Mahatma Gav and the Holy Buddhist Spaceship
I started this game for two reasons: for starters, I wanted to get practice playing in a more peaceful manner. More importantly, I wanted to create a game that would allow me to illustrate some of the great pointers I've picked off Apolyton. Hopefully with screenshots and game situations I can show the applications of some of the more common themes you'll hear in this forum. I would love to see other people expand on the ideas I put out there and point out things that are important to see that I missed. My goal, and I'm not sure I'll have the stamina to entirely reach it, is to create an archive of tips and tricks that aren't immediately obvious that will help people pick up the nuances of Civ3.
About the game setup: The game is a standard map, 8 civs, 60% continents, 5 billion years old on Emperor level. I hand selected the other 7 civilizations to avoid playing against Agricultural, Expansionist, Religious, and Scientific opponents, though the Byzantines are in because you can't pick 7 civs which include none of those traits. As you may have guessed from the title, I'm playing as the Indians, though I modified them. The Indians now possess all of the Civ traits. Because I'm challenging myself to play a more peaceful style that's going to handicap me, I wanted the extra oomph. Obviously, taking all the traits is quite a bit of oomph. Having all the traits lets me go further with my primary goal in the game though, in that I can show applications of each of the traits. I don't have much experience with some of the traits so perhaps others will chip in when you see places a trait can be better utilized to strengthen the Civ as a whole.
Tips:
City Placement
-City squares will normally have 2 food and 1 production regardless of the square underneath. Food and shield bonuses are ignored. Commerce bonuses are applied as will as bonuses from Civ traits.
-Defensive bonuses from city placements still apply, so founding cities on a hill can be helpful in that respect.
-It is almost always beneficial to build your cities in a CxxC pattern very close together. Your cities grow more quickly and use your land more efficiently, allowing you to grab more land in total.
Workers
-Build more workers! And then build some more. You want at least 2 workers per city.
-Any time a city is working unimproved tiles, build more workers.
-Any time a settler/unit has to pass through unroaded tiles, build more workers.
REXing Tips:
-If you find a spot that can generate +5 food and 7.5 shields, you can create a 4 turn settler pump that greatly increases your ability to out-expand the AI. Read below for details, or better yet read the following threads which do the concept greater justice:
The Case For Food
Ducki Does C3C at Emperor
Trade
-Become the global tech broker early
-Take tech for tech when it's available and their gold as well
-As economies grow, get what you can from them in terms of gold per turn (GPT) deals. You get richer, they get poorer.
-Check trade possibilities every turn. You never know when they've researched a new tech (or traded for one from another AI you couldn't get it from yet) or if they have a Worker in their capital to buy.
Combat
-Have clear goals when you start a war and make sure the forces you are devoting are suitable for it. If you do better than expected, feel free to take it further or contract your plans if you hit a stumbling block.
-Mobile armies tend to be easier use - make use of their extra speed to keep them alive
-If a mobile force isn't an option, consider creating a SOD (Stack of Death) with strong foot soldiers backed by strong defenders and Catapult-type unit. Bombarding will help you minimize your losses for a more efficient offensive.
-"Pruning" the AI by taking a few cities and maybe a resource or two from them early on in the game can make them a much easier target later on. Pruning all your neighbors a bit in the ancient age sets you up to be dominant in the Middle Ages.
Happiness
-In the early game the luxury slider can be very efficient when losing even a single laborer hurts.
-Don't always create entertainers, sometimes you can get away with making a Tax Collector or Scientist instead.
Corruption
-Having your cities placed more closely together mitigates corruption.
Goody Huts
-A Goody Hut can only give you a Settler if you have none currently on the map or in production. If you are Expansionist and are popping a goody hut, switch your cities off of settler production first. Just don't forget to switch them back!
Traits
-Expansionist
---Scouts can pop goody huts with no fear of spawning barbarians, this can lead to a significant early tech lead.
---The trait's advantages peter out quickly so maximise them early on.
-Seafaring
--Helps grab the early tech lead
--Build your first curragh very early!
--AI does not understand this trait
Basic rules of thumb for worker management:
Mine all grasslands in despotism, unless they have a bonus food tile.
Sugar is the only bonus food tile not worth irrigating.
Plains should generally be irrigated, but there are exceptions (such as a city blessed with Flood Plains as well)
Stacking workers can be efficient, but have Workers make roads individually. One full turn is wasted per unit moving into the non-roaded tile. This waste adds up.
Forests are just as good as mountains until you're out of Despotism.
Chopping forests early can significantly speed up production of early improvements.
I started this game for two reasons: for starters, I wanted to get practice playing in a more peaceful manner. More importantly, I wanted to create a game that would allow me to illustrate some of the great pointers I've picked off Apolyton. Hopefully with screenshots and game situations I can show the applications of some of the more common themes you'll hear in this forum. I would love to see other people expand on the ideas I put out there and point out things that are important to see that I missed. My goal, and I'm not sure I'll have the stamina to entirely reach it, is to create an archive of tips and tricks that aren't immediately obvious that will help people pick up the nuances of Civ3.
About the game setup: The game is a standard map, 8 civs, 60% continents, 5 billion years old on Emperor level. I hand selected the other 7 civilizations to avoid playing against Agricultural, Expansionist, Religious, and Scientific opponents, though the Byzantines are in because you can't pick 7 civs which include none of those traits. As you may have guessed from the title, I'm playing as the Indians, though I modified them. The Indians now possess all of the Civ traits. Because I'm challenging myself to play a more peaceful style that's going to handicap me, I wanted the extra oomph. Obviously, taking all the traits is quite a bit of oomph. Having all the traits lets me go further with my primary goal in the game though, in that I can show applications of each of the traits. I don't have much experience with some of the traits so perhaps others will chip in when you see places a trait can be better utilized to strengthen the Civ as a whole.
Tips:
City Placement
-City squares will normally have 2 food and 1 production regardless of the square underneath. Food and shield bonuses are ignored. Commerce bonuses are applied as will as bonuses from Civ traits.
-Defensive bonuses from city placements still apply, so founding cities on a hill can be helpful in that respect.
-It is almost always beneficial to build your cities in a CxxC pattern very close together. Your cities grow more quickly and use your land more efficiently, allowing you to grab more land in total.
Workers
-Build more workers! And then build some more. You want at least 2 workers per city.
-Any time a city is working unimproved tiles, build more workers.
-Any time a settler/unit has to pass through unroaded tiles, build more workers.
REXing Tips:
-If you find a spot that can generate +5 food and 7.5 shields, you can create a 4 turn settler pump that greatly increases your ability to out-expand the AI. Read below for details, or better yet read the following threads which do the concept greater justice:
The Case For Food
Ducki Does C3C at Emperor
Trade
-Become the global tech broker early
-Take tech for tech when it's available and their gold as well
-As economies grow, get what you can from them in terms of gold per turn (GPT) deals. You get richer, they get poorer.
-Check trade possibilities every turn. You never know when they've researched a new tech (or traded for one from another AI you couldn't get it from yet) or if they have a Worker in their capital to buy.
Combat
-Have clear goals when you start a war and make sure the forces you are devoting are suitable for it. If you do better than expected, feel free to take it further or contract your plans if you hit a stumbling block.
-Mobile armies tend to be easier use - make use of their extra speed to keep them alive
-If a mobile force isn't an option, consider creating a SOD (Stack of Death) with strong foot soldiers backed by strong defenders and Catapult-type unit. Bombarding will help you minimize your losses for a more efficient offensive.
-"Pruning" the AI by taking a few cities and maybe a resource or two from them early on in the game can make them a much easier target later on. Pruning all your neighbors a bit in the ancient age sets you up to be dominant in the Middle Ages.
Happiness
-In the early game the luxury slider can be very efficient when losing even a single laborer hurts.
-Don't always create entertainers, sometimes you can get away with making a Tax Collector or Scientist instead.
Corruption
-Having your cities placed more closely together mitigates corruption.
Goody Huts
-A Goody Hut can only give you a Settler if you have none currently on the map or in production. If you are Expansionist and are popping a goody hut, switch your cities off of settler production first. Just don't forget to switch them back!
Traits
-Expansionist
---Scouts can pop goody huts with no fear of spawning barbarians, this can lead to a significant early tech lead.
---The trait's advantages peter out quickly so maximise them early on.
-Seafaring
--Helps grab the early tech lead
--Build your first curragh very early!
--AI does not understand this trait
Basic rules of thumb for worker management:
Mine all grasslands in despotism, unless they have a bonus food tile.
Sugar is the only bonus food tile not worth irrigating.
Plains should generally be irrigated, but there are exceptions (such as a city blessed with Flood Plains as well)
Stacking workers can be efficient, but have Workers make roads individually. One full turn is wasted per unit moving into the non-roaded tile. This waste adds up.
Forests are just as good as mountains until you're out of Despotism.
Chopping forests early can significantly speed up production of early improvements.
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