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The French
By Keirador at 2005-06-25 00:00
Though many associate France with ancient Gaul due to geography, the modern nation of France has its roots in the early middle ages, when the Germanic tribe called Franks moved across the Rhine. The French, as the people came to be called, settled, converted to Christianity, and eventually flowered into a nation with a decorated military tradition, a rich culture, a vibrant economy, and a profound impact on history.

France is easily one of the most underestimated civilizations in the game. This is due partly to the abysmally poor AI handling of the nation, and partly to the strange aversion many Americans and Englishmen have toward the French. But don't shortchange France just because of this, or because its pink. With a trait combination of Industrious and Commercial, France has the potential to be the greatest productive powerhouse of the game. Rarely does one see traits so perfectly geared toward a booming economy and highly competitive industry base.


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.


Sinking Chances of Seafaring and Non-Seafaring Civilizations
By Ginger_Ale at 2005-06-25 00:00

I have conducted a study on the chances for ships (my test used curraghs) to sink in water (my test used only ocean, though I am pretty sure the chances are the same for sea). I used 50 curraghs (unless otherwise noted) for a non-Seafaring civilization (Rome) and 50 curraghs (unless otherwise noted) for a Seafaring civilization (England). Below is the raw data and a couple of graphs. If you have any questions, feel free to post in this thread. My conclusion is at the bottom of the thread.

All tests done with Conquests, v1.22.

Notes: % that survived a second turn in water is a % of the ones that survived the first turn. For example, if I lose 10 of my 50 curraghs, I have 40. 80% survived the first turn. If I lose 10 more curraghs the second turn, I lost 10 of my remaining 40, so that's 75%.

Data

Plain Survivability


The Japanese
By Keirador at 2005-06-25 00:00
The people who settled the Japanese islands built a rich and proud culture. When knights were sallying forth from castles in Medieval Europe, the Japanese were experiencing their own feudal age, but it could hardly be called a Dark Age. Arts, literature, and national pride flourished during this period. A centuries-long policy of proud isolationism only came to an end when Portuguese sailors landed on the islands, showing the Japanese how far they lagged behind the Western powers. Japan immediately abandoned isolationism and seized upon Western technologies and empire building. This culminated in the creation of the Greater East Asian Co-Prosperity Sphere, the Japanese empire during World War II. After a crushing defeat, Japan abandoned militarism and founded a new empire based on economics. Today, despite having only nominal military forces, Japan is one of the most powerful nations in the world, and an industry leader in all forms of technology.


The English
By Zardnaar at 2005-06-25 00:00
It was said the sun never set on the English empire. How could an such a small island kingdom rule most of the world? From Maori tribes to the Zulu and the American War of Independence no other country has influenced the modern world as much as England. Its imperial legacy lingers in many countries in the form of their language, law, and political system. While a detailed history lesson is beyond the scope of this review my theory is the English had a secret weapon- the English channel. Also the industrial revolution began in England. War canoes are no match for Frigates and Ironclads.


Managing the World: The Machiavellian Doctrine
By dexters at 2005-06-25 00:00

Chapter I: Introduction

This is a style of play that I think some historically and politically minded players may find more rewarding than purely playing for points or winning the game as early as possible. The strategy should be applicable to all difficulty levels.

The Man

Niccolo Machiavelli was born in Florence, Italy at a time when the country was in political upheaval. He became an important diplomat and an ardent supporter of the Florentine republic at during a brief interruption in the rule of the Medici’s in Florence.

When the Medici’s regained their power however, Machiavelli was removed from his post. Eager to ingratiate himself with the new princes who ruled Florence, he broke from his strong support of republicanism and wrote “The Prince”, a work that describes in plain pragmatism how a prince should acquire and maintain power.


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.



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.

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.


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)


 
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