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aksully
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Hi, New here and wanted to ask for some advice. First, is it desirable to start your first city on a bonus square like wheat, cattle, wine, etc if it is within 2 squares of your starting point? Or just "plop" down and build a road?
Second, I've just been browsing thru the weath of info here. It is incredible if not overwhelming! Seems like at the Monarch and above levels I am being constantly outpaced by the AI. I guess it has to do with my build order. I like to get a granary in early but then I'm behind the curve and the neighboring Civs have me hemmed in. Any suggestions?
Thanks!
Sully
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aksully
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Hey Arrian, Thanks for the reply! I wondered if you placed the city on a resource if you would lose it or not. Now I know. I've started reading the stuff here and I see that you are well-respected. In your experiences..what combination of traits (industrious, scientific, etc have you found that helps to keep up with the AI that obviously gets some "help" on its own?
And is there a kind of standard build order of units that you try to follow in the first 10 turns?
Appreciate the feedback! And I'll check out the thread.
Sully
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Geronimo
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st cloud USA
Jan 1970 time: 05:30
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ouch. I wish I'd noticed the lost food bonuses a long time back. I think I've managed to delete at least a half dozen food bonuses so far by settling the city right on top of them.
So to make it perfectly clear, food bonuses are completely lost by a city on them.
bonuses to trade are unaffected by having a city on them
bonuses to gold (gold = 'shields' in civ3 right?) are lost when a city is placed on them.
Is that correct?
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Geronimo
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st cloud USA
Jan 1970 time: 05:30
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so hills are good choices for city sites in civ3?
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Geronimo
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st cloud USA
Jan 1970 time: 05:30
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Are mountains the only type of terrain in which it is not possible to found a city? I remember trying to found a city on a mountain because it was the only square available to cover at least 12 squares of the 21 square opening due to a lake wrapping around most of the site, but when I got my settler on the mountain the option to build could not be made to appear there. i had to settle much further out and split the territroy between two poorly placed cities.
OTOH i've since seen cities founded on tundra, and desert and apparently *everything* except for mountains.
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patcon
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quote: Originally posted by Geronimo
Are mountains the only type of terrain in which it is not possible to found a city? I remember trying to found a city on a mountain because it was the only square available to cover at least 12 squares of the 21 square opening due to a lake wrapping around most of the site, but when I got my settler on the mountain the option to build could not be made to appear there. i had to settle much further out and split the territroy between two poorly placed cities.
OTOH i've since seen cities founded on tundra, and desert and apparently *everything* except for mountains. |
AFIR you can't build cities in marsh tiles either, under normal rules. Many players have suggested flagging other terrain as "no city build" types to preven the AI from building cities in apparently bizarre spots like in teh middle of a tundra. Whenever I see an AI city in tundra or desert, it tells me that oil or some other strategic resource is going to show up in that area later in the game, as the AI knows where these will be even if it hasn't yet gotten the tech to discover them.
As Solomwi says, if I have a desert tile in the midst of otherwise good terrain, that's where I'll put my city.
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aksully
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Hey Patcon....nice comment...I hadn't thought of the AI knowing what the human doesn't. Was wondering why it was placing those cities on those "barren" spots. Me thinks I need to send some "guys" over there to investigate!
Sully
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Geronimo
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st cloud USA
Jan 1970 time: 05:30
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quote: Originally posted by aksully
Hey Patcon....nice comment...I hadn't thought of the AI knowing what the human doesn't. Was wondering why it was placing those cities on those "barren" spots. Me thinks I need to send some "guys" over there to investigate!
Sully |
In my current game it appears that the AI also places cities on such barren spots when there is simply no other unused spaces remaining in the game. I now think the AI is designed to plant cities until absolutely no location of any sort whatsoever remains in which to place one.
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Arrian
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Kneel before Grog!
Jul 2001 time: 00:30
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Good basic rules of thumb about settling on hills, joncunn.
In general, I don't often found on hills because I want as much production as I can get. If you found on a hill, you trade 2 shields for 1 food (city tile = 2f, 1s. Mined hill = 1f, 3s). At least once you're out of despotism. Despotism carries a tile penalty. One of the things Despotism "eats" is the 3rd shield from mined hills. For this reason, it's best to leave hill mining for later in the game, and concentrate on the flat lands first (also because it's much faster).
aksully, you asked about trait combos. You're playing C3C, v1.22, which is good because that's what I know best.
The answer, however, is "it depends."
I generally find that militaristic and industrious are not all that great anymore (they were among my top choices in CivIII/PTW), and I hardly ever use them. Part of that is I deliberately broke myself of using Industrious back in PTW, so that I could succeed without it. Now I'm quite comfortable using the slow workers of non-industrious civs (I've learned a lot about granaries and such, and now typically generate a horde of workers). As for Militaristic... it can still be strong if you intend to use it (this was the case before as well - if you're intend to fight early on, Mil is valueable). If you're a builder and want to turtle until the mid to late game... I'd pass on Mil.
Some of the traits are more dependant on map settings than others. Expansionist, for instance, can be extremely powerful on large maps with lots of land (pangea especially), and merely so-so on smaller maps w/less land (and/or archipelago). Now Aeson can come in to tell you all about how it's a fantastic trait... and he's RIGHT, if you learn to use it the way he does. Many of us don't, and that's a style choice as much as anything else.
Agricultural ranges from "ok" to "it's the new Industrious!" (which means it's the best trait, hands down). It's "ok" when you get a non-freshwater start and cannot find lots of freshwater nearby. That being said, such a start is not exactly to die for with any trait combo. If you *do* get a freshwater start, and have lots of other freshwater city sites available... yowza, it rocks. It also kicks ass if you have a desert part of your empire, because irrigated desert is 2f, 1s (equivalent of plains) for Ag civs. There is also the 1/2 cost aqueduct, which is a nice mid-game boost.
So it's hard to go very wrong with Ag. So, then, what to put with it?
Well, my personal favs are Religious and Commercial, but a strong argument can be made for Seafaring.
Both Comm and Sea provide the Alphabet as a starting tech, which is great for the philo beeline (free tech). Both also tend to provide extra money for research (commerce bonus for all towns with Com, plus lower empire-wide corruption, vs. commerce bonus for all coastal towns with Sea). Seafaring is good for exploration with curraghs & galleys, and can result in very early contact with all the civs in the world, even playing on continents maps. This in turn results in a favorable trading position, and hopefully a tech lead. Com's advantage is difficult to quantify because it's a creeping bonus... slightly lower corruption empire-wide (via a bigger "OCN"). I hate corruption... or rather I enjoy defeating it, so Com is the trait for me. This is, however, at least as much stylistic as it is strategic.
Religious is nice for two reasons: cheap temples & cathedrals to keep your people happy, and 1-turn anarchy. Anarchy sucks - every turn in anarchy is a near-total loss ("near-total" because you can typically change a citizen or three into scientists to eek out a few beakers during anarchy). If you are not religious, you will spend 4-8 (?) turns in anarchy per government switch. Even if you only switch once, that's 3-7 turns wasted compared to a religious civ, although it should be noted that if you switch early (I do - I go right for Republic), your empire is typically small enough to make 7-8 turns of anarchy highly unlikely.
Scientific is ok, but honestly I think commerical ends up being as good or better for science (more money to research with, better starting tech for trades and philo beeline). There is the SGL generation bonus (5% chance of SGL if first to a tech, as opposed to 3% for non-Sci civs) to think about, of course. It's not a bad trait.
So, since you say you're playing Monarch and are getting hemmed in... definitely work with Ag, since that will boost early expansion most times. Sea and Com will both help with tech, in slightly different ways I'll grant you, so I'd pick on of those as the other choice. Which leaves you with the Iroquois (my overall fav) and the Dutch (many people's choice for strongest civ). Both provide strong UUs - one offensive (my preference), one defensive.
-Arrian
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aksully
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Arrian,
I really appreciate the time to answer the question! Sid needs to hire you onto his team! How did you get so knowledgeable about the game? I'm making it a point this weekend to reread my manuals and references. I've obviously missed some stuff that is crucial to the beginning of the game which sets the whole tone of things.
When you have some time I'd enjoy reading your thoughts on tech development strategy.
Sully
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aksully
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Looking at your post again I see some new insights into traits I might have been overlooking. I may have underestimated the impact of commercial and ag and overestimated scientific and industrious a tad.
I like religious but it tends to go into a golden age a little quicker than I'd prefer but one turn anarchy is a huge factor in my limited experience.
I can see that ag at the onset seems to offer a nice boost in getting things going at no cost. Time to look at those civs with it!
I tend to favor WWII to modern warfare type games but have become addicted to Civ III Conquests. I really enjoyed the War in the Pacific Conquest. But the real deal for me now is starting from scratch and see if I can survive the early ages. It hasn't always worked out that I do! But I'm taking some notes as I go to learn and to avoid the pitfalls. It is very much like a chess game being played on multiple levels!
Sully
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Geronimo
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st cloud USA
Jan 1970 time: 05:30
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I suppose statue of liberty was removed so as to not make the religious bonuses totally superfluous?
Last edited by Geronimo on 21-01-2005 at 01:53
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Dominae
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quote: Originally posted by Geronimo
I suppose statue of liberty was removed so as to not make the religious UU totally superfluous? |
I assume you mean the Religious short-Anarchy ability. No, there's no Statue of Liberty, meaning that there's no way of minimzing Anarchy duration other than picking a Religious civ.
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Theseus

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The warmonger formerly known as rpodos. Gathering Storm! Apolyton Spirit!!
Apr 2002 time: 00:30
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That's a very good quick summary of traits by Arrian... it is a much debated subject, to be sure.
While you can't really go much wrong with his advice, I'd suggest that the *synergism* of traits and UUs is often overlooked.
For instance, I've lately been obsessed with the Vikings, and it has struck me how well put together this civilization is: SEA, which brings not only Alphabet (Philo gambit and also a step toward Mapmaking), but also a starting ability to build 3-move Curraughs (insanely great exploration and early contact... nothing else like it in the game, in fact), and MIL, providing a starting ability to build Archers, as well as half-priced Harbors for a coastal empire, and half-priced Barracks for a militarily oriented strategy.
Those ALL, of course, come together in the form of Galleys and Berserks, and in known civs and coastlines. Synergy indeed! 
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aksully
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Theseus,
Glad you brought that up. I've read some of your thoughts posted on the site here. It seems you like that Archer Rush. Have you considered the Mayans with their UU?
What are your preferences for Civ Attributes considering UU's?
I have only tried the Americans once primarily because of their UU which seems to me to be useless?
Sully
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