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  • help for emp level

    Hola

    Can anybody give me some training on how to use different civs and how to play in emp level?
    the difference with monarch is huge...
    thanks
    participando en el PBEM Road to War 1936 con Italia

  • #2
    hola, ke tal?

    post a game or some screenshots, and we can try to give you some specific advice, but i find it hard to say something in general...

    Comment


    • #3
      Yeah, posting a game in progress is generally the best way for people to give you advice.

      Comment


      • #4
        In general:

        CxxC city spacing, at least early. This allows you more efficient early empire. Allot of monarch players like the 'optimal' city spacing. This hurts on Emperor and above in the early game. You could consider camping if you really must have that size 24 city later. Of course this means cities will be sharing tiles. Which = micromanaging which city works the right tiles.

        Utilizing workers to their fullest. No wasting worker turns, having enough workers, etc. Ideally, every tile worked by a city should be improved.

        Setting up settler/worker pumps is now key. Even for the warmonger. Granaries are your friend. Even more so with crappy terrain and no food bonus, actually.

        Take more and better units. When going to war, expect better defense from the opposition. You either need to hit EARLIER or HARDER than you did on Monarch. (preferably both )

        TRADE TRADE TRADE. Learn the tech trade. Now you will most likely be in a hole for a little while. It's sometimes better to just kill research and buy, or better yet, beeline certain techs to get them first then trade them with the AI to fill in your holes.

        Let the AI's kill themselves on the wonders. Typically, you can skip the ancient age ones (unless you really must have one, or you have Ivory. ) You'll find the AI loves to build them FOR YOU anyway.

        Beyond that, we really need to see where you are having trouble specifically.
        One who has a surplus of the unorthodox shall attain surpassing victories. - Sun Pin
        You're wierd. - Krill

        An UnOrthOdOx Hobby

        Comment


        • #5
          Hey Burcardillo, first check out the "must read threads" that's up at the top.

          In addition, every thread from the beginning of time is stored on the server, you just need to use the options if you want to look further back.

          Yes, there are some making the jump from Monarch to Emperor threads out there.

          A very high level overview.

          Step -1 : Ensure you have the latest patch.

          Step 0. Win Monarch with a civ that's non-agricultural civ. (With the Conquests expansion. For Vanilla or PTW, this line should read a civ that's both non-industrious and non-religious)

          Step 1. For your first Emperor level game play any agricultural civ. I'd particularly sugest Celts, Summerians, Dutch, Maya. (For Vanilla or PTW, I'd sugest Egypt)

          Step 2. Lower your expections: Expect to fall behind in techs during the ancient era. Don't expect to catch up until the Industrial age. (If you can catch up in the Middle Ages, great!)

          Step 3. On Emperor+ level happiness and the economy matters more. You simply need to ensure that your cities don't fall into disorder by anticipating the riots and preventing them the turn before. Don't be afraid to use the lux slider in the early game for scouting. [Remember only 1 citizen born content per city.] But also the need for 10 shield units to function as police is much more.

          Step 4. Improve your REX. Graneries as the first build in the first few cities with forest chopping.

          Step 5. Consider the use of worker / settler factories. 5 fpt on a city pop 6 or less is the key. A 5fpt + 5spt city with a ganery pop 6 or less can produce a worker every other turn and maintaign pop. A 5fpt + avg 7.5 spt city pop 6 or less can also maintaign pop while buiding settlers. In the same category is the settler semi-pump for the 3 and 4 fpt cities. (Settler, xxx, Settler, xxx.) Note that manitaining 5 fpt requires micromanaging of the city's work force.

          Step 6. Micro mangaging the science slider is more important than previous levels.

          Step 7. Micro managing the happiness is more important than previous levels. When a scientist / taxmen will solve the happiness problem instead of an entertainer, use them. There's a couple more options in the industrial age if you have conquests.

          Step 8. City placement. See that thread.

          Step 9. Corruption fighting. See that thread. Differnet for Conquests than Vanilla.

          Step 10. The FP. See that thread. Different for Conquests than Vanilla.

          Step 11. The GA. Try to avoid a despotic GA, other than that generally the earlier the better as long as your not REXing.

          Step 12. Changing govts. Unless your playing a religious civ minimzimie the number of switches.

          Step 13. Know your civ traights and take advantage of them. I'm sure there's threads on this.

          Step 14. Know your UU and take advantage of it. I'm sure there's threads on this.

          Step 15. Memorize the terrign base values, the improvement values, and the resource values, so you avoid futile actions such as irrigating a grassland tile under despotism. Or mining a plains cow under despotism

          Step 16. AI trades more frequently with itself than on other levels. But by checking every turn, you can find out when a twofer is adviable. There's threads on this. Don't be afraid to call every AI up multiple times every turn. Ignore their banter, calling up the AI to check what they are buying and selling won't affect your rep.

          Step 17. Mantiagn your rep until it no longer matters. It's much more difficult to get good deals with the AI no longer trusts you and insists on not mixing things over time with up front.

          Step 18. Use cash flow management. Get as much cash up front as possible. Spread out your own payments over 20 turns as much as possible. Use the temporarly lower the science slider to 0, signing the GPT, and reraizing the science slider trick when you want to run a deficit.

          Step 19. Almost every trade that matters should be done on your turn, not the AIs.

          Step 20. Turn on "autoneogiate all deals" so you don't forget to reneogiate for a better deal. Also note that sometimes the cost to you for an item may go up if you don't accept the AIs offer to renew at same price. And if your dealing with a bankrupt AI that was buying a luxary, you may need to continue the same deal because while the AI will resign now and continue the deficit spending, if you renegioate it's not allow to sign.
          Last edited by joncnunn; June 2, 2005, 15:05.
          1st C3DG Term 7 Science Advisor 1st C3DG Term 8 Domestic Minister
          Templar Science Minister
          AI: I sure wish Jon would hurry up and complete his turn, he's been at it for over 1,200,000 milliseconds now.

          Comment


          • #6
            Thanks

            ok everybody, thanks for your help
            Im´not used to the way things are done here, excuses for that.

            Playing with C3C v.1.00 random civ.
            I´m able to win in monarch with a random civ also.

            I´ve found some very interesting old threads, but find it hard to handle this web...

            Saludos y gracias
            participando en el PBEM Road to War 1936 con Italia

            Comment


            • #7
              Re: Thanks

              Originally posted by bucardillo
              ok everybody, thanks for your help
              Im´not used to the way things are done here, excuses for that.

              Playing with C3C v.1.00 random civ.
              I´m able to win in monarch with a random civ also.

              I´ve found some very interesting old threads, but find it hard to handle this web...

              Saludos y gracias
              I'd highly recommend upgrading to 1.22 as soon as possible. There's is a nasty FP bug and a nasty Gold Per Turn bug in 1.0.

              It's a free download. Should be on the civ3 site, at Civ Fanatics, and here.
              1st C3DG Term 7 Science Advisor 1st C3DG Term 8 Domestic Minister
              Templar Science Minister
              AI: I sure wish Jon would hurry up and complete his turn, he's been at it for over 1,200,000 milliseconds now.

              Comment


              • #8
                Some more advice.

                I've found Emperor easier to play with Expansionist civs because the goody huts become much more valuable - free settlers, free tech, money and even warriors are crucial for keeping you in the game. You'll want to explore as much ground as possible for the luxuries and resources as well.

                Pick the right terrain for your Civ type. If you're the Inca, for example, you've got the enhanced Scout which can go over mountains, so choose a young world, which is more mountainous. If you're Portugal, choose an Island world.

                I do think that the early wonders are important, especially the happiness ones - Oracle, Artemis and Hanging Gardens. In despotism, you get two smilies for two city defenders, so in the early stages make sure that you have two defenders in every city before starting on a major building project like a wonder or a temple. If you have 2 defenders, 1 temple, and 1 luxury, which is a realistic minimum, all your core cities will be fully operational at size 5, which is enough for everything you need to do under despotism.

                Build on as many types of terrain as possible, as you'll need all the different luxuries and resources. Build your cities directly onto the luxury or resource tiles if possible - this will save you the turns needed to build a road to them.

                Good use of the Palace and the Forbidden Palace is key. Start building the FP as soon as you get it, and if you have an early golden age, make sure you use it either complete or make a good start on the FP. If you are fighting wars and generating great leaders, use the first great leader to build an army, but use the second to build a palace in the most corrupt and distant part of your empire. The new areas will get a huge boost, and the older areas will usually already be protected against too much corruption.

                Everything can be traded for tech. Try to make sure you are the first to discover new civilisations, because contact between civs can be traded. If you're a builder and not a fighter, be prepared to trade even strategic resources EXCEPT aluminium and uranium. If you're buying tech, shop around. Try to buy it from the weaker civ, not the stronger. Give gifts of tech to any civ that is lagging well behind. You need to keep them happy with you as an insurance policy for the United Nations, but also as a cheap way of outsourcing your own research, by encouraging them to research dead-end techs like chivalry and ironclads, for example. When you're selling tech or resources for cash, try to get gold-per-turn. This weakens the opposition as much as it strengthens you.

                If you're a non-religious civ, stick to Despotism-Republic-Democracy, and don't bother with the other govt types unless you are fighting a life-or-death war. Research the others for the associated improvements, but don't change to them. If possible, try to be the first to get to Philosophy and to build the Theory of Evolution. If you're going for a space win, don't research anything that doesn't lead directly to that.

                Comment


                • #9
                  two things

                  Do you think it´s better to irrigate or mine a shielded grassland?
                  If I place a city on top of a cow or some extra food/shield resource, do I get these extra ?


                  hope not boder all you with those questions...

                  gracias a lot again
                  participando en el PBEM Road to War 1936 con Italia

                  Comment


                  • #10
                    Re: two things

                    Originally posted by bucardillo
                    Do you think it´s better to irrigate or mine a shielded grassland?
                    In Despotism: Mine. After Despotism, it depends. If you need food for growth or to work Hills/Mountains, Bonus Grassland tiles are first choice to switch from Mine to Irrigation. You want the one Shield in case you hit a Golden Age. If you do not need more food, leave the Grassland tiles Mined.

                    Originally posted by bucardillo
                    If I place a city on top of a cow or some extra food/shield resource, do I get these extra ?
                    You lose food bonuses if placing a city on them. Do not do that.

                    Trade bonuses get carried over to the city square. Production bonuses get carried over partially.
                    Seriously. Kung freaking fu.

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