Originally posted by Xorbon
I had one of my cities taken via amphibious assault before. But it's only happened to me once.
Some things to consider when going from Civ 2 to Civ 3:
The game is quite a bit more difficult. You should play a few games on chieftain or warlord level to get used to the new features.
Artillery are no longer the powerful attackers they once were. Build stacks of these to accompany your attack forces. They're useful for softening-up enemy cities and units before you use other units to finish them off. The advantage of this is you can greatly reduce your casualty rates.
Air units can no longer move around on the map (they are immobile). Instead, they perform 'missions' such as rebasing, recon, and bombarding. Helicopters can carry 'foot' units (i.e. infantry, marines, TOW infantry, etc.) which can then be dropped-off by performing an airdrop mission.
There are no diplomat or spy units. Espionage is done on its own screen. Press either shift-E or ctrl-E (I can't remember which) to open this screen. Bribing units is no longer possible, and bribing cities (now known as propaganda) has a low chance of success.
There are no more caravans or freight. Trading is done via diplomacy. Also, wonders can no longer be rushed. You have to use scientific great leaders (SGLs) to rush wonders. (SGLs appear randomly if you are the first to discover a particular advance.)
Walls are weaker than they once were. You can no longer rely on defence alone to stop an invasion. Make sure you build enough offensive units to counter-attack enemy units. Bombarding units are handy for weakening an invasion force.
Culture is an important part of the game. Build cultural improvements (temples, libraries, etc.) to increase your cultural borders. If you have a lot of culture in your cities, enemy cities may flip to your side on occasion. If you have low culture, be prepared to have your cities flip to your enemies.
You can't use roads or rails that belong to other civs. You need to negotiate a 'right of passage' (RoP) agreement with other civs in order to be able to use their roads/rails. This really affects how quickly you can perform an invasion against an enemy. Be warned: if you declare war against another civ while your units are in their territory, it will hurt your reputation and other civs will be more reluctant to sign future RoPs with you.
That's all I feel like typing for now. I hope this helps!
I had one of my cities taken via amphibious assault before. But it's only happened to me once.
Some things to consider when going from Civ 2 to Civ 3:
The game is quite a bit more difficult. You should play a few games on chieftain or warlord level to get used to the new features.
Artillery are no longer the powerful attackers they once were. Build stacks of these to accompany your attack forces. They're useful for softening-up enemy cities and units before you use other units to finish them off. The advantage of this is you can greatly reduce your casualty rates.
Air units can no longer move around on the map (they are immobile). Instead, they perform 'missions' such as rebasing, recon, and bombarding. Helicopters can carry 'foot' units (i.e. infantry, marines, TOW infantry, etc.) which can then be dropped-off by performing an airdrop mission.
There are no diplomat or spy units. Espionage is done on its own screen. Press either shift-E or ctrl-E (I can't remember which) to open this screen. Bribing units is no longer possible, and bribing cities (now known as propaganda) has a low chance of success.
There are no more caravans or freight. Trading is done via diplomacy. Also, wonders can no longer be rushed. You have to use scientific great leaders (SGLs) to rush wonders. (SGLs appear randomly if you are the first to discover a particular advance.)
Walls are weaker than they once were. You can no longer rely on defence alone to stop an invasion. Make sure you build enough offensive units to counter-attack enemy units. Bombarding units are handy for weakening an invasion force.
Culture is an important part of the game. Build cultural improvements (temples, libraries, etc.) to increase your cultural borders. If you have a lot of culture in your cities, enemy cities may flip to your side on occasion. If you have low culture, be prepared to have your cities flip to your enemies.
You can't use roads or rails that belong to other civs. You need to negotiate a 'right of passage' (RoP) agreement with other civs in order to be able to use their roads/rails. This really affects how quickly you can perform an invasion against an enemy. Be warned: if you declare war against another civ while your units are in their territory, it will hurt your reputation and other civs will be more reluctant to sign future RoPs with you.
That's all I feel like typing for now. I hope this helps!
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