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Creating and Using Leaders
By SirPleb at 2003-10-05 00:00

Leaders appear infrequently but can have a very large impact on the game. They have the unique abilities to rush wonders and to create armies.

This article describes rules which affect the appearance of leaders, techniques which can increase your chances of getting a leader, ways to use leaders, and some game strategies based on leaders.

Rules Affecting Leader Production

You can only have one leader at a time. If you have a leader who hasn't been used for anything yet, there is nothing you can do to produce a second leader at the same time. You must use the existing leader first, to rush something in a city or to build an army. You can check whether you currently have a leader by seeing whether one is displayed in the F3 display under "available leader."

The Pillaging Offensive Strategy
By betazed at 2003-10-05 00:00
In most games when we as human players carry out a war we usually have a very specific objective. We may need to get a resource, or a lux or capture a wonder or a vantage point. When that objective is met we sue for peace as soon as possible and then move on to the next objective. That's the most common type or war. However, there is another type of war.

This is the long drawn out war of attrition. These wars are most seen in Always War scenarios and in wars during the late modern ages when two titanic powers go for the final showdown to determine who should rule the earth. Since in this war the final outcome is the complete annihilation of one side, any strategy that can provide advantage is helpful. The pillaging offensive strategy excels in this second kind of war to the extent that it is truly game unbalancing.

The specifics of the strategy

Early Industrial Railroad Intrusion
By fret at 2003-10-05 00:00

I've no idea if this has been posted before or not, apologies if it has, but it worked well for me in a recent game played at Regent level. At the start of the Industrial Age I virtually crushed my two strongest neighbors in 1 turn.

Wars in the modern era, when the world is covered in railroads and you have stacks of Tanks or MA's, can be very quick. You can travel long distances taking may cities in a single turn. This strategy aims to emulate this at the beginning of the Industrial era, using roads and Cavalry instead of Railroads and MA's. Its a 3 step tactic to erecting a very long path 20 or 30 tiles deep into the enemy's territory, virtually wiping them out and stealing their capital or Wonders, all in 1 turn!


- Lots of workers
The number of these you need depends on many things (see STEP 2 below). I usually use between 80 or 100 on a 8/10 city, 25-30 tile Intrusion.

C3C Bonus Disk Strategy Guides
By Chieftess at 2003-09-01 00:00
To view Chieftess' guide on Single Player and Friedrich Psitalon's guide on Multiplayer for Civilization III: Conquests, please download them from the Downloads Database.

20k Culture Win Strategy on Regent
By dragon.jade at 2003-06-29 00:00

Well, here's my recipe for the 20k culture win in Regent. Please remember that Great Library is the key to this strategy. With this strategy, I get 20k around 1950.


1) Try to build the 20k city on the coast alongside of a river.

Some wonders need access to the sea to be built and the connection to fresh water saves you that turn-consuming building of Aqueduct (Construction). Remember that Hoover Dam (Electronics) needs a river in the city range...

2) Try to make that 20k city your capitol.

Advantages: You get the Palace's culture (2 cpt) from the start. The building of wonders won't be slowed by waste/corruption (red shields).

Drawbacks: you won't be able to prebuild with Palace (that can be very dangerous if AI completes the wonder you were building and you have no other wonder to fall back to).

Five Pillars for Success
By Sultan Bhargash at 2003-06-29 00:00
To view the full article in PDF format, please download the attached file.

Everything You Wanted to Know About Power Plants
By Catt at 2003-06-29 00:00
Questions about power plants and how they work seem to come up pretty frequently and I just had a chat via PM with someone regarding how power plants work – I though I’d post the substance of the chat for others. The following information is accurate as of Civ 3 PTW v1.21f (and to the best of my knowledge has been accurate for all prior version of PTW and Civ 3).

Everything You Wanted to Know about Power Plants

How to Improve Your Online Multiplayer Game
By wtiberon at 2003-06-29 00:00

Multiplayer is becoming increasingly popular as the patches become more stable. Another popular way of playing by joining a ladder which gives you a rank among other players. After playing hours of online I have developed a series of strategies to help you win a greater number of games .

First thing you have to consider is most games are played with a time limit. Usually about two and a half hours is the standard with three hours being the longest among most people. Knowing this you have to realize that you will not get much beyond Ancient Age if you pass it at all. So you have to throw out your single player strategy and conform to a strategy that gives you the best possible advantage in the shortest possible time.

How To Use Artillery Defensively
By zagnut at 2003-06-29 00:00

There has been much debate about whether Artillery is useful and the best way to use it. Moonsinger wrote an article in the War Academy on how to use Artillery offensively. This article is about how to use Artillery defensively.

I always produce Artillery units. The most common use for them is to reduce the population of an enemy city so that the units in the city do not get a defensive bonus when you attack. However, Artillery can also be used to weaken attacking units before you attack them. This strategy is valid for any level.

The Inner Workings of Resistance Revealed
By WillJ at 2003-06-29 00:00
First, I’d like to give a big thanks to forum member Mike B. FIRAXIS. Much of the credit for the information in this article goes to him. Now on with the show:

Is there anybody you hate more in Civ3 than those pesky little citizens who dare to resist your all-mighty rule? (Well, maybe that trade advisor who’d want more resources and luxuries if she were swimming in an ocean of them, but anyway...) Resistors refuse to work the land, meaning no food, shields, or commerce come out of them (although they also don’t require any food). However, since most captured cities lose all their production and commerce to corruption and waste anyway (except for one of each), the main drawback to a city being in resistance is that you can’t rush anything. This can push your plans of getting that temple or defensive unit ASAP back several turns, sometimes upwards of 10.


Ring City Placement
By DaviddesJ at 2003-06-29 00:00
Ring City Placement (RCP) is a new approach to city placement in your empire. Other placement strategies, like OCP, are based on land use patterns. RCP is based on a different principle: reducing corruption.

Thanks to alexman and this thread Do you think you understand corruption?, we know that corruption has two sources: corruption due to the distance from the capital or forbidden palace, and corruption due to the number of cities.

There is a natural tension between these two: you can achieve low corruption of the first kind by placing many cities very close to your capital (a la ICS), but this means that if you want to exploit all of your land, you need a lot of cities, and the corruption of the second kind is severe. On the other hand, if you try to work all of your land with relatively few cities, to minimize corruption of the second kind, then the cities are spread out and far away.

Free Palace Jump
By DaveMcW at 2003-06-29 00:00

I had been meaning to write this article for a while, but it was very hard to explain how I intuitively set up a palace jump. So after weeks of testing I found the exact formula.

When the capital city is razed or abandoned, each city in the empire scores

  • 3 points per national citizen
  • 1 point per foreign citizen
  • 1 point per neighboring town (1-6)
  • 2 points per neighboring city (7-12)
  • 3 points per neighboring metropolis (13+)
  • 1 point per military unit

The city with the most points is the new capital!

A neighbor city must yours, and within 8 tiles walking distance from the target city (a 17x17 square). The old capital does not count as a neighbor.

AI Attitude Study
By Bamspeedy at 2003-02-21 01:00
I spent a few weeks with an unpatched version of PTW and no internet access (to dowload the patch), so I decided to spend some of that time testing AI attitudes. This test was with the 1.01 version of PTW, so there might be a possibility that some of this was changed in a patch, but most likely this all still applies to the latest patch.

In the debug mode of PTW there are numbers beside the attitude to give a more accurate rank of the AI attitude towards you. I ran my test on a map made entirely of desert (to prevent the AI from building cities), sometimes making an island to determine whether being on the same landmass made a difference. The test was sometimes with 24 civs, but most of the test was with 2 AI civs. I did some of this test with every civ starting with the same techs, so the value of techs wouldn’t alter power rankings, although map exploration would affect power rankings, especially for expansionists.

Guide to Five City Challenge (5CC)
By Charis at 2003-02-17 01:00

Five city challenge, or 5CC, is a variant game where your civilization can ONLY have five cities. That means accepting no flips, always razing instead of capturing, and making the most out of the few cities you have.

Having done well in several medium difficulty 5CC, and somehow pulling off a 5CC conquest victory on deity, there's a lot I've picked up and wanted to share in this guide.

What makes 5CC hard?

  • Quite limited production, income, and area
  • High likelihood of missing several key resources
  • Likely few luxury resources as well
  • Can never have more than one army (can support 1 army per 4 cities)
  • No forbidden palace (which means no using FP as placeholder either)

What makes 5CC doable, in fact, why five and not 4 or 6?

Tutorial: Babylon's Deity Settlers
By Bamspeedy at 2003-01-05 18:24

Settlers are the most important units in the game, quickly followed by workers. Without your first settler you would not have a capital and thus your 'civilization' would quickly become a lost civilization. A myth to some as nothing but perhaps some backpacks would be left to let anyone know that your nomadic people ever existed. When you settle your first city, you begin on the journey to greatness (or failure) and begin to etch your name into the world history books. Knowing where to send your nomadic people and manage their new settlements will determine how much your civilization will succeed.


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