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The Dutch
By Zardnaar at 2005-06-25 00:00
With the release of Conquests to the veteran Civ 3 player the Dutch offer a unique trait combo- agricultural and seafaring. Although hardly alone in this regard both of these traits were new when conquests was released. Over the last year or so the agricultural trait has become to be widely regarded as one of the most powerful traits in the game. It gives you an extra food resource in your cities' center tile if your city is beside a river or once you change to a non despotic form of government. In addition it gives you half priced aqueducts, hydro plants and solar plants. You can also irrigate desert tiles and they will produce 2 food and 1 shield for your cities. And finally you get to start with pottery for the all important granary to help with settler factories. Although you can usually trade for pottery sometimes the AI civs closest to you don't have it. Its all about speed- expand fast and you will have an easier game.


Trading Reputation
By microbe at 2005-06-25 00:00

If you often wonder why AI would "almost" sell you a tech for 500g but would "never" do so if you add 1gpt, you should read on. In my opinion, this is one of the most important game mechanisms that you have to know to play this game at the higher levels.

Note, this article describes what I think the game mechanism is from my experience in playing various games and incomplete testing. There are certain things that I haven't specifically tested but believed thus it is possible that some of them are completely or partially wrong. Feel free to correct me if you find any mistakes.

What is trading reputation?

First let's define "gpt deal". As far as trading reputation is concerned, "gpt deal" isn't an accurate name as you could risk trashing your reputation even if you are not paying gold-per-turn. A more accurate name is "rep-risky deal". A deal is rep-risky if any of the following is true:


Warmongering 101 - A Tactical Primer
By scoutsout at 2005-06-25 00:00
Tired of being picked on by the AI? Do your spearman fall defending cities that just built a temple? Do you play Persia because you'd rather command Immortals than fight them? If any of this sounds like you, then read on fellow civ'er; it's time to put away the building blocks and go whack somebody.

Preface:


The Koreans
By Keirador at 2005-06-25 00:00
An ancient Korean proverb describes Korea as a "shrimp among whales", referring to the three great powers of China, Japan, and Russia that surround the small peninsula. Despite its small status, Korea has historically been able to use cunning diplomacy and shrewd defensive wars to retain its independence. A player who chooses Korea will have to show similar slyness in order to prosper.


City Placement
By Ginger_Ale at 2005-04-17 00:00

Disclaimer: This was created for Conquests.

City placement is one of the most important aspects of the game, as well as one of the parts of the game that isn't the same for every game. While military is usually the same for most people, like building up a stack of swordsmen, or waiting for cavalry to take over the world, you have to be able to adapt to the terrain for city placement. It varies from difficulty level, map size, and victory condition!

Hopefully this guide will help you use your cities to your advantage. Enjoy.

I. Placement Patterns

Before we can even discuss the pros and cons of each regular placement pattern, lets go over the following terms.

C = city, x = tile in between cities


Ailing Civilization Strategy
By Drakan at 2005-04-06 00:00
The Ailing Civilization Strategy

It's a strategy devised to catch-up techwise, obtaining numerous techs in a short span of time through trading.

When I'm lagging behind in the tech race at, say, Emperor level or above, I look at the Power Chart and trace a feable civilization with high culture (which probably means it will be ahead of me by several techs). This has been a civ that has typically prioritised research in the earlier game rather than building military units and is currently being overun in an ongoing war by some powerful neighbouring civs.

Requirements
for the ACS:

I. The ailing civ must be at war with TWO or MORE civilizations.
II. It must have FIVE or less cities left to be annihilated.
III. Your reputation must be flawless enabling you to trade techs for gpt.


Catch the Runaway AI
By zerksees at 2005-02-11 01:00
To read and discuss zerksees' article on catching runaway AI civilizations, complete with game example and screenshots, please visit this thread on the forums.



The Ottomans
By scoutsout at 2004-09-28 00:00
The Industrious and Scientific Ottomans joined Civ III with Play the World, and at first glance appear to be "Persia with a Cavalry UU". Though the Ottomans have the same combination of traits as Persia, playing them well requires a slightly different approach. While strengths of the trait combination still apply, the difference in the timing of the Unique Units has a profound impact.


The Island Start: Fortress or Prison?
By Sneakysnaga at 2004-09-28 00:00
The island start is one of the most frustrating starting positions. You are alone, with noone to trade techs with, so you know you are falling behind. You run out of space very quickly. However, it can also be one of the strongest. But only if you play your cards right. Here's how.

(1) Be realistic. You can't afford to waste time on Wonders, libraries or anything like this. You have one priority: get off the island!

(2) Remember: you island is also your fortress. Be damn sure you leave no space for a wandering AI to pop a settler on. A few temples for culture is worth the investment.

(3) Try and work out where the nearest land is. Best bet is usually towards the centre of the map. But very often, you will be able to work it out from where the shallow water extends further, or you may even catch a glimpse of a rivals borders as their influence extends. Stand on top of mountains and stare out to sea!


Death from Above: C3C Airborne Operations
By scoutsout at 2004-09-28 00:00
Foreword

The following Advanced Flight tactics are offered as a supplement to the tactics already in one’s personal "playbook". The author does NOT intend to debate the unit’s overall value, hold these tactics out as "best", or substitute paratroopers for other tactics and units. The author concedes that these tactics may not be the best alternative for a given situation.

Having said that, many players enjoy experimenting with various units, including specialty units like the ‘Paratrooper’. This article is directed to that audience, and to anyone who enjoys analyzing tactical problems and possibilities. While this is an open forum, I would sincerely appreciate it if discussion could be limited to these tactics.

On Tactics and Strategy


Probabilities of Goody Huts (C3C)
By Oystein at 2004-09-28 00:00

I made an excel file to calculate the probabilities of goody huts.

You can check on/off the option that are not possible, and the table will be updated. Or you can look at the picture and calculate yourself. The upper table are for expansionists, and the lower for others.

Condition needed for the different goodies.

Gold:
-- The tile must not have any type of resource or luxury on it.

Maps:
-- always available

Nothing:
-- always available

Settler:
-- Player must not have a settler (active or in production) or any unit with the Settle AI strategy.
-- Player must have less cities than (TotalCities / NumActivePlayers).

Mercenaries (skilled warrior):

-- There must be a unit available to the Barbarians as well as the player and that unit must be able to be built (or have been built) by some player in the game.


The Incans
By Ision at 2004-09-28 00:00
Imagine for a moment that CIV III was a 2-stage horse race. 31 horses all lined up on a huge mega-track with a flat ¼ mile track that leads into a 20-mile rough cross-country track. Some would argue that the horses that broke out early at full speed will lose the marathon - winded and burned out, unable to capitalize on their early lead. These sprinters being better suited to a fast flat-track, but lacking the stamina on those hills. Others would say that as long as they don't stumble too often on that rough cross-country terrain, and pace themselves well- they will translate that slight early lead into victory. So place your bets gentlemen! My money is on horse named Inca!


The Indians
By Ision at 2004-09-28 00:00
Known for their rich religious and cultural achievements, India to this very day lives up to its centuries old fame. Perhaps no other modern day nation is so intimately associated with the personality of a single man, in C3C it is the image of that man that stands as its leader-head. It is that image of peacefulness and deep religious heritage, which the game attempts to capture - and to a great degree, it succeeds.


The Sumerians
By Zardnaar at 2004-09-28 00:00
Between the Tigris and the Euphrates arose the Sumerians. In this ancient land they were the 1st among many to use the Tigris and the Euphrates for agricultural purposes and invented the worlds 1st alphabet.


Your AI Opponent
By Ision at 2004-09-28 00:00
What follows is my attempt to help players in choosing and understanding their AI opponents. In CIV III, THE single most important factor for any AIs overall performance is the value of their start location and the immediate vicinity. That said, given a sufficient number of games there are certain trends that begin to bear themselves out. All things being about equal (start location, river access, resource availability, ect) the AIs will perform differently. There are 2 primary reasons for this; their traits and their Unique Unit – the former being far more important on average. Unlike the human player, AI play is wholly scripted and therefore incapable of making the proper adjustments to changing situations. As such, certain traits lend themselves better to the scripted play of the AI than others, and thus produce the ‘on average’ better performance of some AI civs over others.

Free Tech Tricks
By DaveMcW at 2004-09-28 00:00
It's great to get a tech for free, but why settle for just one average tech? Here are some tricks to get more out of your free techs.

Note that most of these tricks work best on lower difficulty levels, where the AI won't beat you to any of the key techs. Also, none of them work in PTW.


Republic Slingshot (C3C)

This is a simple trick to do in Conquests. Just research in order: Alphabet, Writing, Code of Laws, Philosopy, Republic. If you manage to get Philosophy first, you get Republic as your free tech! Becoming a Republic before 1000BC gives you a huge boost in research and growth for the rest of the game.

Don't trade Alphabet or Writing, to keep the AI away from Philosophy as long as possible.


Expansionist Philosophy Slingshot (C3C)


A Study of Espionage Missions
By Oystein at 2004-09-28 00:00
Prices:
Parameters:
dist - distance from actual city or capital to your nearest city
pop - size of actual city or capital
level - level of settlement, 1 for town, 2 for city and 3 for metropol
opp_cult - opponents culture
your_cult - your culture
techs - number of opponents techs
units - total number of opponents units
shield - number of shields the opponent have invested

Factors found in editor:
base - base cost
mapsize - average of width and height
techrate - factor based on world size

[code]
Mission Base Cost formula

Build an Embassy 20 dist*level + base + pop
Investigate City 10 dist*level + base * pop
Steal Technology 10 dist*level + base * techs*techrate/100
Steal World Map 1 dist*level + base * mapsize
Plant Spy 60 dist*level + base
Steal Plans 10 dist*level + base * unit

Fort Cities
By Jon Shafer at 2004-09-28 00:00
There are five types (maybe more ) of Forts (temporary cities) that can be implemented in Civ 3, each with a different purpose: Offensive Forts, Chokepoint Forts, Culture Bomb Forts, Stealing Forts and ZoC Forts. Each has a different purpose and can be very useful against opponents, especially of the human sort.

Chokepoint Forts

These kinds of forts are some of the more obvious ones. They exist in order to prevent access between two points of a continent and can only be crossed when attacked. They are perfect locations for cities, as they are highly defensible and MUST be attacked in order to be passed.

Zone of Control Forts


Rating the Unique Units
By Ision at 2004-09-28 00:00
I often get PMs asking me how I rate a particular UU. It is hard enough to rate the CIV themselves considering the numerous variables involved, while trying to keep a balanced view between the 3 play styles (warmonger, balance of power, peaceful builder). Rating a UU in a vacuum, without any context to the specific map, difficulty level, player skill level, terrain or victory type sought - is perhaps an impossibility. The best one can do is to create a standard that is based on a host of assumptions. In an effort to be fair one must attempt to remove themselves from their own biases that have been formed as a consequence of their personal play preferences and most importantly from the difficulty level that they typically play within. This last bias can often blind a player completely.

Worker Moves
By KayEss at 2004-09-28 00:00
To view KayEss' article on worker moves and how to maximize efficiency, please see the attached PDF file.



 
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