Hiya! Inca911 is back (please hold your applause until the end, thank you very much) and I am now beginning the new Distilled Civ3 Tips and Notes thread. The purpose of this thread is to compile information that is important and little known regarding Civ3 from all across the site, especially information from Firaxis Gurus like Soren Johnson and Dan Magaha. Please avoid adding information that is only a guess or a question. I'd like this to become a one-stop shopping place for Civ3 Intel. Please do post any corrections to information that are posted in this compilation as accuracy and factuality are of utmost importance. I will continue to compile information from the various threads but if you find a particularly good bit of information, you can always email me at inca911@hotmail.com or if you *know* it is correct you can add it here!
1. Scientific Development Cap is 32 Turns
There is a scientific development cap of 32 turns for advances in Civ3. If you look in the Editor (Open Civ3Edit.exe and then under tools uncheck "Use Default Rules", then go to Rules: Edit: Civilization Advances), you can see how much an technological advance costs. For instance, if an advance like BrozeWorking costs 3, then it roughly requires that number *10 beakers to develop. However, there is a 32 turn cap on development so even if a development costs 100 beakers, you can still get it in 32 turns even if you commit only 1 beaker per turn! So watch your early scientific progress and make sure you are not overallocating your Science to a development that cannot be done earlier than 32 turns. I know this new fact has already helped me. There is a currently unknown adjustment to this number based on the total # of civs as well as how many of those civs you know to have the advance (perhaps the X and Y values found in the editor?), but this general guide is great. Now you better evaluate the goal of Monarchy:
Warrior Code costs 3 (remember this equals 30 beakers!)
Ceremonial Burial costs 2
Mysticism costs 4
Polytheism costs 12
Monarchy itself costs 24
So you can see that the headlong drive to Monarchy will seriously impede your progress in other areas with development costs of only 2 or 4. Only time will tell if that strategy is worthwhile. Certainly a compiled list of all the actual tech costs would be nice, but until I compile such a list (or someone else does it for me--wink, wink!), I'll evaluate the importance of techs based on the editor costs and hoard/trade them accordingly.... One outstanding question: If you commit 0 beakers, do you still get an advance in 32 turns?
2. Floodplains and Jungles cause Disease
Yes, it's in the manual. However, I'm not the only person who thought a floodplain with wheat was a good place to build a city. Oops! Only later did I realize the serious impact of disease on my population. So watch out for those floodplain tiles as you go about playing Civ3. You can't clean them up like you can a Jungle, but the risk of disease does go away when you have Sanitation. One outstanding question: Does disease only happen when you have a worker (or city site) on one of those tiles?
1. Scientific Development Cap is 32 Turns
There is a scientific development cap of 32 turns for advances in Civ3. If you look in the Editor (Open Civ3Edit.exe and then under tools uncheck "Use Default Rules", then go to Rules: Edit: Civilization Advances), you can see how much an technological advance costs. For instance, if an advance like BrozeWorking costs 3, then it roughly requires that number *10 beakers to develop. However, there is a 32 turn cap on development so even if a development costs 100 beakers, you can still get it in 32 turns even if you commit only 1 beaker per turn! So watch your early scientific progress and make sure you are not overallocating your Science to a development that cannot be done earlier than 32 turns. I know this new fact has already helped me. There is a currently unknown adjustment to this number based on the total # of civs as well as how many of those civs you know to have the advance (perhaps the X and Y values found in the editor?), but this general guide is great. Now you better evaluate the goal of Monarchy:
Warrior Code costs 3 (remember this equals 30 beakers!)
Ceremonial Burial costs 2
Mysticism costs 4
Polytheism costs 12
Monarchy itself costs 24
So you can see that the headlong drive to Monarchy will seriously impede your progress in other areas with development costs of only 2 or 4. Only time will tell if that strategy is worthwhile. Certainly a compiled list of all the actual tech costs would be nice, but until I compile such a list (or someone else does it for me--wink, wink!), I'll evaluate the importance of techs based on the editor costs and hoard/trade them accordingly.... One outstanding question: If you commit 0 beakers, do you still get an advance in 32 turns?
2. Floodplains and Jungles cause Disease
Yes, it's in the manual. However, I'm not the only person who thought a floodplain with wheat was a good place to build a city. Oops! Only later did I realize the serious impact of disease on my population. So watch out for those floodplain tiles as you go about playing Civ3. You can't clean them up like you can a Jungle, but the risk of disease does go away when you have Sanitation. One outstanding question: Does disease only happen when you have a worker (or city site) on one of those tiles?
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