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domination vs conqquest victory

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  • domination vs conqquest victory

    as a civ3 beginner i tried the "archer race" strategy on warlord level and won by 1500 ad after conquering all other 5 nations as german.
    QUESTION why did the enabled domination victory not fire?
    ANOTHER QUESTION on those initial panels about map size,climate,difficulty level and so on there is one option "accelerated building", the meaning of it i did not find explained in the book. what is it? only for human player or for ai nations as well?

    ANOTHER QUESTION during the very first turns i find an odd conflict:
    either a city grows much slower than described in the strategy papers and it costs many many turns till the next settler is finally built (city size 2)
    or
    a city grows much faster than building a settler and civil disorder arises (city size 3).
    please give a hint how at best to handle/avoid these situations.

    since the authors of those strat papers describe how they win even at deity level i wonder why i find it diccicult on regent level.

    thanks in advance
    Karl-Eduard.Biedermann@t-online.de

  • #2
    Re: domination vs conqquest victory

    Karl Biedermann
    "as a civ3 beginner i tried the "archer race" strategy on warlord level and won by 1500 ad after conquering all other 5 nations as german.
    QUESTION why did the enabled domination victory not fire?"

    You need to have 66% of the land and pop to win by domination. I would guess you did not have enough land.

    BTW try it with all 8 civs, if it is a standard map size.

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    • #3
      Re: domination vs conqquest victory

      Karl Biedermann

      "ANOTHER QUESTION on those initial panels about map size,climate,difficulty level and so on there is one option "accelerated building", the meaning of it i did not find explained in the book. what is it? only for human player or for ai nations as well?"

      It is for both and it changes the price of things in an attempt to make the game play faster. The idea was to have a means for MP games to not last as long.

      Basically it ruins the game.

      "ANOTHER QUESTION during the very first turns i find an odd conflict:
      either a city grows much slower than described in the strategy papers and it costs many many turns till the next settler is finally built (city size 2)
      or
      a city grows much faster than building a settler and civil disorder arises (city size 3).
      please give a hint how at best to handle/avoid these situations."

      If you are playing at warlord, size 3 will not cause disorder. You have three citizens born content at Warlord. It is a Regent or higher it would cause disporder, IF no lux or no MP.

      You should not have a settler in the queue if you are not going to be size 3 or more before it can be finished. Well let me put it a better way.

      If you are size 2 and will not grow to size 3 for 8 turns and the shields will be in the box by turn 6, you are wasting two turns of production. So either find some way to get the growth up or do not start the settler until you can grow when it should be done.

      The speed of the growth is controlled by a few things. Availability of food, actually excess food, and the cost of growth. By that I mean, do you have a granary or not.

      If you have a granary, then you need only half as much food to grow in that town. Of course you also have to not be capped out.
      That is to say, size 6 for those with no aqua or river or lake.

      So food and shields are the deciding factor in settler production.

      "since the authors of those strat papers describe how they win even at deity level i wonder why i find it diccicult on regent level."

      It is most surely do to a lack of workers and use of workers. Most players will post a game for review and you will see that they do at least one of three things.

      1) space too wide
      2) pop working unimproved tiles
      3) too many structures that they cannot really use at that point in that town

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