 |
|  |
 |
|  |
 |
|  |
 |
|
debeest
|
|
Plato, here's the list I compiled of areas where I noticed that Civ 3 differs from Civ 2. Sorry it took me awhile to get to it. Sorry that it's pretty telegraphic, but it will give you an idea of where to look for changes.
Changes from Civ2 to Civ3:
culture
borders, with movement limitations when crossing them
corruption is overwhelming
no WLT_D
Wonders
Small Wonders
no diplomats and spies
real negotiating capability, including communications
no caravans or freights
can’t “build” Wonders in advance with caravans
can only work on a given Wonder in one city
if there are no Wonders still available to build, you can’t keep building one, and shields get lost
settlers and workers
veterans’ advantage is different
elites
leaders and armies
unique units
Golden Ages
no firepower
some units can retreat rather than die
AI expands much more rapidly
more civs per game possible
crowded placements?
hard to find other continents as early
aqueducts more expensive and needed sooner
sewers come late
scientific eras limit research options
can change which civ advance you’re researching
some techs cost more than others to obtain
rush-building anything costs 4x, not 2x - 4x
strategic resources
luxury resources
roads enhance trade in all squares
lower defensive value of terrain and walls and forts and fortification
rivers run between squares, not through, and don’t enhance movement but interfere with it (when crossing)
no irrigation from oceans
diagonal irrigation allowed
seas
disease
visibility enhancements
abominably useless manual and Civilopedia
|
|
|  |
 |
|  |
 |
|
Bloody Monk

|
 |
austin, tx
May 2001 time: 23:32
|
|
Here are a few basic ideas to help you get started.
1) ICS -v- Perfectionist approach: how many cities, how close together, founded how quickly.
2) Research Path: what to research in what order ( First 20 Techs)
3) Change of Government: you will want to get out of despotism ASAP.
4) Build Orders: what to build in what order and when to build improvements -v- units.
5) Handling Happiness: martial law, temples, luxuries, elvis impersonators
6) Fundamentals of Trade
7) Why Map Making tech is a key to Early Diplomacy
8) Combat considerations
9) Roads, Irrigation, and Mines
I think if you focus on these nine ideas you will get a good foundation. Search the Great Library, old threads, and ask questions. Hopefully, others will jump in and flesh out these topics. Happy Civing!!
Monk
|
|
|  |
 |
|
debeest
|
|
Ooooooooooooooooooooh, you have so much fun ahead of you!
|
|
|  |
 |
|  |
 |
|
rjmatsleepers
|
|
quote: Originally posted by Ben Kenobi
Prolly best to start with Horses as your 'junk tech' so that you have proper defenses. Later on, when you have a bit more experience you can try the Git's other sections.
Sun Tzus wth Crooks will usually work well, and you never need to research trade!
|
In my experience, winning by conquest is easier than winning by AC landing (at least it is once you have learned from the tips on offer in the GL and other places.) Once you're out of despotism, researching your way to Crusaders (monotheism) will give you a strong offensive army. I like to combine Sun Tzu's with Leonardo's Workshop, but there are a lot of people who don't think they work well together - the upgraded units lose their veteran status.
Good luck!
RJM at Sleeper's
|
|
|  |
All times are GMT. The time now is 05:32. Apolyton Time is 00:32. |
top of page
|
|
|
Forum Rules:
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
|
HTML code is ON
vB code is ON
Smilies are ON
[IMG] code is ON
|
|
|
|
|
|