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Mannamagnus
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Prime Headbonker, The Netherlands
Mar 1999 time: 06:15
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Industrial. Viva Serapis!
Industrial:
The Industrial Era is ultimately one of conflict, which is why I love it. It's an era of massive nations crashing into each other over strategic resources. Ancient Era wars are easily forgotten, but because of the military hardware available during these times, an Industrial Era war leaves indelible scars on an opponent. In my opinion, Civilization III is most thrilling when balanced, established, and stable civilizations begin to compete directly against one another. At no time is this more evident than in the Industrial Era.
In all likelihood, your first goal when entering the Industrial Era is Sanitation. If you stopped to smell the roses at all in the Middle Ages, you've probably got a few cities capped at population 12. By researching the Medicine and Sanitation advances you can build hospitals, which is the city improvement that permits unlimited growth--as long as you have the food. Even if you don't have a large number of population 12 cities, you soon will, so you may as well get these fundamental structures built sooner rather than later.
There aren't a lot of Wonders in the Industrial Era, but the ones it does have are very useful. The advances are expensive in this era, so the two free advances given with the construction of The Theory of Evolution are a treat. There is also the Hoover Dam Wonder, which bestows the relatively clean Hydro Plants continent wide. Espionage can enable the construction of the Intelligence Agency, which, not surprisingly, can change the tenor of a game dramatically.
When it comes to units, you've got quite an arsenal at your fingertips in the Industrial Era. My favorite units in this era are the Infantry. Unlike units in the Middle Ages, the advance that enables infantry also makes rubber available. There's little you can do to prepare for Infantry because it's typically based on city location.
Once Infantry comes onto the scene, bombardment units become even more important. Since two fortified Infantry in a metropolis is a very tough nut to crack, you frequently need to reduce that city's ability to function rather than capture it. Artillery is an extremely useful unit toward that end. It doesn't require a resource, it has decent ranged fire, and when it hits a city, it can destroy an improvement, reduce the population, or damage units.
Sometimes, if a city is too difficult to capture, it may benefit you to simply reduce the city to rubble. At the very least, the enemy won't be able to enjoy its full production, and if you pillage the surrounding trade networks, you can prevent them from reinforcing themselves. Don't forget that the naval units of the Industrial Era are some of the game's most effective bombardment units. Battleships and Destroyers are far more mobile than artillery, can't be captured, and have attack values in addition to their bombardment strength.
Another real highlight of the Industrial units is the introduction of Air Power. Beyond the infrastructure benefits of airlifting between cities and air trade networks, you begin to have access to bombers, fighters, and helicopters. Fighters are capable of minor harassment of ground units and improvements, but truly excel at providing combat air patrol over cities or units. Bombers are like artillery, but have significantly longer ranges and are invulnerable to most ground units. Helicopters can be loaded up like naval transports and then airdrop their units to any tile within their operational range. As the Eras advance, strategic resources become increasingly necessary, but with toys like these to play with, it's more than worth the trouble to secure them.
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Mannamagnus
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Prime Headbonker, The Netherlands
Mar 1999 time: 06:15
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I never thought I'd ever say this but .....
ELVIS LIVES!!!!
Last edited by Mannamagnus on 24-10-2001 at 23:36
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izmircali
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Izmir, Turkey
Sep 2001 time: 05:15
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SerapisIV: You are the MVP (Most Valued Poster). thanks!
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RobC
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>To defend these critical tiles, the mighty Fortress can provide
>substantial defensive bonuses and bestow the Zone of Control
>ability to units typically without it.
This would seem to contradict the earlier review that indicated that ZOC was totally gone from the game (replaced with some kind of auto-fire-on-passing-enemy-units action)
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TubalCain
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Fog of war - You are playing the Iroquois, and are looking at France.
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