 |
|  |
 |
|
Geronimo
|
|
st cloud USA
Jan 1970 time: 05:30
|
|
After years of snubbing civIII because I was pissed that once again a Civ game was being released with no built in multiplayer support, I finally broke down and bought it with a gift card when I saw the 3 disk Civilization complete version for sale for a reasonable price.
My first question is, what is the most important change in the game to consider when starting your first Civ3 game after having played hundreds and hundreds of Civ2 games? Usually just reading the changes in the thick guide book doesn't really give a good indication of which changes really matter. At least that's what I learned when I first played civ2.
thanks in advance for any advice!
|
|
|  |
 |
|  |
 |
|
Geronimo
|
|
st cloud USA
Jan 1970 time: 05:30
|
|
In particular I do not understand how to load units onto a boat. I've been trying to put archers or warriors on to my curragh boats so I can get off my tiny island and look at the huge apparently uninhabited continent just off my coast but no matter what I do I can't seem to end up with a unit of any kind in my curragh! argh! Is it possible that they decided that it would be cool if the first ship unit couldn't transport anything? what the hell good are they then??
|
|
|  |
 |
|  |
 |
|
punkbass2000
|
 |
Waterloo, ON, Canada
Feb 2002 time: 00:30
|
|
quote: Originally posted by Geronimo
In particular I do not understand how to load units onto a boat. I've been trying to put archers or warriors on to my curragh boats so I can get off my tiny island and look at the huge apparently uninhabited continent just off my coast but no matter what I do I can't seem to end up with a unit of any kind in my curragh! argh! Is it possible that they decided that it would be cool if the first ship unit couldn't transport anything? what the hell good are they then?? |
The Curragh doesn't transport units. It is an exploration vessel, and very good at it. If I start on the coast and have Alphabet, I will usually build one before anything else.
Last edited by punkbass2000 on 15-01-2005 at 21:22
|
|
|  |
 |
|
-SafaN-
|
|
he meant "doesn't"
alphabet -> curraugh, 2 moves, no transport
Map making -> galley, 3 moves, 2 transport
seafaring civs get +1 move and lesser chance of sinking
greetz
|
|
|  |
 |
|
Xorbon
|
 |
Guelph, ON
Jul 2003 time: 00:30
|
|
quote: Originally posted by Shogun Gunner
Marines
Never have I seen an AI Marine perform an amphib assault.
|
I had one of my cities taken via amphibious assault before. But it's only happened to me once.
Some things to consider when going from Civ 2 to Civ 3:
The game is quite a bit more difficult. You should play a few games on chieftain or warlord level to get used to the new features.
Artillery are no longer the powerful attackers they once were. Build stacks of these to accompany your attack forces. They're useful for softening-up enemy cities and units before you use other units to finish them off. The advantage of this is you can greatly reduce your casualty rates.
Air units can no longer move around on the map (they are immobile). Instead, they perform 'missions' such as rebasing, recon, and bombarding. Helicopters can carry 'foot' units (i.e. infantry, marines, TOW infantry, etc.) which can then be dropped-off by performing an airdrop mission.
There are no diplomat or spy units. Espionage is done on its own screen. Press either shift-E or ctrl-E (I can't remember which) to open this screen. Bribing units is no longer possible, and bribing cities (now known as propaganda) has a low chance of success.
There are no more caravans or freight. Trading is done via diplomacy. Also, wonders can no longer be rushed. You have to use scientific great leaders (SGLs) to rush wonders. (SGLs appear randomly if you are the first to discover a particular advance.)
Walls are weaker than they once were. You can no longer rely on defence alone to stop an invasion. Make sure you build enough offensive units to counter-attack enemy units. Bombarding units are handy for weakening an invasion force.
Culture is an important part of the game. Build cultural improvements (temples, libraries, etc.) to increase your cultural borders. If you have a lot of culture in your cities, enemy cities may flip to your side on occasion. If you have low culture, be prepared to have your cities flip to your enemies.
You can't use roads or rails that belong to other civs. You need to negotiate a 'right of passage' (RoP) agreement with other civs in order to be able to use their roads/rails. This really affects how quickly you can perform an invasion against an enemy. Be warned: if you declare war against another civ while your units are in their territory, it will hurt your reputation and other civs will be more reluctant to sign future RoPs with you.
That's all I feel like typing for now. I hope this helps!
|
|
|  |
 |
|
Geronimo
|
|
st cloud USA
Jan 1970 time: 05:30
|
|
quote: Originally posted by Xorbon
I had one of my cities taken via amphibious assault before. But it's only happened to me once.
Some things to consider when going from Civ 2 to Civ 3:
The game is quite a bit more difficult. You should play a few games on chieftain or warlord level to get used to the new features.
Artillery are no longer the powerful attackers they once were. Build stacks of these to accompany your attack forces. They're useful for softening-up enemy cities and units before you use other units to finish them off. The advantage of this is you can greatly reduce your casualty rates.
Air units can no longer move around on the map (they are immobile). Instead, they perform 'missions' such as rebasing, recon, and bombarding. Helicopters can carry 'foot' units (i.e. infantry, marines, TOW infantry, etc.) which can then be dropped-off by performing an airdrop mission.
There are no diplomat or spy units. Espionage is done on its own screen. Press either shift-E or ctrl-E (I can't remember which) to open this screen. Bribing units is no longer possible, and bribing cities (now known as propaganda) has a low chance of success.
There are no more caravans or freight. Trading is done via diplomacy. Also, wonders can no longer be rushed. You have to use scientific great leaders (SGLs) to rush wonders. (SGLs appear randomly if you are the first to discover a particular advance.)
Walls are weaker than they once were. You can no longer rely on defence alone to stop an invasion. Make sure you build enough offensive units to counter-attack enemy units. Bombarding units are handy for weakening an invasion force.
Culture is an important part of the game. Build cultural improvements (temples, libraries, etc.) to increase your cultural borders. If you have a lot of culture in your cities, enemy cities may flip to your side on occasion. If you have low culture, be prepared to have your cities flip to your enemies.
You can't use roads or rails that belong to other civs. You need to negotiate a 'right of passage' (RoP) agreement with other civs in order to be able to use their roads/rails. This really affects how quickly you can perform an invasion against an enemy. Be warned: if you declare war against another civ while your units are in their territory, it will hurt your reputation and other civs will be more reluctant to sign future RoPs with you.
That's all I feel like typing for now. I hope this helps! |
immensely helpful! thanks for taking the time! Your reply cleared up 3 mysteries right off the bat.
|
|
|  |
 |
|
Geronimo
|
|
st cloud USA
Jan 1970 time: 05:30
|
|
i just noticed that the various values of the various terrain types is quite a bit different from what we had in civ 1 and civ 2. Some of my ordinary forest squares in ordinary cities produce trade now, and the difference between those that do and those that do not appears to be the presence of a road. Do roads always just tack a set amount of trade onto the value of any terrain square when built regardless of the terrain type?
|
|
|  |
 |
|
Geronimo
|
|
st cloud USA
Jan 1970 time: 05:30
|
|
Another thing I've been wondering about is irrigation. one half of my continent has no rivers or lakes and the two halves are divided by 4 hill squares. is it absolutely impossible to irrigate the other half of my continent in such a situation?
|
|
|  |
 |
|  |
 |
|  |
 |
|
Willem
|
 |
Canada
Dec 2001 time: 00:30
|
|
quote: I've been trying to put archers or warriors on to my curragh boats so I can get off my tiny island and look at the huge apparently uninhabited continent just off my coast but no matter what I do I can't seem to end up with a unit of any kind in my curragh! |
You can't load units into a Curragh, it's used mainly for exploration. You'll have to wait unti you get Mapmaking and can build the Galley before you can transport units.
Last edited by Willem on 17-01-2005 at 00:25
|
|
|  |
 |
|
vmxa1
|
 |
Oviedo, Fl
Nov 2001 time: 21:30
|
|
Speaking of wars and combat, in civ3 superior units do not always win a fight. Attack a def of 1 with an attack of 2 and you may lose. In fact it could have a greater gap and still lose, although it is less common as the difference grows.
No more of the build a wall and stick one good unit in the city and forget it ala civ2. Even if your unit is say an infantry vet and they attack with ancient units, they can send enough to finally win at times.
Last edited by vmxa1 on 17-01-2005 at 03:28
|
|
|  |
 |
|
Geronimo
|
|
st cloud USA
Jan 1970 time: 05:30
|
|
quote: Originally posted by joncnunn
If a single row of hills is blocking access to irrigate, build a city on the hill and that will allow the irrigation chain to cross.
A double row of hills though is a solid barrier. |
ouch! if only i'd known. a tiny bit of simple planning adjustment could have removed the problem.
|
|
|  |
All times are GMT. The time now is 05:30. Apolyton Time is 00:30. |
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
|
|
|
|
|
|