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Strategy
The Road to Diplomatic Victory
By satchel at 2002-12-25 01:00

This article began as a post in the Strategy & Tips forum. I owe my thanks to some of the forumers who commented on my post with refinements of their own, notably pdescobar and Yndy.

I play on Monarch level, and nearly every game my win is a diplomacy victory. Many players here at CFC have commented that diplomacy victories are "easy" or "cheap." I disagree. While there are exploits involving Mutual Protection Pact (MPP) entanglements that can make a diplomatic victory easy, playing a game from the start with the intention of developing your civilization toward a diplomatic victory poses some interesting challenges.


How the Demographics Works
By Bamspeedy at 2002-11-26 01:00
Although the Demographics screen isn't really useful, many people are curious as to what those numbers really mean. Many people had theories and could figure out by themselves how some of them were figured.
Here is my analysis after extensive testing in the debug mode for PTW:

Approval rating: This one's easy. The percentage of your people that are happy. If every single person is happy, you have 100%. If everyone is content it is 50%. Edit: This can be misleading when you get specialists, because the specialists count as only content people. So even if everyone is happy or an entertainer, you won't have 100% approval rating if you have any specialists.

Population: Add up all the population you get from the city view from all your cities. Not population points, like size 1, 2 or 3, etc. but the 10,000 or 100,000 you see under the city name.

GNP: Total gold in all your cities before corruption takes a bite out of it.
1 gold= 1 million


General Points on Modern Warfare
By hbdragon88 at 2002-11-26 01:00
These are war strategies that I have developed during two long wars in which unexpectedly backfired on me. These have only really been tested on chieftain, where the AI is comparably dumb to other levels. So they might not work too well. And these are really towards modern warfare.

1) Whatever you do, do it quick: Long wars can drag you into war weariness if you don't allow the government to manage citizen moods and even if you do that it can lead to starvation. Allowing the war to progress on also gives the AI the chance to pillage your roads, maybe starving out your population. If the war is long there'll be more resistance, resentment, and hardship. Though Democracy has the highest war weariness, if you let the governor manage moods it won't be a problem.


Cracker's Opening Plays Site
By cracker at 2002-08-31 00:00

This series of web pages includes some basic concept information that should be considered a “must read” for any player new to the Civ3 game. Even if you have played a previous game such as Civ2 or SMAC, you should probably read through this information to make sure you are not importing any misconceptions from your prior experiences. If you are an experienced Civ3 player, then please read this basic information to provide a common frame of reference for other technical and strategy discussions that may follow.

Click here to enter Cracker's Opening Play Site.


Cracker's GOTM9 Japan Campaign Site
By cracker at 2002-08-10 00:00
Some people will snuffle and ask why anyone would go into this much detail on an example of the CIV3 game, but I wanted to briefly emphasize that this focus came about from my desires to share how I played just one small piece of the GOTM9 game while hopefully providing something that would be of value to other players.

Nothing in this website is meant to imply that this is exactly the approved solution of how you should play this game or this scenario. What I discovered from many hours of playing succession games with a number of other players, is that many, many people who try to play Civ3 end up victimized by not having a good handle on some very basic game play skills.

Builder's Dream: Building an Empire of Metropolises
By Bamspeedy at 2002-08-09 00:00

There are those who play civ3, that like to have very large cities, and play on very large maps, such as myself. We are the people who just like to play to have fun, and have every improvement in every city. We are the people that others refer to asthe 'builders'. What I have done here is list some strategies (with screenshots)that works great for me on huge maps on Chieftain, Warlord and Regent Levels. I have learned some of these strategies by my own gameplay, but a great deal of credit goes to advice I got from the message boards at civfanatics.com. Some of these strategies may work on smaller maps, but I like the Huge maps because you are allowed more flexibility in constructing your empire. With several large cities, you can control your own destiny after you enter the industrial age. Just click on one of the main topics below to start the tutorial. I used a game playing as the Russians on Regent level with v1.17f for this tutorial.


Warfare: Attacking & Defeating Enemy on Another Continent
By RaMesh at 2002-08-06 00:00
You will find that war is a delicate science. How you proceed depends upon the shaping factors in your game. In this guide, i've been playing on Huge Map, maximum Civs (set to random). The specifics may vary depending upon what era you will wage the war. In this discussion, I will focus on wars waged during the modern era. I ALWAYS play as an Industrious Civ (Either Egypt or France) due to the insurmountable advantage of the Worker's production. These principles/ideas will work with any Civ.

What are your biggest challenges?

1. Established Civs. First of all, when fighting in the modern era, most of your competition is established. Most of the geography in the map should be fully occupied. Most borders have been established and your enemies have had time to develop their armies by now.


How to Use Artillery Effectively
By Moonsinger at 2002-08-06 00:00

Artillery is great! However, it can move only one tile per turn inside enemy territory. Well, that's no good! If you do that, you could tie up your entire tack of artilleries at least one turn before you can use it against enemy city. If you have a tack of 100 artilleries, we are talking about loosing 100 chance of bombardment. Plus, I want my all my artilleries to be extremely mobile and stay far away from the frontline until they are needed.

1. First I move a settler three tiles away from the enemy city. Don't forget to include at least four infantries to defend your settler.


Trading Tips for Beginners
By Bamspeedy at 2002-06-10 15:00
A lot of people (myself included) sometimes find it hard to trade with the AI fairly. When you find yourself a whole bunch of techs behind some think the only answer is to fight a war and get techs for giving the AI peace, or to just give up the game. This is not always true. Maps, Right of Passage (ROP), and luxuries can be a powerful trading tool if you are in the right position.

On this game on Regent Level, and had two continents to myself and had just been contacted by Persia (they settled a city on my continent) and I found I was several techs behind. I only had a map of my territory, because I hadn't done any sea exploration. Here is how I caught up in tech:


WW1 Style Artillery Rush
By robinm at 2002-06-10 00:00

Many people seem to value Cavalry and mobile offensive units as the best way to break open besieged enemy cities. While I can see this working in Medieval times and once you have tanks, there is that curious gap in the offensive tech tree that is know as the industrial ages.

Since Replaceable Parts can be researched quite early in the Industrial age and it gives you the 6/10 infantry, there can be a long period where the defensive units have a strong advantage over the offense ( 6/3 Cavalry , which doesn't actually have any better offensive stat than the infantry ). You get trench warfare very much like WW1. Many suicidal charges are needed by infantry and cavalry just to kill one defending infantry, especially if they are in a large city :(

This post explains my method for conducting reasonably fast, very efficient war in this tech environment.

Firstly identify why you are in this war:


Strategy Compilation
By Archive at 2002-05-02 00:00
A week ago I got CIV III and like most vets from I & II, totally bombed. I'm glad I found this website (http://www.civfanatics.com)! For the last couple of days I've run through the War Academy and Short Tips thread, gleaning any information that might help my empires out of the miserable ruts I've put them in. Anyway I put a file together of absolutely everything I found; its sort of a compilation of all the info the great folks here have put up. Now that I'm done I figure I may as well post it. I don’t take credit for any of the information. Hope it helps someone!

To view the full PDF article, please download the attached file.

Expansionist Chariot Gambit with ICS Topping
By Aeson at 2002-04-16 00:00
An exploit of AI stupidity if ever there was one...

The Settings:

Large landmasses are where this works best. Huge Pangaea maps, especially with Warm/Wet/5 Billion year settings are optimal. Many of the same principles work on smaller maps though. The fewer the AI the less resources will be on the map, which is a good thing. 8AI is my favorite setting on Huge maps.

The Civs:

Obviously Expansionist Civs. The Americans and Iroquois are the two most suited for this style of play. Any of them can do well.

The Attributes:

Play your Civ to its strengths. The Iroquois can upgrade to Mounted Warriors for an earlier rush as well as pop rush Temples at will. The Americans use the Industrial attribute to build the most cities possible. Zulu's build Barracks, Russians build Libraries, and the English don't build anything.

The Plan:


Diplomatic Victory - Deity Level
By Ivana at 2002-03-31 01:00
Here's a short story how I managed to win the Deity level via diplomacy, I hope this helps you too to finally get a good night sleep This was my first standard map size game on Deity difficulty and I won it - I'm a little bit disappointed that the game isn't harder. But I can sleep again! Okay, let's go:

THE WORLD

Size: Standard
Barbarians: Sedentary
Land mass: Archipelago with the smallest islands
Civilization: Persians
Rivals: Random (7)
Rules: Default (all)
Difficulty: Deity

GAMEPLAY
1. Founded Persepolis 3950 BC. I had a goal of at least conquering my island and just try to survive as long as possible - to see how hard deity level is and how fast they would develop/spread/kill. Made two warriors, another worker and barracks. Developed Iron working and started making Immortals. I founded no other cities during the entire game.

Maximizing Your Score
By SirPleb at 2002-03-19 01:00

Score calculation

The scoring works by averaging your per-turn scores throughout the game. For each turn a (hidden) per-turn score is calculated as:

(Territory + HappyCitizens*2 + ContentCitizens + Specialists) * Difficulty

The total of all your per-turn scores is divided by the number of turns played so far to get your actual game score. I.e. your actual score is the average of your per-turn scores.

"Territory" is the number of tiles which are within your sphere of influence.
"Difficulty" is 1 for Chieftain, 2 for Warlord, 3 for Regent, 4 for Monarch, 5 for Emperor, 6 for Deity.

Early win Score Bonus

If you win before 2050AD, you get a bonus which is added to your regular score. The bonus is calculated as:

(2050 - FinishYear) * Difficulty

If you finish before 10AD, use the year as a negative number in the calculation.


Using Explorers Revealed
By gzollinger at 2002-03-12 01:00
I recently started using explorers and I wanted to share my pleasant experiences. Most of the treads I have read on the explorer are along the lines of "they suck, they come much to late to explore anything". It is true, by the time you get explorers, there usually isn't much map left to explore. The key to using them is not to think of them as an explorer, but to think of them as a special operations unit.

THE FACTS:

Explorers get 2 moves, and treat all squares like they have roads. Unlike the scout who's moves are treated like there are no roads, the explorer can run across your neighbors territory in a couple turns.

They aren't considered a thret by the civs you are at peace with, so they can move freely through their territory. Rarely, if ever will they get forced to leave.


 
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