Stuff I forgot in my last post, and other goodies:
When talking about pollution, I mentioned that you could assign 4-6 workers to pollution patrol duties AND get them free to boot! But then, with all the calls coming in here, I kinna forgot to say how, so I’ll start with that….
First, hold diplomacy a lot, if you don’t already….tweak existing deals and/or re-negotiate. And don’t be shy about nixing someone else’s deal if a better offer comes along! In that regard, develop a real nose for business, and sometimes (in 16 Civ games), I have found it useful to keep a notebook handy so I can jot down who’s getting what, and for how much, and have it available at a glance (entries include such things as: Joan of hot, Ivory, 23g/turn)
And, when you hold diplomacy, take a look at the options available to you. Oftentimes (I think it’s keyed to if that Civ has been at war or no, and gained/lost workers), you’ll see an entry for workers. BUY them!!! As far as I can tell, they don’t increase your per turn maintenance costs, and of course, that’s one more for you and one less for your opponent! Also, the most I’ve ever paid for a worker was 30g, so it’s not like it’s going to break the bank, and a few turns spent terraforming, and he’s as good as paid for himself and the paltry sum you spent to bring him into the fold!
Anyway, in the last game I played through, I picked up more than a dozen workers on the cheap this way….VERY cool, cheap way to bulk up the labor force!
The “A” Word
Armies. Most people don’t care for them, but I think we’ve been looking at it in the wrong way/not thinking about exactly what they CAN accomplish. I’ve been experimenting with that, and I’ve gained a whole new respect for armies.
First, consider that each unit fights till it gets till its last HP, and then withdraws and a fresh unit comes up. Thus, an early game army consisting of Swordsmen has the MAJOR benefit of cavalry (ie – retreats when badly injured, increasing survivability), and has three times more HP than anything it’s going to normally come up against.
Which means….
Armies can’t blitz, so don’t bother putting blitz-troops IN an army. They’re more useful to you separate!
Armies shine the brightest when composed of grunts. Infantry. Ground pounders.
An army consisting of three different units MAY be useful in a specialized situation or two, but my experimentation has revealed that a homogenous army does better than a mixed, and you’re gonna LOVE what an army of Longbowmen can do during a Middle Age assault on a town, or an army of Mechanized Infantry can do for you defensively in the modern era.
It’s a given that in every battle, the computer presents his best defender, so present your best attacker! Let your army lead the charge against those city walls and see if the sturdy spearman can chew through 15 points worth of pissed off swordsman….
Defensively, there’s no unit that the computer can bring to bear on you that’ll top a full-strength army, so if you’ve just taken a city and want to use it as a forward base. Plop an army in it and laugh as he tries to take it.
Hell, plop two down, either in the city or in mountain forts approaching it, and just let him come (and by the way, tell him to bring friends….LOTS of friends…he’ll need them!).
So…all that to say that I have changed my mind about Armies. No, they’re not going to ever replace the standard battle group….too tough to get, and maybe that’s for the best, because my experimentation with them has revealed them to be a lot more useful than I first gave them credit for.
Why are we here?
No…I’m not referring to the age old, philosophic question, but over the holiday weekend, a friend of mine, and long-time fan of turn based, 4x games came over, had a few (okay…SEVERAL) drinks, and we started discussing them in general.
The question was this: “Given that the “Rush” Strategy has been the single most powerful method of playing since the birth of the 4x genre (and later, RTS wargames)….why bother trying? Why talk about and dissect strategies that are not needed to beat the AI, when all you have to do is use the tried and true rush?
And that got me thinking.
He had a point, after all.
Certainly it would be easier to just build 400-odd warriors and send them fanning out in all directions until a faction was discovered….no discourse, no diplomacy, just run over him, dying by the score, but slowly gaining ground, and then repeating until there simply were no factions remaining.
I win.
Yay. ::as he stifles a yawn::
Please….if I EVER decide to win a game that way, someone come to my house and shoot me, ‘k?
I cannot think of a worse waste of fifty bucks, than to buy Civ3, and proceed to spend the next six to ten hours scooting little quarter-inch tall, grunting soldiers across a kinna pretty map just to say “I win!”
No thanks.
Can you do that?
Sure.
In fact, there is evidence to suggest that on the absolute hardest level of difficulty, it’s the only way to fly, and if that’s true, then I can honestly tell you I don’t see myself spending much time playing the hardest level of difficulty, because for me, the combat engine is not the reason I bought Civ3.
It’s the chance to lose myself….to immerse myself in a detailed, fantastic empire building simulation.
To trade and quibble with my rival civs.
To execute masterstrokes of diplomacy that result in the slow (ohhh, say 1000 years or so) decline of a rival Civ….to know that YOU did that through cunning maneuver (and by that, I DO NOT mean cunning maneuver of little quarter inch tall, grunting cave warriors in order to follow his latest settler/warrior around to take that city too!) and skill….for me….THAT’s where the magic is.
To me, the essence….the beauty of the game lies in what happens if you let the civs live to grow up a little and start interacting with each other (you included!), and everything I write about here is with that in mind, first and foremost.
For me, there would be few worse forms of torture than to sit me down at the computer and force me to play a mind-numbing game of “let’s move the little multi-colored pixels for a few hours,” which is, after all, the essence of the rush game.
No subtlety.
No strategy.
Some tactic, admittedly, but I’d wager that you’ll find more tactical subtlety and finesse in any given fifteen minute stint on the history channel (even the commercials!) than you’ll find in most games where the rush method is being employed.
Oh….there IS some decision-making to be found…how to optimally position the city, and some wickedly-honed intuition to be able to “sniff out” where the opposition might be lurking in the shadows so you can snuff them out all the faster.
But strategy, it ain’t.
Nothing wrong with playing the game that way I suppose, and if there are people out there who play the game that way and enjoy it, great!
But then, those people probably aren’t reading this thread anyway.
Now…what would be really awesome is if there WERE a few people who played the game like that on regular occasion, but who came here to read and discuss anyway, cos you know what that says to me?
It says that, yeah, they’re playing the game that way, but they’re really not enjoying it, and they’re searching. Looking for some spark and magic in their games.
So that’s why I spend so much time writing about this stuff.
Cos this…right here, putting ideas out onto this forum with 30-odd thousand page views and seeing what happens when other folks start using them….being around a bunch of people who are like-minded in that we WANT the other Civs to live (well…most of them at least!) so make the game itself richer….hearing from people who have either experimented with the ideas here, or who bring something totally new and different with them….THAT’s where the magic is…..
And that’s awesome….
-=Vel=-
PS: Besides that....rushing works vs. the AI, and (if your human opponent is *also* rushing, it works against him too, and there is a certain "window" where rushing will work against a human opponent, but after that window closes, you'll find that your warriors are pretty handily getting turned into mulch by a better, higher tech army that you have little or no hope of producing, much less fending off....they call it the "rush" cos it relies on speed, and time is not the friend of the rush game. The longer it drags out, the less viable the rush becomes....
(my two cents anyway)
-v.
When talking about pollution, I mentioned that you could assign 4-6 workers to pollution patrol duties AND get them free to boot! But then, with all the calls coming in here, I kinna forgot to say how, so I’ll start with that….
First, hold diplomacy a lot, if you don’t already….tweak existing deals and/or re-negotiate. And don’t be shy about nixing someone else’s deal if a better offer comes along! In that regard, develop a real nose for business, and sometimes (in 16 Civ games), I have found it useful to keep a notebook handy so I can jot down who’s getting what, and for how much, and have it available at a glance (entries include such things as: Joan of hot, Ivory, 23g/turn)
And, when you hold diplomacy, take a look at the options available to you. Oftentimes (I think it’s keyed to if that Civ has been at war or no, and gained/lost workers), you’ll see an entry for workers. BUY them!!! As far as I can tell, they don’t increase your per turn maintenance costs, and of course, that’s one more for you and one less for your opponent! Also, the most I’ve ever paid for a worker was 30g, so it’s not like it’s going to break the bank, and a few turns spent terraforming, and he’s as good as paid for himself and the paltry sum you spent to bring him into the fold!
Anyway, in the last game I played through, I picked up more than a dozen workers on the cheap this way….VERY cool, cheap way to bulk up the labor force!
The “A” Word
Armies. Most people don’t care for them, but I think we’ve been looking at it in the wrong way/not thinking about exactly what they CAN accomplish. I’ve been experimenting with that, and I’ve gained a whole new respect for armies.
First, consider that each unit fights till it gets till its last HP, and then withdraws and a fresh unit comes up. Thus, an early game army consisting of Swordsmen has the MAJOR benefit of cavalry (ie – retreats when badly injured, increasing survivability), and has three times more HP than anything it’s going to normally come up against.
Which means….
Armies can’t blitz, so don’t bother putting blitz-troops IN an army. They’re more useful to you separate!
Armies shine the brightest when composed of grunts. Infantry. Ground pounders.
An army consisting of three different units MAY be useful in a specialized situation or two, but my experimentation has revealed that a homogenous army does better than a mixed, and you’re gonna LOVE what an army of Longbowmen can do during a Middle Age assault on a town, or an army of Mechanized Infantry can do for you defensively in the modern era.
It’s a given that in every battle, the computer presents his best defender, so present your best attacker! Let your army lead the charge against those city walls and see if the sturdy spearman can chew through 15 points worth of pissed off swordsman….
Defensively, there’s no unit that the computer can bring to bear on you that’ll top a full-strength army, so if you’ve just taken a city and want to use it as a forward base. Plop an army in it and laugh as he tries to take it.
Hell, plop two down, either in the city or in mountain forts approaching it, and just let him come (and by the way, tell him to bring friends….LOTS of friends…he’ll need them!).
So…all that to say that I have changed my mind about Armies. No, they’re not going to ever replace the standard battle group….too tough to get, and maybe that’s for the best, because my experimentation with them has revealed them to be a lot more useful than I first gave them credit for.
Why are we here?
No…I’m not referring to the age old, philosophic question, but over the holiday weekend, a friend of mine, and long-time fan of turn based, 4x games came over, had a few (okay…SEVERAL) drinks, and we started discussing them in general.
The question was this: “Given that the “Rush” Strategy has been the single most powerful method of playing since the birth of the 4x genre (and later, RTS wargames)….why bother trying? Why talk about and dissect strategies that are not needed to beat the AI, when all you have to do is use the tried and true rush?
And that got me thinking.
He had a point, after all.
Certainly it would be easier to just build 400-odd warriors and send them fanning out in all directions until a faction was discovered….no discourse, no diplomacy, just run over him, dying by the score, but slowly gaining ground, and then repeating until there simply were no factions remaining.
I win.
Yay. ::as he stifles a yawn::
Please….if I EVER decide to win a game that way, someone come to my house and shoot me, ‘k?
I cannot think of a worse waste of fifty bucks, than to buy Civ3, and proceed to spend the next six to ten hours scooting little quarter-inch tall, grunting soldiers across a kinna pretty map just to say “I win!”
No thanks.
Can you do that?
Sure.
In fact, there is evidence to suggest that on the absolute hardest level of difficulty, it’s the only way to fly, and if that’s true, then I can honestly tell you I don’t see myself spending much time playing the hardest level of difficulty, because for me, the combat engine is not the reason I bought Civ3.
It’s the chance to lose myself….to immerse myself in a detailed, fantastic empire building simulation.
To trade and quibble with my rival civs.
To execute masterstrokes of diplomacy that result in the slow (ohhh, say 1000 years or so) decline of a rival Civ….to know that YOU did that through cunning maneuver (and by that, I DO NOT mean cunning maneuver of little quarter inch tall, grunting cave warriors in order to follow his latest settler/warrior around to take that city too!) and skill….for me….THAT’s where the magic is.
To me, the essence….the beauty of the game lies in what happens if you let the civs live to grow up a little and start interacting with each other (you included!), and everything I write about here is with that in mind, first and foremost.
For me, there would be few worse forms of torture than to sit me down at the computer and force me to play a mind-numbing game of “let’s move the little multi-colored pixels for a few hours,” which is, after all, the essence of the rush game.
No subtlety.
No strategy.
Some tactic, admittedly, but I’d wager that you’ll find more tactical subtlety and finesse in any given fifteen minute stint on the history channel (even the commercials!) than you’ll find in most games where the rush method is being employed.
Oh….there IS some decision-making to be found…how to optimally position the city, and some wickedly-honed intuition to be able to “sniff out” where the opposition might be lurking in the shadows so you can snuff them out all the faster.
But strategy, it ain’t.
Nothing wrong with playing the game that way I suppose, and if there are people out there who play the game that way and enjoy it, great!
But then, those people probably aren’t reading this thread anyway.
Now…what would be really awesome is if there WERE a few people who played the game like that on regular occasion, but who came here to read and discuss anyway, cos you know what that says to me?
It says that, yeah, they’re playing the game that way, but they’re really not enjoying it, and they’re searching. Looking for some spark and magic in their games.
So that’s why I spend so much time writing about this stuff.
Cos this…right here, putting ideas out onto this forum with 30-odd thousand page views and seeing what happens when other folks start using them….being around a bunch of people who are like-minded in that we WANT the other Civs to live (well…most of them at least!) so make the game itself richer….hearing from people who have either experimented with the ideas here, or who bring something totally new and different with them….THAT’s where the magic is…..
And that’s awesome….

-=Vel=-
PS: Besides that....rushing works vs. the AI, and (if your human opponent is *also* rushing, it works against him too, and there is a certain "window" where rushing will work against a human opponent, but after that window closes, you'll find that your warriors are pretty handily getting turned into mulch by a better, higher tech army that you have little or no hope of producing, much less fending off....they call it the "rush" cos it relies on speed, and time is not the friend of the rush game. The longer it drags out, the less viable the rush becomes....
(my two cents anyway)
-v.
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