On a monarch game I entered Middle Ages in the middle BC's thanks to scouts. I discovered Feudalism the 1st Middle Age tech to be discovered in the world at 440 AD.
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When you arrive at the Middle Ages, what is the date?
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I've changed a bit ( but not that much ) some data in the editor: reduced AI to AI trade rate to 115 instead of 140 at Monarch, AND upgraded basic costs for late medieval techs ( as much as 250 for Magnetism,Democracy,Economics,Free Artistery,..., and made new prerequisites before Industrial ), AND EVEN WITH THAT: at Monarch huge map+16 civs, we're entering Middle Ages BC ( my last game as soon as 500 BC ), and Industrial 1260 AD ( instead of 1000-1100 before the changes ). At least we can use some late medieval units likle Cavalry and cannons a bit longer before it's too late. With the default settings, the AI gets industrial defenders ( Riflemen, Infantry ) much too soon for my taste.
One thing's for sure: if you're arriving at the Middle Ages after 0 AD at Monarch, you're not in the game.The art of mastering:"la Maîtrise des caprices du subconscient avant tout".
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My last game on Regent, I entered the Middle Ages around 300-400 AD. I have been even with the AI on techs throughout the entire game. I am now in the Modern Age, got there around 1750 or so.
sboog... Cheiftan can really slow you down. What kind of map are you playing with? If you're on islands, science moves much slower since fewer civs have contact with each other. And considering you can't get ocean navigable ships until the end of the Middle Ages, you're not going to get much contact unless the islands happen to be close together.
Don't worry, it's not hopeless. Keep playing. You're having fun aren't you? That's what counts.
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Originally posted by dunk999
sboog... Cheiftan can really slow you down. What kind of map are you playing with? If you're on islands, science moves much slower since fewer civs have contact with each other. And considering you can't get ocean navigable ships until the end of the Middle Ages, you're not going to get much contact unless the islands happen to be close together.
Don't worry, it's not hopeless. Keep playing. You're having fun aren't you? That's what counts.
From what everyone has been saying, I think I'll choose a larger map (but not huge - perhaps standard), go one level above chieftain, and play 6 or 7 civs (so I can trade techs.) And perhaps pangaea with less water.
I may get clobbered, but at least I'll be moving through the ages and the tech tree. Will let you know how it goes.
And yes, I am having fun.
sboog
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sboog,
You may find that warlord is a much better level than chieftain, both in terms of learning the game and having fun. Chieftain is pretty close to playing in "sandbox" mode. On Warlord the AI, while still penalized, is much more capable.
A few tips for you:
Keep in mind that commerce is your friend. In order to speed up your research, you need to increase your overall commerce. Let's look at how commerce is generated:
Commerce is generated by certain terrain tiles and by roads. If you work a tile next to a river, it starts with 1 commerce. If you road it, it goes up to 2. Luxury resources have commerce bonusus, as do gold tiles. Coastal/Sea/Ocean squares all produce commerce.
How does one increase commerce?
First, build roads on all the tiles your citizens are working. Second, build cities. Third, make sure your cities grow (the bigger they are, the more tiles will be worked, and the more commerce will come in). Fourth, build improvements and wonders which augment your commerce, such as:
The Colossus (+1 trade to any tile which produces at least one in the city it's built in)
Copernicus' (+50% science in that city)
Newton (same as Copernicus)
Adam Smith (free upkeep on markets and banks)
SETI (same as Copernicus & Newtons)
Library: + science
Marketplace: + taxes, luxury bonus
University: +science
Bank: + taxes
Research Lab: + science
Also, you must build things that lower corruption, as corruption is no joke in CivIII. This means courthouses, police stations, and enough happiness stuff to get your people to celebrate "We Love the King Day." All of these things lower corruption.
There are also govermental factors. Despotism suffers from high corruption, and a commerce penalty. Monarchy suffers from medium corruption, and has "normal" commerce levels. Republic suffers from medium corruption, and has a trade bonus (+1 to every tile which already produces one). Communism... forget it, just remember that it sucks in nearly every case. Democracy has the lowest corruption, with the same commerce level as Republic.
Despotism and Monarchy have military policy (happiness) and unit support bonuses which Republic and Democracy do not have, so if you have a large military and/or a lack of luxuries, it may not be smart to switch to the "commerce friendly" governments at that time. Once you have your happiness issues under control and can manage a time of peace, definitely get yourself into Republic or Democracy and you will notice a HUGE upswing in your finances.
Building the Forbidden Palace is crucial. One must balance the desire for a "perfect" forbidden palace (defined as a FP far away from the capitol where it will have maximum effect) and an early forbidden palace. Generally speaking, a FP in a decent spot early is better than a FP in a perfect spot late. This is why I started fighting in the ancient era. My goal is to capture the territory where I want my FP and generate a great leader to rush it. Do this, and you've just doubled your empire's productivity. DOUBLED IT!
Other miscellanious factors:
-Golden Age timing. Bear in mind that the later your golden age is, the more developed your civ will be, and therefore the more powerful the GA will be. Of course, a good ancient golden age may put you in a dominant position for the rest of the game. I prefer the middle ages, but there are those who disagree.
-Trade with the AI. Once the AI makes the switch into republic, it usually has some money available (more and more the higher the level of play). You can get this money out of them by selling them resources, tech or maps. Do so. Don't sell them crucial things if you feel it will hurt you, obviously.
-The Tax/Tech slider. Be aware of the 4 and 40 turn research caps, and how to use the slider properly to avoid wasting huge sums of money due to the caps. If you have no idea what I'm talking about, ask.
-Arriangrog want tank...Grog Want Tank... GROG WANT TANK!
The trick isn't to break some eggs to make an omelette, it's convincing the eggs to break themselves in order to aspire to omelettehood.
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Insofar as single player goes getting to specific parts of the tech tree by a certain date is not important. In many cases it is better not to research and not to trade techs with the AI. This will result in slower benchmarks to tech milestones but most often quicker dominance by the human player.
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Originally posted by Arrian
sboog,
.
-The Tax/Tech slider. Be aware of the 4 and 40 turn research caps, and how to use the slider properly to avoid wasting huge sums of money due to the caps. If you have no idea what I'm talking about, ask.
-Arrian
Also, from other advice I received in this thread, I started a new game today on Warlord against 5 enemies on a small map but with not much water. I did lots of trading (when I wasn't being tormented by barbarians - does being on Warlord set them off???)
Anyway, I arrived at the Middle Ages in 380 AD. (Lots sooner than my pathetic arrival the other day at 1280 AD.)
(Game is not over. But saved.)
sboog
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Originally posted by Carver
Thanks Arrian, that's a good guide. I used to live in South Windsor, BTW. How is CT doing? When I left in '95 the darn cold war was over and everyone was unemployed.
sboog,
The caps simply limit how fast or slow you can discover a tech. No matter how much research you throw at something, you cannot get it faster than 4 turns. On the other hand, so long as you put 1 beaker per turn towards it, it will not take more than 40.
So early in the game, since you're not bringing in very much commerce yet, it is sometimes worthwhile to turn research off, make 1 scientist in some corrupt backwater town and rake in the cash.
Later on, when your economy is developed, you will run into the 4 turn cap. Let's say your civ produces 100 commerce per turn. Let's say a certain tech costs 280 beakers to discover. If you set science at 100%, you will get the tech in 4 turns. If you set science to 70%, you will also get it in 4 turns, but you'll also gain the 30% tax revenue. ALWAYS check the slider the turn before you discover a tech. Why? Because your research begins anew with each discovery. If you throw 300 beakers at something that only needs 280, you waste 20 beakers. It doesn't carry over. Therefore, you will often find that on the last turn before discovery, you can turn your science rate way down, still discover the tech, and pull in a ton of cash.
-Arriangrog want tank...Grog Want Tank... GROG WANT TANK!
The trick isn't to break some eggs to make an omelette, it's convincing the eggs to break themselves in order to aspire to omelettehood.
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