Apolyton Archive  |  Preserved copy of the Apolyton Civilization Site and its forums as they stood in September 2005. Read-only; nothing here can be posted to or replied to.  |  Forum index |  About this archive |  The 1998–2001 UBB forums
Today on Apolyton WARDELL INTERVIEW PROMO A.C.S. HISTORY CHAPTER 4 GET CIV4 /w FREE PLUS! A.C.S. PHOTO GALLERY GET A.O.M. V1.1
Apolyton Civilization Forums
main| civ2| civ3| civ4| smac| ctp2| ron| moo3| galciv| galciv2| alt| about|
ApolytonPLUS | register | search | faq | new posts | pm (-/-) | upload | members
hall of fame new! | civgroups | civgroups news | interviews | the column | radio | chat | directory | news | store | PLUS
Apolyton Civilization Forums : Powered by vBulletin version 2.0.3 Apolyton Civilization Forums > Miscellaneous > Archive > Civ3-Strategy-Archive > The Perfect Grunt Rush (Deity)
Show a Printable Version | Email This Page to Someone! | Receive updates to this thread | Report this to Apolyton news!

bottom of page
  
Author
Thread    < Last Thread     Next Thread > Post New Thread     Post A Reply
David Weldon is offline David Weldon
Warlord
Laguna Hills, CA
Nov 2001
time: 21:16
  Old Post 20-11-2001 02:20
Edit/Delete Message Reply w/Quote
#1 Report this post to a moderator
The Perfect Grunt Rush (Deity) Support Apolyton, buy Call to Power 2

Usually I like to actually play Civilization rather than a watered down war game, and therefore I often use something very much like Randomturn's Vassal State Strat. However, this time I tried to just blitz the world in the ancient era, and I had great success.

The key difference lies in the idea that you want most of your cities to be "productive", and since corruption hobbles a large empire, a normal approach is to let excess cities remain under the control of an AI and then subjugate that AI so that you can reap what it is sowing. On the other hand, if all you need is population, you might as well keep all the cities for yourself. (most of you can see where this is going now...)

There are discussions about this under communism, but there is difficulty there because of the unhappiness caused by forced labor, and the high cost of post-industrial units (causing very large population sacrifices). In the Ancient Age,
on the other hand, the best units can be created for only a single pop point. By the time you've taken your first civ out, you will have at least as many cities as your nearest competitor (even with his amazing growth) and you'll be pumping out 1 swordsman every 5 turns from every city in your empire regardless of corruption. Even deity AIs can't keep up with that.

Here's the nuts 'n bolts:

1) grow to a few cities with normal methods, while completely ignoring AI expansion. Let them come to you if they want to...

2) Force build a granary as soon as you hit pop 3. This is essential! Forget the first settler, you will make up for it with increased rate of growth in the near future. Now you should be growing at least once every 5 turns.

3) I then force build temples when I hit size 3 again to increase the city radius and let me take in resources more easily, but this is not completely necessary.

4) From then on, rush-build your favorite military unit every time your city hits size 2.

5) Use your army to capture more "recruitment centers".

6) Use the occasional worker to build roads between your cities so your military can get to the front more quickly. Ignore other improvements except to link in resources and irrigate super-food tiles if possible.

7) Demand workers, money, and new tech every few cities from whichever civ you are invading at the time.

The reason for keeping the cities size 1 is that I found the accumulated unhappiness from all this forced labor caused my 1st citizen to be only content, and my 2nd citizen to be unhappy even with 3 luxuries and a temple in the city.

Of course you should still wage war intelligently, using fast units and artillery whenever possible to prevent casualties, but exactly how you go about the conquest isn't the point here. Using this method, your ever-expanding empire is _always_ operating at peak efficiency, no matter how large it gets, because you are depending only on population!

When you are done you should have either captured all the wonders that are useful, or built them with Great Leaders (if you get lucky and get some...), or simply destroyed everyone before any wonders were built. I used this on a standard map (not tiny or small), and it worked flawlessly. My only complaint is that it wasn't terribly fun just moving all those units around sqaushing resistance wherever it was found. If that's your thing, though, or if you just want to try it for a change of pace, then go to it!

  < Last Thread     Next Thread > Post New Thread     Post A Reply
All times are GMT. The time now is 05:16.
Apolyton Time is 00:16.
    top of page
Rate This Thread:
archivepost
Forum Jump:
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
 




Contact Us - Apolyton Civilization Site - Support Us!

Building a better Apolyton through better information. Click here and take our poll!
Non-US visitors, click here!

Powered by: vBulletin Version 2.0.3
Copyright ©2000, 2001, Jelsoft Enterprises Limited.

Page generated in 0.0302 seconds (87.39% PHP - 12.61% MySQL) with 31 queries
Page Loading Time:

Support Apolyton: Amazon USA | Amazon UK | Amazon DE | Amazon FR |
Support Apolyton and get FREE PLUS, Buy from Chips&Bits: Galactic Civilizations | Galactic Civilizations: Deluxe Edition | Call to Power 2 | Civilization: The Boardgame | GURPS/ Alpha Centauri | Alpha Centauri | Civilization IV | Civilization III: Complete |


Front Page | Civilization IV | Civilization III | Civilization II | Call to Power II | Alpha Centauri | Master of Orion III
Rise of Nations | Galactic Civilizations | Galactic Civilizations II | Misc
Alt.Civs | Civ I | C:CtP I | About | News | Directory | Apolyton Store | Forums | Chat | Columns | Interviews | Newsletter
Scenario League | CSC | Clash of Civs | Spanish Site | CtP Maps | Cradle of Civ | WesW's Ctp1/2 Site | Civ3 Haven

apolyton.net | apolyton.com | civilization2.net | civilization3.net | civilization4.net | civilizationiv.info | calltopower.net | galciv.net | galciv2.net | moo3.net