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kolpo
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I just downloaded the lastest patch and played civ3 and I was completely defeated at regent difficulty after that tried i warlord and I also lost this while in the past(before I downloaded that patch) could easily win at warlord and won most of the time at regent. At warlord was I even completely wiped out, i have never experienced that before. So have they improved the AI or something?
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kolpo
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It seems it has more to do with map settings, all games I had a hard time where with pangean maps with quite no water. When I started a game with normal settings did I again easily dominate the game. Either is my strategy not good for pangean maps(with little water) or is the AI better at them.
This was with vanilla civ3, I don't have civ3 conquest at the moment but am considering it. Is civ3 conquest good and are the conquests fun?
Last edited by kolpo on 12-02-2004 at 00:18
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Sovereign
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Just a couple of questions, guys. I apologize if they sound newbish...
What exactly does Zero Bombard do? Add a ZOC of fire like with tanks firing on enemy units as they pass by?
Second, whats all the hoopala about the Curraghs? What exactly is so special about them? From what I've read, players use them in a special tactic that overpowers the AI. How so? Could someone clarify this for me please?
That aside, I haven't been having that much trouble with the improved AI. Maybe it's because I always play Contients or Archiplageo maps.
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Arrian
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Kneel before Grog!
Jul 2001 time: 00:33
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I actually thought Conquests was easier at first. I played primarily on Monarch, and I think it's true (for me) that Conquests was easier. Reason being I could get ahead on Monarch, and I think it's easier now to maintain a lead. The AI is easier to exploit in tech trading, at any rate.
Not sure yet about Emp, but it seems like that might be harder (again, for me). Same reason: lead easier to hold. On Emp, the AI is given advantages such that the human often doesn't claw his way to breakeven until halfway through the game.
The AI's city building and terrain improvement appear to have taken a nosedive. Tech trading... well, a shiny new tech that no one else owns has high value, even if the wonder it enables is already built (say... music theory). So the human can research an optional tech and trade it for one or more required techs to pull even. Of course, if you desperately need a particular tech and only 1 AI has it, you are going to be charged an arm and a leg.
Scarcity of resources and luxuries can make the game easier or harder, depending. Sure, if you're the one lacking iron and horses it seems bad. But when you've got 'em and your big strong neighboring AI lacks them... ah, ain't it beautiful?
Oh, cool, time to go home. Post ends...
-Arrian
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asleepathewheel
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listening too long to one song
Mar 2002 time: 00:33
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I've seen quite a few curraughs, but that was mainly on sid. very low on the priority list, so the ai won't build until after settling a lot of ground. but I have seen them in full force before.
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The_Aussie_Lurker
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Adelaide, South Australia, Australia
May 2001 time: 05:33
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Hmmm, at the risk of sounding REALLY DUMB, might it be possible to slightly offset the AI penalty on maps with high water?
What I was wondering is, is it possible to remove the 'Sinks at Sea Flag' for galleys, but give the galley a really LOW movement rate, and Ocean tiles a really high Movement cost?
This way, AI galleys might be more willing to invest in multi-turn journeys (say 4-5 for Ocean Worlds), but AI and player alike is more likely to retain the galley as a coastal defense unit!
Of course, if you did this, you'd also have to give the Lighthouse a new ability-like bonus movement for naval units (if this were done, it'd be just as easy to make the lighthouse a Small Wonder-if you ask me!)
Anyway, just a thought guys-feel free to 'Flame' me if the idea is crap-I can TAKE IT !
Yours,
The_Aussie_Lurker.
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The_Aussie_Lurker
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Adelaide, South Australia, Australia
May 2001 time: 05:33
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True enough, Vmxa1, but it would be balanced out by the fact that the human players would be EQUALLY disadvantaged by the change! So, when you DO make contact with the AI players, you will probably be roughly on a par in terms of how many other civs you've made contact with! Of course, it would be FANTASTIC if galleys a certain number of squares from port simply had a chance of losing hp's, rather than simply sinking! (After all, a Galley unit isn't ONE galley-I see it as being more like 4-5 galleys!)
Yours,
The_Aussie_Lurker.
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Sovereign
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Thanks, Vxma.
I guess I'll build Archers in my next Monarch Civ3 game. Or I might try an Emperor game again and use this tactic.
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