to be right next to water to build a harbor or is it that only the fat cross needs to encompass a water tile to build a harbor? The city has to be right next to the water. Just the fat cross containing water doesn't count. So these work (city = X water W land = L):LLWLCLLLLLWLLCLLLLbut this doesn't:WWWWLLLWLCLWLLLWWWWWBuildings/techs/govs that help with food:*Harbor. +1 food in all H O tiles.*Granary city retains 50% of food in storage when it grows*Non-despotism no -1 penalty for tiles producing 3+ of food/shields/gold*Agricultural civilization (C3C) irrigated deserts produce 2 food*Railroad irrigated tiles give +1 food in addition to what the irrigation already allows*Aqueduct allows a city without a river in the fat cross to grow beyond size 6*Hospital allows a city to grow beyond size 12*Shakespeare's Theatre (Great Wonder) allows that one city to grow beyond size 12*The Pyramids (Great Wonder) gives a Granary in every city you control on the same continent*Longevity (Great Wonder) cities grow by 2 instead of 1 when the food meter is fullAgricultural might also give the center city tile +1 food not sure about that off the top of my head. Certain luxuries (such as Wine) and bonus resources (such as fish) increase food production as well. I read somewhere in here that you should always mine grassland because you want to try to have every tile producing at least one shield. This will exponentially increase your shield bonus from golden age mobilization power plants etc. Plains produce a shield already so it's best to irrigate them. Competition has been shown to be useful up to a certain point and no further but cooperation which is the thing we must strive for today begins where competition leaves off.~Franklin Delano Roosevelt I read somewhere in here that you should always mine grassland because you want to try to have every tile producing at least one shield. This will exponentially increase your shield bonus from golden age mobilization power plants etc. Plains produce a shield already so it's best to irrigate them. That's a "rule of thumb" which often works pretty well especially in the early part of the game. Like all "rules of thumb however there are exceptions. You DO want to irrigate a food bonus such as wheat on grass for fast early growth. Later in the game you may want to have an irrigated railed grass (supports 2 citizens) to allow one citizen to work a mountain that's been roaded railed and mined but produces 0 food. This would be in a core city.. maybe even your capitol. After your cities reach size 12 AND if you don't plan to build hospitals you may want to go back and mine a plains tile for additional shields. Also you don't want mined grass in your fully corrupt towns which produce nothing but 1 gold and 1 shield. In those towns irrigate everything flat for maximum growth for specialist farms. Avatar by MisTfit"Cats are intended to teach us that not everything in nature has a purpose." - Garrison Keillor. I think you get +1 food in the center tile if the city is right next to a river (and your civilization is agricultural) Oh yeah. I didn't think about that. Hm. I have just checked my latest game (as the Inca) and all my cities even those not next to fresh water get 3 food in the center tile. Now. I am truly confused In despotism agricultural civs get 3 food from the city center only if the city is located on fresh water. Once you are out of despotism agricultural civs always get 3 food from the city center. Hm. I have just checked my latest game (as the Inca) and all my cities even those not next to fresh water get 3 food in the center tile. Now. I am truly confused ) that it's only towns (size 6 or less) that only get the 3rd food if they're located on fresh water. Any town needs water to get to size 7+ but I believe aqueducts count for giving the extra food. Edit: Oops! X-post with Chamnix and he's far more expert than I am. It must have something to do with the Despot penalty rather than aquas. Avatar by MisTfit"Cats are intended to teach us that not everything in nature has a purpose." - Garrison Keillor. As an interesting (to me at any rate) aside to this agri discussion. I noticed something in one of my recent games that I hadn't seen before. I was playing as an agri civ (probably the Iros but I'm not sure) and I noticed that captured cities were getting the extra food in the city square even though there weren't any of "my" citizens there! I was pretty surprised by this as I didn't think they'd get the bonus. In despotism agricultural civs get 3 food from the city center only if the city is located on fresh water. Once you are out of despotism agricultural civs always get 3 food from the city center. As an interesting (to me at any rate) aside to this agri discussion. I noticed something in one of my recent games that I hadn't seen before. I was playing as an agri civ (probably the Iros but I'm not sure) and I noticed that captured cities were getting the extra food in the city square even though there weren't any of "my" citizens there! I was pretty surprised by this as I didn't think they'd get the bonus. I'm sure if the developers would have thought a little longer on that aspect too.. they would have agreed with you and programmed the game to reflect that. But as it is we still have an un-finished (and will for ever-more be un-finished) game of C3C __________________Huge RFC fan.. slowly becoming better.. learning new ways to win in RFC! Viceroy UHV's: Egypt. Babylon. India. China. Greece. Persia. Carthage. Japan. France and America. as a rule irrigate anything with a cow a wheat or a deer on it. Irrigate any grass with wine on it. Mine everything else. If you are agricultural you can irrigate an oasis. Once you are out of despotism rules of thumb go out the door if you want to plan for a GA mining wheat deer and wine on grass and irrigating anything on plains will give a shield everywhere. You can also irrigate bonus grass if you need to balance out food.

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"Irrigate or mine?" posted by ~Ray
Posted on 2008-11-17 12:14:50

Welcome to Civilization Fanatics' Center. You are currently viewing our site as a guest which gives you limited access to our site features. By joining our free community you will be able to participate in the discussions search the forum send private messages vote in polls upload your own screenshots to the gallery and access many other special features. Registration is fast simple and absolutely free so ! If you have any problems with the registration process or your account login please. I play Civilization 3 gold addition. I've been playing Civilization 4 for a long while now and just now decided to go back to Civilization 3. I'm having trouble remembering how to play though. When should I irrigate and when should I mine? How much food per city should I be making? The rule of thumb is: irrigate brown mine green. The exception is when you've got a food bonus that can break through the despotism penalty. As far as how much food. I guess it depends on the city. With that said each citizen eats two food per turn and 20 extra food (10 with a granary) results in pop growth. Actually you can have more than 21 citizens. BUT you won't be able to have more than 12 citizens (24 food) until you research Sanitation.. about 2/3 of the way through the game. Games are sometimes won long before that. The ability for a single tile to produce food generally improves throughout the game. The Despotism penalty makes it hard to produce more than 2 food on a tile without a food bonus but after you get into a better government an irrigated grass will produce 3 food.. rail that same tile and you'll get 4 food from it. Larger populations are not always better. I'd prefer 12 citizens producing lots of shields and gold rather than 30 citizens doing nothing but producing food to feed themselves. Avatar by MisTfit"Cats are intended to teach us that not everything in nature has a purpose." - Garrison Keillor. __________________Politics n. A strife of interests masquerading as a contest of principles. The conduct of public affairs for private advantage. -- Ambrose Bierce. The Devil's Dictionary I do realize the limit population has until certain buildings come into play but I like to be working all 21 tiles when I'm able to. It's just some weird habit of mine. Can you provide a list of improvements and buildings that enhance food for tiles please? I know that harbors provide +1 food for all water tiles. Another question came up... Does your city necessarily have to be right next to water to build a harbor or is it that only the fat cross needs to encompass a water tile to build a harbor? The city has to be right next to the water. Just the fat cross containing water doesn't count. So these work (city = X water W land = L):LLWLCLLLLLWLLCLLLLbut this doesn't:WWWWLLLWLCLWLLLWWWWWBuildings/techs/govs that help with food:*Harbor. +1 food in all H O tiles.*Granary city retains 50% of food in storage when it grows*Non-despotism no -1 penalty for tiles producing 3+ of food/shields/gold*Agricultural civilization (C3C) irrigated deserts produce 2 food*Railroad irrigated tiles give +1 food in addition to what the irrigation already allows*Aqueduct allows a city without a river in the fat cross to grow beyond size 6*Hospital allows a city to grow beyond size 12*Shakespeare's Theatre (Great Wonder) allows that one city to grow beyond size 12*The Pyramids (Great Wonder) gives a Granary in every city you control on the same continent*Longevity (Great Wonder) cities grow by 2 instead of 1 when the food meter is fullAgricultural might also give the center city tile +1 food not sure about that off the top of my head. Certain luxuries (such as Wine) and bonus resources (such as fish) increase food production as well. I read somewhere in here that you should always mine grassland because you want to try to have every tile producing at least one shield. This will exponentially increase your shield bonus from golden age mobilization power plants etc. Plains produce a shield already so it's best to irrigate them. Competition has been shown to be useful up to a certain point and no further but cooperation which is the thing we must strive for today begins where competition leaves off.~Franklin Delano Roosevelt I read somewhere in here that you should always mine grassland because you want to try to have every tile producing at least one shield. This will exponentially increase your shield bonus from golden age mobilization power plants etc. Plains produce a shield already so it's best to irrigate them. That's a "rule of thumb" which often works pretty well especially in the early part of the game. Like all "rules of thumb however there are exceptions. You DO want to irrigate a food bonus such as wheat on grass for fast early growth. Later in the game you may want to have an irrigated railed grass (supports 2 citizens) to allow one citizen to work a mountain that's been roaded railed and mined but produces 0 food. This would be in a core city.. maybe even your capitol. After your cities reach size 12 AND if you don't plan to build hospitals you may want to go back and mine a plains tile for additional shields. Also you don't want mined grass in your fully corrupt towns which produce nothing but 1 gold and 1 shield. In those towns irrigate everything flat for maximum growth for specialist farms. Avatar by MisTfit"Cats are intended to teach us that not everything in nature has a purpose." - Garrison Keillor. I think you get +1 food in the center tile if the city is right next to a river (and your civilization is agricultural) Oh yeah. I didn't think about that. Hm. I have just checked my latest game (as the Inca) and all my cities even those not next to fresh water get 3 food in the center tile. Now. I am truly confused In despotism agricultural civs get 3 food from the city center only if the city is located on fresh water. Once you are out of despotism agricultural civs always get 3 food from the city center. Hm. I have just checked my latest game (as the Inca) and all my cities even those not next to fresh water get 3 food in the center tile. Now. I am truly confused ) that it's only towns (size 6 or less) that only get the 3rd food if they're located on fresh water. Any town needs water to get to size 7+ but I believe aqueducts count for giving the extra food. Edit: Oops! X-post with Chamnix and he's far more expert than I am. It must have something to do with the Despot penalty rather than aquas. Avatar by MisTfit"Cats are intended to teach us that not everything in nature has a purpose." - Garrison Keillor. As an interesting (to me at any rate) aside to this agri discussion. I noticed something in one of my recent games that I hadn't seen before. I was playing as an agri civ (probably the Iros but I'm not sure) and I noticed that captured cities were getting the extra food in the city square even though there weren't any of "my" citizens there! I was pretty surprised by this as I didn't think they'd get the bonus. In despotism agricultural civs get 3 food from the city center only if the city is located on fresh water. Once you are out of despotism agricultural civs always get 3 food from the city center. As an interesting (to me at any rate) aside to this agri discussion. I noticed something in one of my recent games that I hadn't seen before. I was playing as an agri civ (probably the Iros but I'm not sure) and I noticed that captured cities were getting the extra food in the city square even though there weren't any of "my" citizens there! I was pretty surprised by this as I didn't think they'd get the bonus. I'm sure if the developers would have thought a little longer on that aspect too.. they would have agreed with you and programmed the game to reflect that. But as it is we still have an un-finished (and will for ever-more be un-finished) game of C3C __________________Huge RFC fan.. slowly becoming better.. learning new ways to win in RFC! Viceroy UHV's: Egypt. Babylon. India. China. Greece. Persia. Carthage. Japan. France and America. as a rule irrigate anything with a cow a wheat or a deer on it. Irrigate any grass with wine on it. Mine everything else. If you are agricultural you can irrigate an oasis. Once you are out of despotism rules of thumb go out the door if you want to plan for a GA mining wheat deer and wine on grass and irrigating anything on plains will give a shield everywhere. You can also irrigate bonus grass if you need to balance out food.

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"Dangaizer 3" posted by ~Ray
Posted on 2008-01-01 23:00:32

10,000 years ago acting as adjudicate jury and executioner. Dangaizer sealed the fate of mankind by reducing it to ashes. Slowly mankind rebuilt their civilization and once again stands at its peak. Hiding amongst the survivors of mankind the evil organization of Goma lies in wait for the return of Dangaizer. This time it’s a race to stop the awakening of the 3 that can pilot Dangaizer and subjugate the world to their rule. ordain the 3rd pilot learn her true destiny and alter in measure or will the world sight a new destiny in the hands of Goma? Alternative Title:Choushin Hime Dangaizer 3 (Japanese)Genres: assay. Mecha. Science Fiction. Power SuitsAge rating: Teenagers (May contain bloody violence bad language nudity)Year: 1999-2000Episodes: 4Format: mkv / dual-audioSize: 400mbUploaded by ecchigo for da-anime orgRAR Password: da-anime org

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"Civ 3" posted by ~Ray
Posted on 2007-11-27 20:38:12

The Germans didn’t rest a come about. They came too close within my borders for comfort that I decided to wipe them out. Besides their land looked fertile. My populate would love to live there. The Russians were no different. I gave them a choice to get or say war. They chose the latter and promptly got destroyed. Their legions of horsemen did not stand a chance against my cavalry half their be. The Byzantines knelt and swore fealty to my superior might as my armies coming from a continent away took their cities conjoin by conjoin. They had an Oracle that I envied. I captured him and made him bring home the bacon for my create. The Aztecs posed a contend. I could have been driven out from their continent if not for the help of the Hittites. Eventually their knees buckled and I took my place as Emperor in their land. I made sure the English were my friends. I bribed them with luxuries they hadn’t change surface heard of. So when the Hittites called for their back up against me they flatly refused. Soon it was raining ICBMs across the Hittite lands. Cities that used to harbor millions were left with a few thousands. Land cultivated through millenia in a hit day became too dangerous for use. What’s worse for them was that I completely ravaged every Hittite city I’ve captured. I would have done the same to the English except that the bet decided that I had used up all my remaining turns. I was declared the winner and took top displace in the roster of high scores. And that concluded bet play that stretched for three real days to the exclusion of a lot of my responsibilities. It was a great bet but I wouldn’t be touching it for a few days. I now remember why I uninstalled that bet before. It was eating up everything in me my life and even my thoughts. Truly Civilization 3: Conquests is perhaps the greatest strategy game ever made. ICBMs are great! I stockpiled more than 30 in my cities hehe. People don’t get fussy about them and I can’t say the same is true about nukes. I used Chinese. Industrious and Militaristic but I’d rather use a Religious civ next time. IMO they’re better. I’d desire to try Civ 4 but I comfort be more Memory hehe. I played one game where I used the Chinese that was when I was still starting Civ3 I felt uncomfortable to establish a Chinese democracy even if I loved the Chinese Riders so I chose America on my next games until now. I compete nations based on their preference of government as of now I played an American Democracy and a Russian Communism. Soon I want to compete with a German Fascist express. Hehehe. Btw. Fascism is a weak type of government. It’s only good during the first few turns. It disintegrates spontaneously and you end up with Anarchy when the people change weary of it hehe. I like Religious civs. My favorite is Japan. They’re Religious and Militaristic. That means lesser turns for Anarchy during Revolutions and greater Military strength hehehe. XHTML: You can use these tags: <a href="" title=""> <abbr call=""> <acronym call=""> <b> <blockquote cite=""> <have in mind> <code> <del datetime=""> <em> <i> <q cite=""> <strike> <strong>

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"RTW is really slow after beta 3" posted by ~Ray
Posted on 2007-11-17 16:26:07

accept to Civilization Fanatics' Forums. You are currently viewing our boards as a guest which gives you limited access to our forum features. By joining our free community you will be able to participate in the discussions search the forum send private messages vote in polls upload your own screenshots to the gallery and access many other special features. Registration is fast simple and absolutely remove so ! If you have any problems with the registration affect or your be login please. HiI played RTW before the hitler addon i think was beta 2 and the turn was slow but playable at aim monarch german side after i downloaded the new beta 3 and played it desire US emperor 1936 scenario but the game is so slow like 2 3 minto wait for turn and some times more it never happened before when i played the german side and i noticed that if i play us side not historical the other ai never went on war between them that means the game is more slow every turn because they add more units. The pacific scen runs smootly btwAny help or suggestion to make the game more abstain and perhaps to see some war before i ordain start to attackthx __________________i am enough of an artist to displace freely upon my imagination. Imagination is more important than knowledge. Knowledge is limited. Imagination encircles the world. A. E. Teaming on WORLD WAR II: 1939; : 1939 Mod- I think I read elsewhere that the slowdown is due to the Bitter Winter feature in the European scenario as come up as the stockpiling of units before war begins. If you play one of the historical modes war will go eventually and begin to thin out all those units. If you play open mode you may undergo to make your own wars (though the AI did go away a few in the one open game I tried)! That is correct. From beta 2 (I evaluate) I expanded the bitter winter to cover the whole map and not just eastern Europe. This causes some substantial slowdown during winter months (more as it progresses south) due to the way the bet engine checks each plan when you dress the terrain. There's nothing I can do to improve it. I have posted instructions in other threads on how to disable the change taste winter completely to make it as abstain as the Pacific is. And no matter what I do in historical mode september 39 - mid 40 will always be slow just from the sheer be of units moving around the map. __________________The Road to War! Official World War II mod of Beyond the Sword. Official Site: RtW: Information Thread: RtW: Global Assault!Coming soon to a PC near you.... Thx dale i will check the thread and go your instructionsTy for the kind and fast answerAnyway why the ai doesn't attack on both scen they only defend and wait? __________________i am enough of an artist to displace freely upon my imagination. Imagination is more important than knowledge. Knowledge is limited. Imagination encircles the world. A. E. Teaming on WORLD WAR II: 1939; : 1939 Mod- Dale i'm sorry for spamming but i couldn't sight that thread about "how to diable the pass terrain" I used the examine bar as well [without any prove :/]. So please give me the link. act it up. __________________The Road to War! Official World War II mod of Beyond the Sword. Official Site: RtW: Information Thread: RtW: Global assail!Coming soon to a PC near you....

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"can't take over island" posted by ~Ray
Posted on 2007-11-09 18:15:38

accept to Civilization Fanatics' Forums. You are currently viewing our boards as a guest which gives you limited access to our forum features. By joining our free community you ordain be able to participate in the discussions examine the forum displace private messages vote in polls upload your own screenshots to the gallery and find many other special features. Registration is abstain simple and absolutely free so ! If you have any problems with the registration process or your be login please. hello.. i'm a noob and didn't use the search function.. kinda thought this was an odd challenge to try and find with it i'm running civilization 3 end and i was doing the simulation where it's the european powers expanding out into the new world so anyway i be the canary islands and they are held by the spanish and as luck would have it i'm at war with the spanish.. hooray for me so i sent one army of 3 elite knights. 2 veteran knights and 3 musketmen on 2 galleons to act the island with those galleons i sent about 10 man-o-war ships for support and bombardment of the canary islands fairly typical so i begin with the man-o-wars bombarding the city turns out that they undergo three ships in turn and i hit them first.. never destroying them i never hit the cities defenders though as it pans out i decide to contend the city with my army of elite knights turns out that the city is defended by one lowly musketman who i quickly undo that's all well and good and i can see a city worker but instead of cowering in fear he is standing fortified with his shovel.. unusual so i throw the city in the next go taking the ships approve drink to a hit red hitpoint never hitting anything in the city i can't displace my ships into experience so i attack on arrive i send in all three of my musketmen.. all three are killed i get pissed so i send in my army of elite knights.. it is destroyed! now i'm pissed.. i send in one final knight and he is destroyed i load my last knight into a galleon who the bloody heck is defending the city?! GOD?! i am fighting literally no-one.. unless the city is defended by the worlds most military tactful cut into wielding worker so what is goin on here? is this a glitch in the bet or am i up against something else here? sorry this turned out so long especially for an sign affix. I evaluate that happens when defensive units are loaded in the boats in the city. They don't be as city defenders because they are actually in boats instead of in the city but if you contend the city then they argue. It sounds desire Spain has units (muskets or pikes probably) and you are hitting the ships with the bombardment and the units on the ships with the arrive attack. With 3 galleons there could be 12 muskets in there waiting for you. PTW 1.27/C3C 1.22 | Khenpo | SG01 Green LaurelAwards: G49 Cow * G59 Spaceship * G62 Diplomatic * G60/G61 100KShields: Purple: C16/G53/G56/G60 * Lime: C24/C33PBEM: SABER (IP) * Newborns (IP) * Science Fair Play(IP) - Double affect (U/A)XOTM: C41(done) * G72 (IP) - Other: SGOTM12 X-Nuts (done) * MTDG2 SABER (IP) Mottos: Civ3=There can be only one - Civ4=Violence is the measure refuge of the incompetent PBEM=The oxen are slow but the hide is patient - RL=Life's desire a movie write your own ending come up.. after taking over Brest and Paris. France i am fairly certain that the proble i ran into on the Canary Islands (also after conducting an investigation of them) is that i was up against missionaries and you can't see a missionary unless you bring one with you and i hadn't done that but i wont' make that same identify twice. undergo I missed something? Civ III has missionaries? How the heck do I get them and what do they look like and what do they do? Sorry for all the questions but I've been playing C3C for a couple years now and have not open anything like this! "Once you get them running you be right on top of them and that way a small compel can blackball a large one every measure... Only thus can a weaker country act with a stronger; it must make up in activity what it lacks in strength." -- General Thomas J. "block" Jackson"War means fighting and fighting means killing." -- General Nathan Bedford Forrest"Democracy and socialism undergo nothing in common but one word: equality. But sight the difference: while democracy seeks equality in liberty socialism seeks equality in restraint and servitude." -- Alexis de Tocqueville Visit (latest modify. 14 October 2007). My findings can be open. Absolute Monarchy: The monarch has unlimited powers. Constitutional Monarchy: The monarch has reduced powers. "Once you get them running you stay alter on top of them and that way a small force can defeat a large one every time... Only thus can a weaker country cope with a stronger; it must make up in activity what it lacks in strength." -- General Thomas J. "block" Jackson"War means fighting and fighting means killing." -- General Nathan Bedford Forrest"Democracy and socialism have nothing in common but one evince: equality. But notice the difference: while democracy seeks equality in liberty socialism seeks equality in restraint and servitude." -- Alexis de Tocqueville Ok. I adjudge the logical possibility of you knowing that it was a scenario. I thought I saw this scenario somewhere in the Creation and Customization divide. Visit (latest Update. 14 October 2007). My findings can be open. Absolute Monarchy: The monarch has unlimited powers. Constitutional Monarchy: The monarch has reduced powers. You don't change surface undergo to examine the C&C forum: it change surface came with the bet (C3 complete that is) the Conquest called Age of Discovery has invisible Missionary units in it!!

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"Games - Sid Meier\\\\s Civilization 3 Full" posted by ~Ray
Posted on 2007-11-03 14:15:44

Location : » » » Sid Meier\\\\s Civilization 3 Full http://vip tracker thepiratebay org (No registration required) To Download From place You ordain Need Bittorrent Software Installed. Get It Here: Sid Meier's Civilization 3 Full. Includes scenario creating Tool

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"Civilization 3 Complete BLACKCATS (Windows)" posted by ~Ray
Posted on 2007-10-28 12:14:38

Click the PayPal button below if you wish to make a donation!No longer 1GB per £1 Error: The page you tried to believe can only be used when you're logged in. say: You be cookies enabled to log in. is Powered by and XBT by Olaf - iCGstation v1.0 Template by © 2003. 2004

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"Techs - 1800 AD" posted by ~Ray
Posted on 2007-10-17 15:15:05

Welcome to Civilization Fanatics' Forums. You are currently viewing our boards as a guest which gives you limited find to our forum features. By joining our free community you will be able to act in the discussions examine the forum displace private messages choose in polls upload your own screenshots to the gallery and access many other special features. Registration is abstain simple and absolutely remove so ! If you have any problems with the registration affect or your be login please. Which tech should we investigate after our current research communicate (Railroad) has been completed?Theology - 1 turn - 1 at 0% - 715 beakersMusic - 1 turn - 1 at 0% - 858 beakersEconomics - 1 move - 3 at 0% - 2002 beakersScientific Method - 3 turns - 5 at 0% - 3432 beakersCombustion - 5184 beakersAbstainInterpretation: The hit option with most votes (excluding forbear) ordain be the first tech to be researched in the next turnchat after the completion of Railroads. The second option ordain not necessarily be the second tech to be researched. That decision is up to the Head Scientist. In inspect of a tie the Head Scientist will end between the leading options. Poll is public and open for 2 days. Maybe just enough to keep ahead in power and for mobile coastal defenses. With sole possession of the continent object for a Incan settler we don't really be much in the way of offensive forces. Listening: "A king in request to be a true leader must listen with his ears eyes and heart giving his people his undivided attention." Maybe just enough to act ahead in cater and for mobile coastal defenses. With sole possession of the continent except for a Incan settler we don't really need much in the way of offensive forces. Powered by vBulletin® Version 3.6.4Copyright &write;2000 - 2007. Jelsoft Enterprises Ltd.

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"Costs of Research and Production, for Multiplayer Trade Purposes." posted by ~Ray
Posted on 2007-10-10 16:56:03

accept to Civilization Fanatics' Forums. You are currently viewing our boards as a guest which gives you limited access to our forum features. By joining our free community you will be able to act in the discussions examine the forum displace private messages choose in polls upload your own screenshots to the gallery and access many other special features. Registration is fast simple and absolutely free so ! If you have any problems with the registration process or your account login gratify. I've been wondering how much one RP. Hammer is worth in Gold. Of cover sometimes "worth" ordain depend on what you be and want. The so called "utility value". However this is not what I'm asking about. My question refers to how much gold one would produce instead of producing the good in the same time. Every good that requires work has a value that can be measured in gold for example. Problem:Some other civilization O orders multiple Galleons from your civilization Y. How would you set the determine (based on the value ~production costs)?Propsed Solution 1:I'll locate my solution on the marxian definition of determine as the socially necessary labour time. This will be easy as every civ more or less is a planned economy.(Per Unit. Galleon) 1) analyse how many hammers UnitCostH one unit costs. This will furnish you the cost in hammers.2) Sum the be of hammers produced in (coastal cities) per move and divide with the be of (coastal cities) to get the mean determine (beat/coastal city) MeanV.3){UnitCostH}/{MeanV}=ReqTurns. This will furnish you the cost in time. open the be cost of labour in gold. 5)Now we experience the average labour time. But we be to know how much the do work costs in gold. So we check the average surplus money the (coastal) cities would produce while having wealth on per move. (The city gold entry will probably not be ok to use here). 6){GoldPTurn}*{ReqTurns}=UnitCostG. This will furnish you the cost in gold. So you should set the determine higher than the value (prod cost in gold) if you be a acquire. Here it would be interesting to {UnitCostH}/{UnitCostG} to get the amount of hammers one gets per gold under normal circumstances (average ~ 10^x): ________ . [Unfinished]say that some coastal cities will create cheaper units. But this should be a flexible way for multiple cities. Ie if some or all are set to produce the unit. But of course one could just use the values for the most inefficient city and reason the value through this. But if competition applies this ordain be bad due to high prices. It ordain also work book as a cost estimate. Good/Bad Deal. Propsed Solution 2:With the go option available through the Free merchandise civic. Would be interesting to compare the cost above with the static (?) hurry be. +-Kremlin. What's more cost efficient?Propsed Solution 3:With the Hurry option available through Slavery. calculate the cost of the sacrificed pops. (probably complicated). Problem:calculate the be of a Research Point in Gold. (You want to know the price for a fair gold - tech exchange. Propsed Solution 1:1) undergo your meters set to 0% (apart from the research one). Note the be RP/move force number down RPt.2) Check your budget check. See the total be of gold spent on investigate. GoldRt3){RPt}/{GoldRt}=RP per Gold = ________ [no prove yet]Propsed Solution 2:1) Force RP production in your cities. Calc the add up rp increases. RP2) compel Wealth production in your cities. Calc the add up gold increases. Gold3){RP}/{Gold}=RP per Gold = ________ [no prove yet]I got no results yet. But maybe it could be put in the tutorial divide when everything is ready. Excuse me if I'm not clear. It's 3:30 in the night. But hey this is civ fanatics.

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