all this detail?
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. Most of these issues are not necessarily intuitive so they would not
be the instinctive thing that someone might do as a first choice.
My hope is that in sharing this detailed level of a replay
long with some example save files that people can load and try for
themselves, that many of these examples will help other people to use these skills
in their basic game play so that they will be free to enjoy and experiment
with the game on a higher level.
About this Index
I complied this
index in an attempt to help keep all the pages and image files organized as
well as to help people find things.
The index is pseudo
chronological with a topical twist, so if you are searching for a specific
item or a specific city or town, then you might use the “Find on this page”
function that should be available under “Edit” on you browser.
Hope this helps you enjoy
the Japan Campaign GOTM9 pages as reference set to help others play and enjoy
the CIV3 game.
Preliminaries to war with
in 630 BC - Learning from the first encounter with your enemy.
Example of analysis of what the embassy peek at the enemy capital reveals
Introduction to Japan – overview map of the start positions in
110 BC (large version of the map)
Planning military action
understanding the unit choices,
particularly the value of the war chariot and the impact of the retreat
Planning for terrain – example of
estimating terrain and city locations even when you have an incomplete map.
Using the city list from the diplomacy screen to guess at strengths and city positions/values.
orders – trying to maintain a focus on objectives,
planning routes of advance (example
Controlling key sea lanes and bodies of water (images of the inland sea).
(210AD to 220AD)
The far off amphibious
images and example of “ship hopping to produce a coherent landing”
example of using the shape of the culture border to pinpoint a hidden city
The northern costal thrust – Drive to take Fukushima
examples of choosing the terrain and attack path to minimize the defensive
The “scared to death” bug where enemy population just vanishes when war is
Understand the advantages and limitations of the “Retreat” ability.
Combat results tables.
Reconnaissance while advancing and during consolidation.
Animations of the attack sequences and consolidation moves.
The main attack toward Kyoto – open with
attack on Toyama,
Combat results table for the Toyama battle,
using workers in the advance, guarding the flanks against Japanese horsemen.
Expanding the advance.
operations in the inland sea – delivering reinforcements, loading and
avoiding most engagements with galleys,
understanding naval unit movement
Consolidating the opening
and hunting the Japanese army (220AD to 250AD)
coastal thrust toward Fukushima into a central thrust to link with the far
in a kamikaze style attack. Consolidating near Toyama.
2nd example of using the shape of the culture border to pinpoint a
hidden city location.
– pillaging with the correct unit to deny a resource.
Recon in the advance.
A look at AI thought processes on counter attacks.
Capturing the town and “digging in”.
capturing a closer port
more road connection priorities in the front lines
landing immediate garrison and reinforcing units using the key “ship hopping”
Advancing inland from Nagoya to capture Tokyo and capture more road
The sideshow of capturing Matsuyama in the east near
The major battle near Edo (250AD to 290AD)
road connections and baiting Tokugawa into battle.
The problem with river crossings (lack of Engineering) slowing down movement.
Three waves of Japanese counterattacks in the forest north of Edo.
Careful choice of attack units against
multiple defenders to keep units consolidated for defense.
Key points on Great leader production and
Detailed combat tables of chariot and swordsmen
combat against horsemen, archers, warriors, and spearmen.
Engineering gives us an added movement advantage to cross rivers quickly for
the continuing assaults.
Exploiting the vacuum created by the Edo victories to cause mayhem in
southwestern Japan. Taking
Yokohama and Nara.
Final drive to Kyoto
on the flank. Advancing the inland force toward Kyoto
one step at a time
Discussion of how to use the army in the
attack on Kyoto.
The fast secondary advance into the rear of Kyoto
using amphibious and combined arms attack with ancient age units
The slugfest for Kyoto – Actual combat results tables.
Protecting Kyoto from Culture Flipping by pushing
the Japanese capital further away.
Focusing on generating a great leader to use in rushing the Forbidden palace.
Clearing out the remaining Japanese tundra towns. (revealed map of the final Japanese
Capturing the Japanese eastern island and getting “Cheops”
the great leader. (revealed map of
the Bizen isle)
Dealing with Tokugawa as a “Boat Person”.
Other related topics:
hosted by CivFanatics
copyrights and usage,
link to this site,
how images were prepared