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Bird
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South Orange, New Jersey
Jan 1970 time: 00:15
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Horse: "good" is a relative term, but the ai is definitely better at war than before. One of the things that helps the ai, I think, is the elimination of ZOC's. The ai in my game has avoided traps to get to where it wants to get.
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Bird
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South Orange, New Jersey
Jan 1970 time: 00:15
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Speaking of war, I really got caught with my pants down in my game. I was doing well, probably second behind the red civ, which had a huge landmass all to itself. I had been peaceful and mostly cooperative with the other civs the whole game, including the Aztecs. The Aztecs had betrayed the Germans earlier in the game, so they weren't entirely trustworthy, but we had trade agreements and right of passage agreements. Once the trade agreement expired, they launched a sneak attack, taking 4 large cities on the same turn, razing each one. This came at a stage in the game where most of my cities were either improved to the max or getting there quickly. It hurts to watch size 17 cities razed. It really does.
Lesson learned, though.
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Xin Yu
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Emeryville, CA, USA
Jan 1970 time: 21:15
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Here is the whole plan:
Play huge map. Select expansionist+commercial. Build your first city and start exploring.
First tech: writing, second tech: literature. Keep 1 science output for 64 turns.
Never trade techs; sell techs to get cash instead. The only exception is Masonry, for building palace then switching to a wonder. Also get communications to other civs at any cost.
Contact AI each turn and buy every worker available.
First thing to build: granary. Rush as soon as possible. Then build a settler (do not rush this tims). If play on deity, adjust luxury to quell unhappiness.
Build the second city ON RIVER, as close to the capital as possible. build granary, then workers untill you can build palace. Start building palace as soon as you can.
Meanwhile, from the first city build about 3 workers to work the city radius of the second city. Then build another settler. From now one, keep on building settlers to put down more cities.
Only switch to fighting units when barb appears.
Your scout should go straight to one direction, trying to find as many civs as you can.
Your only shot is to get the GL. Then sell advances to other civs. Then you'll be able to build a lot of wonders and enjoy culture advance.
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Nap Bonaparte
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Newport Beach, California
May 2000 time: 05:15
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I think that we all have been playing MP for so long that we have forgotten how to beat the AI. In MP we try to outgrow each other.
You could beat the AI in CivI by cranking out diplos and chariots/knights. You could beat the AI in CivII by cranking out diplos and crusaders/dragoons.
I dont think that it is possible to outgrow the AI in CivIII at Deity level. You need to get in the face of the AI ASAP and take out your neighbors. Let them build your cities for you. Leave them with 1 or 2 cities left and then sue for peace and take all their techs and gold. I used to build GL but its not necessary and it expires very early. You need to trade with the AI to stay competitive. When MP comes out we will all need to develop new strategies. A few observations....
1). Corruption is horrible even with courthouses, culture,democracy,communism,WLT_D's, and Forbidden Palace. You wont be able to get the MP advantage of controlling 50 cities to your opponents 20 like we have in Civ2. Once you get more than 8 hexes away fro your palace the corruption gets real bad.
2).Mobil units are key. They retreat when they are losing to slower units so they live to fight another day. They will be your best source of leaders to rush build wonders(like Forbidden Palace). My favorite ancient unit so far is the Iroquois Mounted Warrior: 3.1.1.
3). The power of rush building by sacrificing population in despotism and communism cannot be underestimated. IMHO this makes the Pyramids an extremely important wonder . Religion will be realized to be a very important civ attribute so you can switch between govt's to maximize rush building between gold and pop( not to mention switching govt's to alleviate war weariness or making it easier to rush build temples in newly conquered cities).
4). Starting positions seem more unbalanced and unequal that ever before. In one game you can start with a couple of cattle specials next to a river and the next game
you have a few squares of grassland surrounded by jungles the size of the Amazon and deserts the size of the Sahara.In one game you can start with 1 luxury special near you and the next game you have 3 luxury specials and iron, horses, saltpeter and coal to boot.
5). Trade routes are boring. Trade routes used to be a major part of MP strategy. Now you just trade for luxuries and strategic resources you dont have.....but you cant build up your individual cites with killer trade routes.
Im sure many, many strategies will be developed for MP but it appears as if it will be difficult for an individual to dominate in growth or trade as much as it could be done in Civ2 MP. Maybe we will have to resort to more armed conflicts......
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