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Distilled Civ3 Tips and Notes

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  • Distilled Civ3 Tips and Notes

    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?
    Last edited by inca911; November 2, 2001, 16:43.

  • #2
    3. Forced Labor Under Despotism

    There is a small, innocent looking button next to the production storage box that can be used to great advantage. It's the Rushbuy/Forced Labor button. For those of you who haven't clicked it yet, you'll likely want to give it a try! Under Despotism, which lasts a loooonnnng time, you cannot Rushbuy a unit/advance, but you can use Forced Labor to finish a job immediately! Forced labor coverts population into shields. Limited experience seems to indicate that foreign nationals are used up first (must prove this out), thereby theoretically eliminating a drag on your cities' stability while at the same time giving a huge production boost while simultaneously ridding the city of a discontented worker! A single captured worker (who is less productive anyway) can be converted into a vital Temple thereby expanding your borders, increasing your culture and giving more access to vital resources. Forced Labor is likely going to be a big ticket item under Despotism.

    Comment


    • #3
      Cost is only roughly *10. It is also dependent upon the # of civilization that have previously discovered the technology.

      If you think about it, if Bronze Working really only 30 Beakers, then wouldn't producing 2 science/turn (easy to do even at the start) make it available in 15 turns?

      Comment


      • #4
        Happiness and difficulty:
        Chieftain has four content citizens in every city with no improvements/garrisons.
        Warlord has 3 content citizens.
        Regent and Monarch have 2 content citizens.
        Emperor and Deity have just the first citizen content.

        World sizes:
        Tiny 60x60
        Small 80x80
        Normal 100x100
        Large 140x140
        Huge 180x180

        (I also think tech is 2.5 times as expensive on huge as on tiny.)

        When hurrying production with forced labour a citizen is worth 20 shields. (And they remember it for 20 turns as well.)

        Comment


        • #5
          Using forced labor tends to have lasting unhappiness effects.

          Comment


          • #6
            Lawrence of Arabia's strat to survive the Ancient Era

            These strats come from about 5 games worth of playing in the Ancient Era. if you have any to add, please do so.

            (1) It there is a resource nearby, found your city on it. You won't have to worry about another civ cutting off its access to your city.

            (2) If you are expansionist, use scouts to go find other civs. When you find them, make peace and right of passage and alliance right away to prevent other civs from ganging up on you. Even weak civs should get your attention, because a stronger civ could influence them and the weak civ would give in and give them a right of passage to your civ.

            (3) Expand as quickly as possible. Don't worry about culture at the very beginning since the AI won't either. None of your cities will be taken culturally, although if you capture some, they might revert back to their owners because your ratio of culture to theirs isn't big enough

            (4) To keep the enemy troops from pillaging your roads during war time, you should keep a reserve of mounted troops to respond to any areas of threat. Also, a few swordsmen close to any of your colonies would be a good idea

            (5) Learn to read the land. Since Civ3 's maps are more accuratly rendered climactically, most of the time when there is a chain of mountains, to the north of it will be deserts and plains. (this happens in real life because the rain clouds cannot cross the mountains, so all of the rain is dumped on the moutnains) Those deserts could be a good source of incense and other resources. If its close enough, you can build a few colonies there, but you should have fortresses and swordsmen nearby.

            (6) Keep civs who have early UUs at bay using diplomacy. In the Ancient Era, UUS are a lot stronger proportioanly than later stage UUs. If the Persians are close to you, keep them happy.

            (7) Get trade going early. What I noticed at first when I am weak, the other civs tend to shortchange you when it comes to diplomacy and trade. The AI looks at your army and your culture and responds according to that. Since at the beginning my army is usually average size, and my culture is almost zero, they don't regard you very highly. Since trade has to be renegociated every 20 turns, by the end of the Ancient Era (when I have between 10-12 cities) I get better deals because my army is stronger and my culture is usually among the top 3.

            (8) Found your cities with 4-5 squares of each other. Since corruption is rampant at Regent, you should also get the Forbidden Palace. The more culture you have, the less corruption, so make sure during this whole period that your capital is churning out temples, marketplaces, courthouses etc to improve your civ total culture and reduce corruption.

            (9) Stay in Despotism until you have corruption under control (i.e no Total Corruption) When that happens, then you can switch to Monarchy, which combats your corruption and waste.

            (10) When researching techs, research the ones which you need most. Since I like Industrious/Expansionist civs (gives me a jump in diplomacy because of fast encounters with other civs and lets me build faster infrastructure), I start with Masonary. Then, I go for Ceremonial Burial, and then Bronze Working. I try to alternate from Military techs, to city techs, so I have a good balance.

            Heres the tech tree of the ancient times

            Well, I can't figure out how to do i.
            "Everything for the State, nothing against the State, nothing outside the State" - Benito Mussolini

            Comment


            • #7
              dp
              Last edited by Lawrence of Arabia; November 18, 2001, 12:36.
              "Everything for the State, nothing against the State, nothing outside the State" - Benito Mussolini

              Comment


              • #8
                Regarding Culture

                Lord Maxwell: Thanks for the happiness breakpoints. Now we need to determine the breakpoints for number of cities and happiness of the populace!

                Madine: Yes, you get some temporary unhappiness effects from forced labor, however ridding a newly captured city of an already unhappy foreign laborer and adding a valued improvement should easy counteract that unhappiness effect. I agree and we do need to quantify the unhappiness effect.

                Lawrence of Arabia: I'd like to limit this thread to facts regarding the game and it's play characteristics. Although your tips might be beneficial in your specific game-play situation, they are not really the kind of information I am trying to collect. Thanks for the thoughts!

                Regarding Culture:

                Culture is perhaps one of the most interesting new features in Civ3. In another thread, Soren has provided a bit of insight into the culture formulae and he made some great comments that I'll paraphrase here.

                Culture defection of a city is determined by evaluation of several factors:
                1. Distance from the Civ's Capital
                2. # of Combat Units in the City
                3. Civil Disorder in the City (keep them happy if you don't want them to leave you!)
                4. We Love the (Leader) Day
                5. Cultural Ratio of the two Civilizations
                6. Cultural Ratio *within the City!* (i.e. If while under your control the city has added cultural points that favors your civ. If most of the cultural achievements were under the enemy civ's rule, that works against you. Another reason to get Temples and the like up early!).

                Lastly, although it has not yet been confirmed by a second source, it has been speculated that capturing an enemy capital resets the cultural ranking of that civilization. Very interesting and very powerful if true.

                So, if you are at cultural war with a neighbor, all things being equal, it is best to capture cities that are farther away from the capital city (distance factor) and make sure they do not go into civil unrest. If experience shows that cultural reversion does occur, use of the WLT*D may keep you on stable footing and certainly avoiding civil unrest in the newly captured city is of utmost importance. If anyone witnesses the cultural reset upon capital capture, please post here. Culture is a powerful weapon and hopefully this brief tutorial will shed some light on this little-understood new feature of Civ3.

                A Teaser Note Regarding Governments:

                Although I don't yet have specific relationships, Soren mentioned that every civ has a most favorable government and a least favorable government. Obviously the traits of the civilization determine the governmental bias for that specific civ (perhaps the Industrious nature of the Chinese favors Communism?). More on that later as we figure it out.

                Comment


                • #9
                  The preferred and shunned governments for each civ are listed in the editor.
                  Here they are, along with the Ai's agressiveness level (on a scale of 1 to 5).


                  Civ Favourite Shunned Agressiveness
                  Rome Republic Communism 4
                  Greece Democracy Despotism 3
                  Germany Republic Communism 5
                  China Communism Monarchy 2
                  Japan Monarchy Republic 4
                  India Democracy Despotism 1
                  Aztecs Monarchy Democracy 4
                  Iroquois Communism Monarchy 2
                  Egypt Monarchy Republic 3
                  Babylon Monarchy Despotism 4
                  Russia Communism Democracy 4
                  America Democracy Communism 3
                  France Republic Monarchy 1
                  Persia Monarchy Democracy 4
                  Zululand Despotism Democracy 5
                  England Democracy Despotism 3

                  Comment


                  • #10
                    Dupe post - sorry.
                    Last edited by Nero Would; November 7, 2001, 09:24.

                    Comment


                    • #11
                      Ok, but what effect does preferred gov't have on human players? Does the AI prefer to use it for that civ? Does that civ prefer it, so when you're in negotiations with that civ and you're running their preferred gov't they are more favorable? (ie SMAC) Does a human player running the civs preferred gov't gain anything special?

                      Comment


                      • #12
                        alright let me see if i can supply any wisdom here. Ive played 2 games although i quit the first game because i approached with a CTP2 mindset and it didnt go over well (water tiles arent as useful in Civ3 as in CTP2). My second game was a great success. Won by Space Race in 1966.

                        I was America played against the Germany, Aztecs, England, Russia, Rome, France (Joan of Arc is bald in modern times, surprised me and was kind of comical) and Iroquios. Rome and Germany were eliminated in Industrial Age. whats interesting is that all the remaining civs were in democracy even Russia by modern times.

                        I found I couldnt settle on mountain terrain.

                        I never lost a city to culture but did gain quite a few. As soon as I founded a city i built up its culture immediately. I discovered that apparently it helps with distance corruption. I had 5 cities on the other end of the world on a continent inhabited by the French and Russians whose culture outranked mine up until the end of the game so I had to rush every culture building and courthouse but i didnt lose a single one although one was choked to the terrain immedialtely surrounding it but built there for the incense haha!

                        I also discovered that if you est a city with only one tile seperating you and a rival u can take the tiles right next to their city but you must maintain a high culture or you could lose your tiles. This doesnt seem to be the case if there are 2 tiles seperating your cities, no matter how much your culture expands you wont take the tiles adjacent to their city and vice versa. This is good strategy for obtaining resources that arent in an adjacent tile to an enemy city provided you can get close enough to est a city and your city's influence can overtake the tile.
                        Freedom without responsibility is Anarchy.

                        Comment


                        • #13
                          Founding Cities on Forest, Jungle

                          When you found a city on a forest or jungle square, that square is immediately cleared to grassland. This feature makes some less-than-desirable city sites actually viable and certainly you don't have to quest as long for a grassland square as a result!

                          Comment


                          • #14
                            Min science time

                            I can't seem to research any science advance in fewer than 4 turns no matter how high my science is. Can anyone else confirm this, or has anyone researced an advance in fewer than 4 turns?

                            Comment


                            • #15
                              Re: Founding Cities on Forest, Jungle

                              Originally posted by inca911
                              When you found a city on a forest or jungle square, that square is immediately cleared to grassland. This feature makes some less-than-desirable city sites actually viable and certainly you don't have to quest as long for a grassland square as a result!
                              Is this verified? When you clear a Forest square with a Worker, you get plains, not Grassland. If founding a city on a Forest square yields Grassland, then that's definitely worth noting.

                              Vipsanius

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