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Yahweh Sabaoth
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The Heavens
Dec 2002 time: 05:26
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quote: Originally posted by Arrian
Other factors include what AI civ(s) are likely to build the ones you don't get. If you're thinking about conquering a neighbor, it sure would be nice if they built a key wonder, huh?
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Yes, it certainly would, especially if you're facing a non-militaristic, non-industrious civ such as India, Korea, etc. This would definitely make Sun Tzu's my top choice.
On the other hand, even as a Religious civ, if I was bordered by the warlike, I'd be tempted to build Sun Tzu's, just to keep up with the joneses, as they say.
Thankfully, as I play Regent, I've never been placed in the hard position of picking one over the other. Obviously, JS Bach's has such a wonderful effect that I will always make sacrifices to procure this wonder, but there are so many factors it's a hard choice to make.
Assuming you CAN make war against your neighbors effectively, I assume you would be able to take Adam Smith's later, so I wouldn't make that a top priority.
I guess it all depends when within the medival age you're going to do your conquering, if at all.
Let me repose the question, then: if you are playing as a non-militaristic civ, and you are bordered by an equal number of militaristic and non-militaristic civs, which wonder do you build?
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Theseus

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The warmonger formerly known as rpodos. Gathering Storm! Apolyton Spirit!!
Apr 2002 time: 00:26
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I'm still catching up... this is a Tony-the-Tiger GRREEAAATTT!! thread!
gf
pre-emptive revenge
MAR
Excellent, Smithers.
Back to the original question, the two things that I use the most often:
* Military concentration, AKA Arrianism (or maybe Theseusism). I don;t really mind the same era match-ups, especially in SP. Knights against Muskets, Cavs against Rifles? Fine. Heck, I'll take on Infantry with Cavs, as long as I'm not so far behind I can't manage a decent force of arty to, uh, sautee the dogfaces a little first. Be warned, I'm talkin' hyper-aggression and Powell Doctrine overwhelming force here... gimme 50-60 Cavs to play with... and that's on a STANDARD map. Huge? Sheesh.
* The Comprador. (This is very cool... I remembered it from some old fiction I had read, e.g., James Clavell's Taipan, and cross-checked it to Civ3...). This is the trader / researcher trick... you want to sell everything you can, even if that includes buying first. All resources, maps, techs... SOLD! Keep the other civs broke. Get to the industrial corridor first, preferably with a judicious GW... game over.
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Yahweh Sabaoth
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The Heavens
Dec 2002 time: 05:26
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"Powell Doctrine"... sheesh... Bludgeon Your Weak Enemy Doctrine...
Not to disparage this as a Civ tactic, of course.
I wanted to raise a question, or rather, discuss a scenario, that is related to this thread.
Say you are playing as, I don't know, the Mongols, or Zulus, or some such agressive civ, and you come to dominate your continent by the mid-medival era... but overseas, some jerk-offs such as the Iroquois are building all the wonders YOU want, and you haven't made contact with them yet (no lighthouse, no navigation yet).
So, in other words, you're the biggest baddest civ in the world, but overseas you're quite irrelevant.
This puts you at "parity" with a smaller neighbor, and actually threatens that you be left behind.
What do you do then?
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Mountain Sage
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Yahweh Sabaoth,
Thanks for reminding some people that some uf us Do play un Huge maps and even LIKE to play on them 
So 30 Galleons + 10 Frigates + 90 Cavalry = 130 units = 130 gold/turn. It will take 20 turns to assemble your force (average 20*75 gold = 1'500 gold) and 10 rounds to move your fleet. Total 1'500+1300 = 2'800 gold just to get there. Do you have all that gold?
Oh, by the way,if you reduce your science to build and maintain your force, you'll fall even more behind in Techs...
Now, another approach: Techs at 4/turn, deficit 100 gold/turn for 3 turns, then +100 the 4th turn (slider) = 1 Tech/4 turns for 200 gold. With 2'800 gold you get 3,5 Tech in 14 turns. Then you sell these Techs around, make money and start all over. Do you really think the Iroquois can match that?
Just think about it. War, specially on Huge maps, is not always the best solution.
Well, of course, you won't have the pleasure of seeing all the butchered horsies etc. 
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Yahweh Sabaoth
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The Heavens
Dec 2002 time: 05:26
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Hmmm. Two very different approaches from huge map players... and I thought I was the only one around!
Mad Bomber:
Depends what continent you're playing on. Assuming you're playing on a resource rich continent, you might be playing on a continent with 9 other civs. Disagree? I for one do not have the "skillz" to take on all 9, especially if the Carthaginians are on board, or another "superpower" in embryo is emerging.
A mid-smallish continent, I can conquer... 3 or 4 other civs. And most of the largest continent, sure. But at what point on your game are you making 1000 gold per turn? Are you selling all of your valuable resources? Are you selling cutting-edge tech? By the end of my game, just prior to cultural victory (early modern era), I'm earning maybe 600 gpt, but I'm happy with anything over 150, cause I know that victory is not far away.
As for taking on another continent... the only reason would be for wonders and resources. Corruption is just too problematic. And I'd have to switch to comyanism just to slaughter all my unhappy folks... and that would set me behind in tech... so what's the point?
Mountain Sage:
I agree with your basic approach. However, I would like to know how to take on those overseas dudes. I absolutely refuse to build 25 galleon. That's absurd. My coastal cities are important: they should be building improvements. If my continent is too small to expand any further, I'm rarely making enough money to maintain the huge buildup. Especially if I haven't made contact with the other continent yet!
Would 16 cavalry or mounted units be enough to take one city, hold it for a while, make peace, and then build that city into the Bombay of my dreams?

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minke19104
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suicide galley run....
This actually happened to me once, I won all of my continents but neglected research. I got scared when words came out that Persia have finished Copernicus, while I'm still at the early middle age. I right away researched up to navigation while sending galleys away to their deaths trying to find the unknown continent.
Finally I made it to navigation and contacted the other civs. Then comes the fun part...
Contrary to other posts, I feel that if I control enough productive lands in my continent, I hardly feel the need for conquest in another. By that time additional cities are only good if they have resources/luxuries. What I would do is actually try to make these new civs fight each other. Divide and Conquer all the way!!
First I'll check who the biggest dog is, in term of military, landmass, and techs. Then I'll declare war on them. In the same turn I'll contact other civs and create millitary alliances against that civ. This will create massive turmoil within the continent, while I would happily continue my research and nation building. I would send NO troops to attack, rather just watch the fight.
The way this works so well is that stupid AI civs pay no attention to how far your forces actually are or whether or not you actually bring any troops into the war. They will happily enter military alliances in return for your luxuries and especially if you managed to pull out Arrian's Deception . After a couple turns of massive war, I would bring my forces in to capture key cities close to luxuries... .
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minke19104
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Arrian's Deception: Eliminate every single AI in ur continent before they make contacts with civs on other continent.
Sometimes hard to pull out but definitely worth it. You can swindle and break any treaties/trades in your continent and have those past mischiefs erased when you kill off those civs before they make any contacts. Your past crimes become part of forgotten history and everybody else will still be Polite/Cautious with you.
Usually I gang up with everybody in that other continent. But even if you create a superpower, it's still okay. That superpower will probably convert to monarchy/communism sooner or later. And they will be backwards in terms of techs and improvements. Your goal really is to be more advanced techwise and develop all your cities with factories, etc.
If they get big enough or small enough, pull the plug and do not extend the alliance after 20 turns. Make peace with the superpower and trade them your techs. If you're aiming conquest, there is still time. Get to Tanks fast or wait for them nukes to fly 
My motto: AI civs warring each other is better than having them trading with each other.
Last edited by minke19104 on 11-03-2003 at 21:55
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Yahweh Sabaoth
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The Heavens
Dec 2002 time: 05:26
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quote: Originally posted by Theseus
We probably need a more in-depth discussion on strategy for huge maps.
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As a confirmed huge map player, and someone who generally misses out on things (such as PS lowering corruption, settlers popping out of huts only when none are active/building, etc.), I would love it if we could start a thread along these lines.
Maybe even an AU thread? I don't really know much about AU, but I assume it's for people to all look at the same game, right?
Definitely, intercontinental warfare is very, very difficult on a large map. It can come about much more easily once you have Transports, even if you're just using cavalry. After all, once you conquer your continent, if it's a biggie, then you've got a lot of cavalry left over, and you might as well put them to use!
But to hold on to your overseas possessions proves difficult, even on Regent level. Corruption, the threat of a cultural flip (rare but terrifying), and a massive counter-attack, all discourage the Colonizer.
But Theseus et al., I think it would be a great idea to start a "Huge World General Startegy" thread, especially to test time-honored strategies that work well on smaller maps, and determine if and how they can be translated to the huge map player.
Do it for your confused pal, Yahweh...
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minke19104
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quote: Originally posted by badams52
It's true that this helps you rise while they fall, but if they're at war, that leaves less money for you to exploit and siphon off in trades with them, which in turn leaves you researching your lead at a slower pace... |
Maybe, but If they go to war against a tech leading civ, they cant buy techs from him/her. That leaves your "Glorious" Civ as the only tech broker/researcher. They usually lower science to give way for more money. And If you're lucky enough, they might even sever their gpt deals that were supposed to go to the warring civ, giving you ample opportunity to suck off from..
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