February 6, 2001, 17:58
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#1
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Settler
Local Time: 09:23
Local Date: October 31, 2010
Join Date: Feb 2001
Location: Melbourne, Australia
Posts: 2
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New player
I am a new player to this type of series, I've been into Pharoah, settlers etc.. so I am really unlearned here. Can someone help me please. I get a message that my max. capicity has been reached, I have several cities and I am about to leave the renaissance era (I think). How do I enlarge the boarder (white line)of my city so I can get more than 12 units in?
Does the next era I enter automatically enlarge the boared of my city? Help please I am a little confused. Also how do you repel slavers?
Many thanks,
Bryce
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February 6, 2001, 18:08
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#2
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Chieftain
Local Time: 03:23
Local Date: October 31, 2010
Join Date: Jan 2001
Location: dallas, TX USA
Posts: 53
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If you mean increase the city square radius, you must have your city grow to, I think, 8 and then 19 and then 32 for each successive growth. You may also need to build aqueducts. If you reach the city limit for your government you'll need to change to a more modern gov or change the game files (someone else will have to help you there). Your national border is a function of your cities. You may try to expand it by building the fortress terrain improvement around your border as this will expand them somewhat.
Hope this helps, \
adam
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I use to be indecisive, but now I'm not so sure
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February 6, 2001, 20:33
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#3
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Emperor
Local Time: 19:23
Local Date: October 31, 2010
Join Date: Dec 2000
Posts: 3,944
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Bryce:
Also, the best way to repel slavers is with slavers. Your slavers will see the enemy slavers, and then just use a military unit to expel them (or kill them if you want war  ). Easy as. Your cities can only hold a maximum of 12 units. Once it reaches 12 you need to move some units out of the city to build more. This is static right through the game.
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Author of Diplomod. The mod to fix diplomacy.
Rommell to a sub-commander outside Tobruk: "Those Australians are in there somewhere. But where? Let's advance and wait till they shoot, then shoot back."
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February 7, 2001, 16:24
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#4
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Just another peon
Local Time: 04:23
Local Date: October 31, 2010
Join Date: Nov 1999
Location: who killed Poly
Posts: 22,919
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"If you reach the city limit for your government you'll need to change to a more modern gov or change the game files"
I seem to read this every time anyone talks about city limits. YOU ARE NOT REALLY AT YOUR # of city limit. It just means you will be penalized 1 happiness for each city over the limit. If you are conquering your neighbors, the odds are that the city does have some happiness buildings. (if not it's because it's too small and then you starve/disband...sell the granery first :-) )
With a happiness wonder or two, coupled with a few happiness buildings, and some creative use of of the empire sliders. You can easily go 10 cities past the max without falling into revolt. You might need some entertainers in recently conquers cities untill the conquest distress disappears.
This was implemented to discourage ICSers and it is reasonably effective. But the side effect is that I find myself not building any cities past the first couple and going out and conquering them. The AI can build buildings while I spit out an army. If I take an undeveloped city, I disband it and send the settler to another city to be disbanded to speed up the creation of an army unit.
RAH
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February 8, 2001, 02:52
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#5
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Chieftain
Local Time: 09:23
Local Date: October 31, 2010
Join Date: Feb 2001
Location: Prince of the Barbarians
Posts: 0
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Rah, thats the same strategy I used to play. You need to try some of the AI defensive improvements people talk about and it wont be so easy
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History is written by the victor.
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February 8, 2001, 10:44
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#6
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Just another peon
Local Time: 04:23
Local Date: October 31, 2010
Join Date: Nov 1999
Location: who killed Poly
Posts: 22,919
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I definitely will soon. I'm only on my third game, and it's already become drudgery, but i have keep increasing the size of the world so it takes longer to conquer so I can get a little experience with some naval units and air units. Up until this game, it's been over by 1390. Rifles and Cannons have been all that's been needed. I want to get a little more experience before releasing the hounds.
I praise all the people that are picking up the slack for the crappy AI. Gotta love this place. I've read about most of them, and am looking forward to FRENZY.
After loading the original patch, it solved a lot of my SP problems and i have now have almost zero problems with the stability of the game. (not going to talk about MP)
But anything that will make the AI more aggressive will add a little interest back into the game. It's sad when the game becomes routine the third time you play it.
It's a shame. This game has some nice features. It's just too bad that they won't take the final steps to make it a good game.
Again, tribute to those that will do it for the love of the game.
RAH
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February 9, 2001, 10:47
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#7
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Just another peon
Local Time: 04:23
Local Date: October 31, 2010
Join Date: Nov 1999
Location: who killed Poly
Posts: 22,919
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Alpha Wolf, which mods would you recommend.
RAH
Always respect the opinion of experts.
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February 9, 2001, 12:44
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#8
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Prince
Local Time: 04:23
Local Date: October 31, 2010
Join Date: Dec 1999
Location: Welland, ON
Posts: 751
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Personally I would recommend the frenzy v1.04 mod and the diplomod v3.2 final. Also there is med mod II coming but isn't ready, but when it does it's a definate keeper. There is also the alt-sci mod by BlueO which is a nice change of pace once and awhile.
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February 9, 2001, 12:47
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#9
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Just another peon
Local Time: 04:23
Local Date: October 31, 2010
Join Date: Nov 1999
Location: who killed Poly
Posts: 22,919
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From reading, those were the two mods that got my attention.
Stupid question. Where and how?
RAH
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February 9, 2001, 23:47
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#10
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Prince
Local Time: 04:23
Local Date: October 31, 2010
Join Date: Dec 1999
Location: Welland, ON
Posts: 751
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February 11, 2001, 02:17
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#11
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Just another peon
Local Time: 04:23
Local Date: October 31, 2010
Join Date: Nov 1999
Location: who killed Poly
Posts: 22,919
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thanx, as sone as i finish the game i'm in, i'll try them. I should be ready for it by then.
RAH
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February 25, 2001, 06:34
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#12
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Settler
Local Time: 09:23
Local Date: October 31, 2010
Join Date: Feb 2001
Location: Charlotte, NC USA
Posts: 7
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quote:

Originally posted by rah on 02-07-2001 03:24 PM
...
This was implemented to discourage ICSers and it is reasonably effective. But the side effect is that I find myself not building any cities past the first couple and going out and conquering them. The AI can build buildings while I spit out an army. If I take an undeveloped city, I disband it and send the settler to another city to be disbanded to speed up the creation of an army unit.
RAH
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I understand your logic, but wonder what an "ICSer" is. It sounds like a player (like me)who likes to build lots of cities (old CIV/CIVII/SMAC strategy). I like building an empire of well placed cities and even terraform tiles to perfect or specialize them (especially in SMAC).
I also wonder if there is a list of which advances make terraforming which tiles possible.
Thanks!
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Marc
"Ei Aaniigoo 'Ahoot'e"
-- Navajo for "The Truth is Out There"
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February 25, 2001, 06:44
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#13
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Settler
Local Time: 09:23
Local Date: October 31, 2010
Join Date: Feb 2001
Location: Charlotte, NC USA
Posts: 7
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How does one implement a mod after downloading it? (Sorry, I am new to this.) Is it basically the same as a patch?
Thanks.
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Marc
"Ei Aaniigoo 'Ahoot'e"
-- Navajo for "The Truth is Out There"
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February 26, 2001, 11:35
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#14
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Just another peon
Local Time: 04:23
Local Date: October 31, 2010
Join Date: Nov 1999
Location: who killed Poly
Posts: 22,919
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Good question?
I too finished a game and wanted to try the tougher challange of frenzy mod and diplomod. I downloaded them and then had no clue what to do with them. Looked around, didn't see anything, and gave up.
Any help here would be appreciated.
RAH
And Yes and ICSer is one that just spits out cities and isn't as concerned about improvements.
[This message has been edited by rah (edited February 26, 2001).]
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February 26, 2001, 16:17
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#15
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Chieftain
Local Time: 06:23
Local Date: October 31, 2010
Join Date: Feb 2001
Location: Porto Alegre, RS
Posts: 46
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rah
Take a look at the readme-diplomod.txt file in the zip you've downloaded. You'll found a 'installing' section.
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February 26, 2001, 17:24
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#16
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Just another peon
Local Time: 04:23
Local Date: October 31, 2010
Join Date: Nov 1999
Location: who killed Poly
Posts: 22,919
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Is there something similar for the frenzy mod?
RAH
Thanks for all the help. I'll get my money's worth out of this game yet.
Wait, I got it as a gift for free. Hmmmmmmmmm A couple more games should do it.
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February 28, 2001, 17:41
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#17
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Just another peon
Local Time: 04:23
Local Date: October 31, 2010
Join Date: Nov 1999
Location: who killed Poly
Posts: 22,919
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Didn't want this lost now that the two are combined.
RAH
Shameless bump.
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March 1, 2001, 17:34
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#18
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Emperor
Local Time: 19:23
Local Date: October 31, 2010
Join Date: Dec 2000
Posts: 3,944
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Make sure if you want to use both mods that you install frenzy before diplomacy.  You get an error if you do diplomacy first.
------------------
Rommell to a sub-commander outside Tobruk: "Those Australians are in there somewhere. But where? Let's advance and wait till they shoot, then shoot back."
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March 3, 2001, 01:10
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#19
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Just another peon
Local Time: 04:23
Local Date: October 31, 2010
Join Date: Nov 1999
Location: who killed Poly
Posts: 22,919
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Thanks for the tip DALE.
But how do you install the FRENZY mod?
I must of had too many beers when I downloaded it because I couldn't figure it out.
THANKS,
RAH
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