Announcement

Collapse
No announcement yet.

Need help with a monarch level game

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

  • Need help with a monarch level game

    I'm on track 4 of the 6 difficulty levels. First time playing it.

    Prefer warmongering with the largest map possible.

    Basic Civ 3 . .. just uploaded the patch for this game and noticed cavalry don't always get to retreat.

    DESTROYED CIVS: Americans, Iroqouis, English

    VERY BEAT UP BY ME: Babylonians

    AHEAD OF ME BY ONE OR TWO TECHS BUT NOT ABLE TO MATCH ME ON THE FIELD: Zulu & Persians

    SAME FORCE AS ME AND 7-10 TECHS AHEAD OF ME AND FURTHEST AWAY: Germany

    When at peace I can get to about 300 or 400 GP per turn. I typically have luxuries from 0 to 20%. Try to put all my time into money and end up buying techs or just producing more units to beat civs up to give me techs.

    Here's the problem: Germany has got a big lead on me and I'm at infantry and artillery. I know he's close to gettting tanks and I need to hurry up and match him even though he's really far away. He's also going to have better ships than the ironclads soon, I suspect as well.

    Germany and I have a military alliance against the Zulus but he's furious with me for a past war/razing cities of other civs (I rarely keep them b/c it's too much work as it flips back and forth . .. only do it if there's a wonder inside).

    Over time I can gradually wear down the Persians and Zulus with no problem. They're close and I hold/control over half the globe.

    My main concern is Germany as I know they're going to be the last contender for world domination.

    How do I go about beating them?

    I keep trying to buy tech but even with 1800 GP he won't give me sci method, refining or steel. I know he has more beyond that b/c I saw marines used against the Zulu.

    I imagine his tone of furious might have something to do with it.

    Stealing tech is 2500 GP safe; 3500 GP moderate and 5000 GP safe. Seems like it would only take longer this way and risk war with Germany when I can't match their tech.

    MY STRATEGY: pummel the Zulu and Persians to get more territory and get a few techs from them during peace talks. Put more into research b/c I can get a tech about every 7-10 turns and still have some positive cashflow.

    Still not enough. I'm figuring I might have to improve relations with Germany and then I can buy techs for less? True?

    Any help appreciated.

    StoryTeller

  • #2
    Oh, if someone can tell me how, I can submit a pic of the map of the game and anything else needed.

    Thanks,

    StoryTeller

    Comment


    • #3
      To post a screen or a save, you use the "post Reply" button. Then enter some text and scroll down to the "browse" button.

      Then you use it like windows and browse to the file that is the pix or save. Then use the "submit reply" to post it.

      Saves and pix have to less than 500K. If you manually save that is normally fine, but a huge map could be too large and then you have to use the upload function or maybe zip it.

      Comment


      • #4
        They changed the retreat with a patch a long time ago to only give a chance to retreat more or less based on the vet/elite.

        Once they are at one HP they have a chance to retreat, unless the other has the same movement or is at 1 HP as well. In that case no retreat is allowed.

        Monarch is a level that if you have a decent start and build and expand well you should be able to at least match the AI. It can be a problem if one civ takes over its contient and you do not take over yours. This civ is a KAI (killer AI) and can be a real pain to take down. It cannot take you down as the AI is poor at invasions.

        I do not use steals unless at Deity or Sid, with a few thefts at DG in some games. DG and Sid do not exist in vanilla civ.

        So the good news is that bombers are not lethal in C3 or PTW, only C3C. So you only need to get a few armies build and load one or two with infantry or Mechs Inf.

        Build up transports to take over as many armies as you can muster. Calv armies can still be useful, but cannot attack tanks or MI's or even infantry in metros. They can kill rifles and damaged units. They can pillage resources and luxs.

        Go into mobilization if you need to in order to get up a the forces. First take all of the land mass you are on and then invade.

        Use kill zones if you can set them up. Have lots of arties for home defense and then for the invasion.

        You can either land a stack of armies and run around and pillage the crap out of them before going for the take down or just land all on a hill.

        Cut all the roads to the spot with bombers and have lots of defensive units/armies. One settler to found a town and rush either a wall or a barracks. Oh wait this is vanilla so make the wall first.

        After you ride out the counter attack start to raze cities. By then you should have some settlers over to found new towns. If you know the Germans have been hurt enough, you can use combat settlers. That is you roll one up with the advancing units and bring it into the captured town. The abandon the town and found a yours. This lets you use their roads/rails to move on to the next target.

        Comment


        • #5
          If I were you, I'd save up about 1500 GPs solely to upgrade all your galleons to transports (build about 20-25 galleons at minimum)....

          Next, go for marines, and make sure to have around 8000-10000 GP...as soon as you can build marines, order all your bases to switch production to marines, then hurry them all (or as many as you can)...quickly move them all into transports...about 3-4 per transport...remember, it is better to have 2 transports each with 3 marines than it is to have one transport with 6 marines, as it allows more flexibility and minimizes losses if your boats are attacked...

          Now, each transport should also have 2 infantry...

          So, you have 4 marines, 2 infantry per transport...

          Now, here is the tricky part...

          Assign atleast 10 marines, or about 3 transports, for each coastal city of the Germans...for cities that are really crappy you probably could do with 5 or 6 marines...

          Position the boats just outside of the culture borders of the germans, but close enough so that the transport could move in to the city in one turn...

          You won't need any other boats, as even if the Germans attack your transports, if you have enough, they can't destroy them all....

          Now, as you are positioning your transports, use the rest of your stockpiled gold to hurry helicopters on all of the bases bordering the Germans, at least 20...

          Meanwhile, make sure to be drafting all your bases for 2 turns...if you are pressed on happiness, just draft once for each base...move all your infantry to the border bases with the helicopters...

          Now, switch all bases productions to tanks...you shouldn't need to hurry them if you have decent industry...hopefully, you can have a few tanks in at least 10 turns....

          Once you have 8-10 tanks on your border, attack the germans...hit them with the helicopters and transports all on the same turn...

          First, attack with the transports and marines...even if you don't take the city, as long as you do decent damage, that's all that matters...use the infantry on your transports as garrisons...raze the cities if you don't think you can handle a culture flip...

          Second, drop all the infantry on key spots...resources such as luxeries and strategic would be nice, but any square that is productive or has a key railroad will do...

          The point is, your infantry, if dropped on hills and mountains, will be a pain to kill...essentially your infantry will have defenses of 15 on hills...even with tanks, they will be hard to route...

          Destroy as many improvements as you can...if the Germans attack your infantry, that's a good thing, as it hurts their tanks and takes units out of bases...if you have enough tanks on your own, take those bases...

          If the Germans don't attack, that's good too, just keep your infantry moving and razing the countryside...stick to the hills and mountains...

          A short list of procedures is below...

          Comment


          • #6
            Hey Commy,

            Excellent advice.

            Any input for getting tech ASAP? I think Germany has a lead on me by 7-12 techs.



            Thanks,

            StoryTeller

            Comment


            • #7
              1. Produce 50 Galleons...use these to later upgrade to transports...

              Order all workers to start building fortresses along the German border...

              Have all cities produce infantry, nothing else...

              Go into mobolization mode...

              2. Research marines and helicopters as fast as you can...forget about modern techs...this will take a while, probably about 40 turns, but that's okay...

              While researching these techs, continue building your infantry...once you have 2 infantry per base (4 for border cities), 2 for each fortress, and atleast 100 extra, start building tanks...

              Once you can build transports, upgrade your 50 Galleons...

              3. Oncey you can build marines, build 4 for each transport, about 200...use any money you have to hurry these...

              Start loading the marines onto transports, 4 for each transport...also move 2 infantry onto each transport...

              4. Once you can build helicopters, build 30 of them...make sure to have atleast 20 tanks before doing this...once you are done with the helicopters, draft every single city twice...

              Now, fortify all your cities with the drafted infantry, and move all the other infantry onto the helicopters...

              While doing all this, pair two transports to each German coastal base...extras use to support heavy resistance or larger cities, if you don't have enough, try to attack cities that are on the german mainland, but as far from you as possible...have the transports right on the edge of German territory, within 6 squares, but not within 1 square of the german border...this way, they can't see your boats and won't know about them...

              5. If you're boats are ready, along with your helicopters, you are ready to attack...stay in mobility mode, and switch all your gold to either economy or happiness for the next 10 turns...

              Attack with the marines and helicopters all on the same turn...first, attack the biggest coastal cities with marines, using the infantry as temporary garrisons...if any city can't be taken by marines on this turn, that is okay...as long as you are doing heavy damage and destroying units, it doesn't matter...

              As the larger coastal cities fall, attack the smaller ones...you can use some of your transports paired to small cities to attack larger ones, but your main objective is to take German cities...the more cities you take, the less the Germans can get from drafting...

              Second, drop all your infantry (that aren't drafted) on the helicopters just behind the first line of bases...try to drop on hills and mountains or squares with luxeries and strategic resources...try not to drop on plains or grasslands, you need the defensive bonuses from hills...

              Make sure to have atleast 2 infantry in a square, never just one...

              Third, move any extra infantry you can spare into all those fortresses...if you have any artillery, move those in as well...if you think your fortresses can hold, move your tanks into them as well...

              All this should be done on the same turn...

              6. Use any marines left to attack coastal cities that haven't fallen yet...if you think a city won't flip, garrison it with damaged marines and with infantry...

              Move all your transports back to your mainland, so that if the German coast falls, you still have your boats...

              Now, most likely, your infantry have been attacked by german tanks...most of them are probably destroyed, but that's okay...use any infantry left to pillage the countryside...first, take out resources that the Germans don't have 2 of...so for example, if the Germans only have one source of oil, pillage it first...second, pillage squares with mines, as this will kill the industry and prevent a second wave of tanks and garrisons...third, any square with a railroad or a good food source will do...

              Now, use all the tanks you have, and advance them into the german territory, attacking any tanks outside of bases, but more importantly, take any city you can...as soon as a city falls, move infantry into it...advance all your infantry in the fortresses in a single line, trying to prevent any holes that tanks might try and go through...this is risky, but it will most likely win the war...

              7. Pillage the land with all your crappy infantry, damaged or drafted...use the better infantry as garrisons...try to protect your tanks, and keep putting pressure on cities...move your marines on to cities that are small and have few units...

              Draft your cities to death, and keep pumping infantry into your helicopters, and dropping them inside german territory...

              Comment


              • #8
                The strategy above has never failed me...in fact, one game I was playing Russia and still doing Fuedalism (in the industrial age) as 90% of my land was tundra...it was horrible...

                I had just gotten rocketry, and other civs were already building their spaceship...both the manhattan project and UN had been built...the most powerful civilization had all the techs in the game, had the best military, armed with mech infantry, modern armors, and lots of bombers...

                While it killed me to do it, I managed to get around 300 infantry, marines, and paratroopers and with a few transports and helicopters, I took out the most powerful civ in just a few turns...completely wiped them out...

                A lot of it was pure luck, and a good deal of my success was do to the fact the AI wasn't very smart...but still...

                Comment


                • #9
                  As for catching up in technology...

                  If you have a good economy, scrap all your temples and cathedrals and colluseums...also, scrap any harbors you have in cities that aren't working coast and sea squares...

                  Don't scrap marketplaces and libraries, but if any universities or banks are in cities that don't have high economic or research output, scrap those...

                  Scrap any power plants and factories, as these are very expensive...

                  Now, get as much gold as you can per turn from other civs...if you have to sell any techs or trade resources, do it...set happiness to no more than 20%, then research as high as you can...meanwhile, get espionage and build the intellligence center, and use spies...from my experience, failed spy missions have never resulted in war, but that doens't mean it won't happen...

                  Go for the safe tech steal, but wait until the tech you are stealing is something like motorized transport or combustion or mass production...this will give your now wrecked economy some time to stabalize...

                  For the most part, be creative with trading with the AI...

                  Comment


                  • #10
                    50 galleons, dang. I take down Sid AI's with a lot less than that and they have hundreds of units. This is Monarch.

                    6 time 50 is 300 units. No need for marines in that case. Found a town on a hill, cut the roads. Rush a wall and then a barracks.

                    If they even attack that large of a stack, it will thin then out very nicely.

                    I never built a helo in CivIII, not even for the fun of it. Do you have the MA up? Rush some armies instead. Fill them with your best defender and do what I mentioned. They will be toast. You will generatoe more leaders to make offensive armies and roll.

                    I used similar methods to rip Sid civs with more than a 1000 units. stacks of 140 or more on all tiles. They just go up in smoke.

                    If you use armies, make the barracks first. Full healing of armies is more important than wall bonus.

                    Comment


                    • #11
                      Hey Commy,

                      Sounds like a great strategy.

                      One challenge: I'm about 10 turns from getting refining, so, I won't have marines for another 50 turns unless I can get it faster.

                      Seems like the best thing is to pump in money b/c they seem to be willing to sell for 1500-2500GP per tech. That's faster than waiting the usual 15-20 turns which is my level of advancement (i.e. I'm a warmongering monarch even though I have 1/3 control of the land mass).

                      Any other ideas appreciated.

                      StoryTeller

                      Comment


                      • #12
                        Marines is an optional tech and best to skip it, unless you have no choice, but to use them.

                        Giving large chunks of cash to the AI is not good for you, better to spend it stealing than to put it in their hands.

                        Comment


                        • #13
                          You could take some really large cities that have a lot of food, and switch everyone in it to a scientist for about 10 turns...make sure it has the food resources to grow back up quickly....

                          Comment


                          • #14
                            I'll try that out and see how it works.

                            Thanks.

                            Comment


                            • #15
                              sorry v,
                              forget about the armies. this is vanilla.
                              no combat bonii
                              no healing in enemy territory
                              no fast healing
                              no blitz ability

                              my knee jerk reaction is to start with building up your arty defense. then i realised. i don't even know if this is pangie or archie.

                              don't know if leader farming will do any good. might let you rush theory of evolution, but that'd require scientific method.

                              anyhoo, v's wrong, commy's nuts - and don't buy tech from the germans, for sid's sake!

                              how about a piccy?
                              I don't know what I am - Pekka

                              Comment

                              Working...
                              X