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Arrian
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Kneel before Grog!
Jul 2001 time: 00:32
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John,
Whichever version you're using (Vanilla CivIII, PTW, or Conquests), make sure you're patched up. IIRC, this means v 1.29 for CivIII, v.1.27 for PTW, and well, Conquests is kinda a work in progress (beta patch, long story).
The "must read" threads are good, and there is a ton of info there. Other than that, I suggest you hang out in the strategy forum and maybe post some saves of games in progress. Typically, that results in getting a lot of informative feedback.
-Arrian
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aoerana
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Read about city placement. Big difference now.
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Arrian
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Kneel before Grog!
Jul 2001 time: 00:32
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quote: Originally posted by JohnT
I'm playing Vanilla Civ, with patch (needed it to correct the "video gone blank" problem - fixed ).
The differences I noticed so far:
1. You can't just steamroll over everything like you did in Civ 2... have offenses been weakened/defensed strengthened in the early game?
2. Techs don't come as fast as they used to. But then, not adjusting my tech-spending levels for 20 turns didn't help either. 
3. I like the borders and the "culture" stuff. |
1. Not really, I don't think so. Well, maybe. I honestly don't remember the CivII unit stats. I do remember that the CivII "fortify" bonus was larger, but I don't think you got the "crossing river" (25% defense bonus) or "larger than size 6, or size 12" (50 and 100%, respectively) city bonuses. You need more units in CivIII... just having a small number of good units isn't enough. Technological superiority is still a big boost, but IIRC, it was HUGE in CivII. My advice: mass upgrades (warrior -> sword, chariot -> horseman) help you put together large ancient era attack forces faster than you could by just building them.
2. They can, depending on what level you're playing on.
3. Yeah, so do I. 
-Arrian
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Cerbykins
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Realisations that must be made 
1) When you fight, bring BIG stacks, not few (as already mentioned)
2) When at war, have allies - or expect the AI to dogpile on you 
3) Expect to AI to be a good expander. Although at Chieftain, it's infrastructure leaves a lot to be desired.
4) Big score = territory + pop. NOTHING else. Future tech may as well not exist 
5) Big tech leads = almost impossible to get. Can be done, don't rely on it happening. Rely on your 'smacky' stacks instead to win your wars 
6) 1 worker per city, at least. like the 1 settler per city idea before, in the other games 
There's a lot more to it than that, but you can't go far wrong on chieftain knowing that lot. Besides, like they said above, you gotta learn to crawl before you can walk 
P.S. No improvements help the luxury rate. This does NOT mean the slider will never be useful. Just bear it in mind for now, I don't want you to suffer like me and leave it for 18 months 
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Snotty
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Understanding the culture flip formula greatly reduces the frustration caused by flips. Most of those early cities are safe as long as your culture is comparable (check the culture graph for relative size). Also make sure you starve them down 1 pop as any further growth will be of your own nationality and so will reduce the flip chance. The total culture in that city before will play a part, so wonder capital should have a larger garrison if you want to keep it.
You need nationalism tech (industrial age) to draft.
I remember hardly anything about civ 2. Number 3 has caused a total eclipse of the brain.
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MarshalN
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Being myself also a restarter of Civ3 (similarly, I played it a little, didn't feel like Civ2, and moved on), I have to say this time around it's more fun. You just can't do a lot of the things that you could in Civ2, like grabbing a huge tech lead early on, expand like crazy until you get howitzers, etc. The AI will gang up on you early on if you don't pay attention, and two spearmen per city is the minimum, from what I can tell..
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Sir Ralph
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Long live teh Schwampel!
Dec 2001 time: 06:32
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quote: Originally posted by vmxa1
It is late in the game that I would consider a raze and found a new one. This occurs for me when happy citizens are an issue and I have lots of size 12 cities with no hospitols or I have not learn that tech. Now I can drop a settler in a hurry or for cash.
The city regrows quickly and it cost me little. I can free up the troops for more captures. |
Aeson once published a neat trick, called "Recycling Blitz". It works after the discovery of Recycling (Modern Age). When you sell improvements then, you get not only gold, but 25% of the shields back. Now imagine, you just captured a big fat size 24 city full of resistors and unhappiness. Set the production to settler and sell improvements, till the shield box is full. This way, the settler will be ready next turn despite of the resistance (you normally can't rush if there are resistors in the city) and even if the city riots. The city doesn't flip back in the first turn. I can't prove this, but I never saw it happen, and Aeson mentioned it too. Next turn abandon the city, thus getting rid of all the resistance and eventually riots and refound it with the just built settler. It will have one foreign citizen. Violà, you just made a city content in only one turn.
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