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Ironikinit
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Arrian
Well, I know better than to assume that you screwed the pooch on leader generation by military mismanagement or letting a leader sit idle.
My last game was with the Babs and they generated plenty, more, I'm sure than I've generated some games with militarists. However, the only games I recall that never generated a single leader were with non militaristic civs.
Cheap barracks, harbors and airports might be small comfort when having trouble generating leaders as a militarist, but it's better than the big fat zero expansionists get if the early game hut lottery goes badly, IMO.
And I knew better than to assume because you're a true afficianado, IMO.
General comment,
Of the starting techs, I most favor bronze working. It gives access to iron working and allows building defensive units early. I may not build spearmen right away, but it's good to be able to if the neighbors are troublesome types.
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Aeson
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orangesoda
Nov 2001 time: 22:17
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I haven't noticed a difference with the Expansionist trait since the patch. Was the increase in settlers just with the bugged first release of the patch? I've played through 3 Ancient Eras with the patch, all with Expansionist Civs on Huge/Pangaea/Deity maps. Each game I popped about 30-50 huts. I got 2 settlers on the last game, but I had done that a couple of times on Deity with 1.16, once even getting 3. The techs were just about the same too, getting through all the Ancient Era techs before the huts ran out. Expansionist is by far the most powerful trait on these settings, and Scouts make a mess of the AI on any settings if used right. I noticed that the AI is much quicker about giving the initial "get out" to the Scouts, but doesn't seem to demand their removal much if any quicker.
Militaristic is a bit more powerful with the patch. Your units will be higher experience on average, which gives your mobile units a better chance to disengage, and your defenders a better chance to keep the enemy from doing the same. Barracks are no longer a good idea to pop rush, and so the 20 shield difference actually matters, saving half the build time. Leader generation is hit or miss in most games, but the chances are better with a Militaristic Civ.
Religious is again the winner though, as earlier government switches are a good idea. Losing even a couple extra turns to Anarchy in the Ancient Era can really put a civ in a hole (compared to where they would be with a Religious Revolution) for the rest of the game. Being able to pop rush a temple for only 1 unhappiness allows for it to still be viable as the temple will take care of it's own unhappiness. All the other Civs take a happiness hit when trying to pop rush a temple.
I don't think any of the other traits have been affected by the patch. I still think the Zulu are the most powerful Civ in the game, but thats just because they fit my playstyle perfectly.
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Arrian
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Kneel before Grog!
Jul 2001 time: 00:17
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Thrawn,
Actually, he did become the UN. I then fought some more, got a fifth, who became my Forbidden Palace. Number six became... umm... oh, yeah, an Army (I just wanted the Heroic Epic in Thebes so it would hit 100 culture/turn). Number SEVEN, my last one, was used for an airport in London, a 100% corrupt city.
Seven leaders in one game, with a non-militaristic civ, w/o the heroic epic (except for #7, as the epic was built by then). Wow. This is what I mean by "hit or miss" leader generation. 
I actually did eventually call a UN vote and win, but I am going to revert to save and continue on to a SS win... or maybe domination, I haven't decided.
-Arrian
p.s. I have never waited as long as I did to build a forbidden palace. I'm anal about optimal F.P. placement. It just so happened that I didn't control that "optimal" place until partway through the Modern Age.
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Arrian
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Kneel before Grog!
Jul 2001 time: 00:17
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Aeson,
That tactic with the Impi is awesome. I still don't think I can force myself to play the Zulu, but I'm impressed. That game you played w/the Zulu's where you had hundreds of impi and horsemen running around chopping up AI civs was just insane (in a good way).
As for leaders w/non-militaristic civs, I have had games with only 1, despite trying my best for more, but I usually end up with about 4. 1 leader per war, on average.
The blitz ability of Tanks and especially Modern Armor means you will generate more great leaders in CivIII's version of "garbage time." Like racking up points in basketball or football when the outcome of the game is no longer in doubt. Ever notice that if you win two combats in a row, you get a promotion no matter what? Well, I often create elite Tanks by picking off old or beat up AI units 2 at a time. Then, I continue to do that with my elite units, as 2 elite victories are better than 1. Plus, there is a better chance of survival.
3 of the 7 leaders in my Egyptian game I mentioned were generated from Tank combat. (let's see, #1 was from a swordsman, #2 a horseman, #'s 3 and 4 from Cavalry). Of course, the fact that post-nationalism you have to kill more AI units to win (conscription) might also play a role. More battles = more leaders.
-Arrian
p.s. I call the modern era "garbage time" not because of tedium, as the patch has dealt with a lot of that, but because there isn't much left to use leaders for. Well, after the UN and SETI are built, anyway.
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Ironikinit
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I use them for armies mostly, or moving the palace around. I don't like leaving them laying around because it's not unlikely to get a couple in a single turn in the modern era. It's a pity they can't be airlifted. ICBMs are expensive and transportable, of course. SS parts, too.
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Aeson
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orangesoda
Nov 2001 time: 22:17
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quote: Originally posted by KithrupFugitive
Call it a sample of 1, but in my latest game as Iriquois (Regent, Huge, Continents) the first three huts I popped gave me settlers. I had like 7 or 8 cities by 2900 BC. |
It seems the contents of huts are somewhat determined by difficulty level. 3 settlers in a row is a nice haul even at Regent level though! I once had 3 out of 5 in a Deity/Huge game, but usually average 1 on that difficulty. Emperor/Huge I get 1 or 2 settlers, Monarch/Huge almost always 2, and I got 3 settlers on the only Regent/Huge game I've played. They were spread out over the course of exploring the whole Pangaea landmass though.
Arrian -
Your points about Modern Era leader generation fit exactly with my experiences. The game I was able to get 6 leaders with the Greeks, 4 of them came from Modern Armor. All of the leaders were generated on the second attack in a turn, though that could just be a coincidence. I wonder if there is a better chance for a leader with blitzing units? In any case, leaders lose their luster about midway through the Industrial Era, as by that time the player should be able to build just about all the remaining Wonders in most games. I've used leaders to rush Airports, Harbors, Cathedrals, and military units in a couple of cases, because they had no other use at the time.
I finally finished that Zulu/Emperor game just a couple days ago, probably took close to 250 hours to complete it. My goal in was to show that the 3950BC Deity conquest 36060 score could be beat. There seemed to be a lot of people on the HOF thread that thought the early conquest bonus were the end all be all of Civ3 scoring. Managed to get 37779 points by 2050. It should make the next update of the HOF over at CivFanatics.
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Arrian
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Kneel before Grog!
Jul 2001 time: 00:17
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37779 points.
I am familiar with the way you played that game, and it supports my opinion on the scoring in Civ III: it favors conquest - early and often. The scoring is based upon territory and population. The more you have and the longer you have it, the higher your score. It also appears to have no adjustor for the map sizes, so the best scores will be Huge Map games where the player has 65% of the land area very early and builds it up until 2050.
I'm not trying to devalue your score, btw. It's impressive, to say the least, and required a lot of patience. My best on a random map was a bit over 3500 (normal map, Monarch).
-Arrian
p.s. I remember slogging through a Civ II game (on the Europe map that shipped w/MGE) that took weeks, just so I could max the score. 1642%, IIRC, which pales in comparison to what others have done.
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