Archived from groups: alt.games.civ3 (
More info?)
Jeffery S. Jones wrote:
> On Thu, 22 Apr 2004 11:36:16 +0100, "Contro"
> <moridin@contro.freeserve.co.remove.then.add.initials.of.united.kingdom>
> wrote:
>
>> The Stare wrote:
>>> "Contro"
>>> <moridin@contro.freeserve.co.remove.then.add.initials.of.united.kingdom>
>>> wrote in message news:c65k4n$g27$1@news8.svr.pol.co.uk...
>>>> The Stare wrote:
>>>>> "Contro"
>>>>>
<moridin@contro.freeserve.co.remove.then.add.initials.of.united.kingdom>
>>>>> wrote in message news:c62vcb$51o$1@newsg3.svr.pol.co.uk...
>>>>>> P12 wrote:
>>>>>>> On Mon, 19 Apr 2004 18:10:36 +0100, "Contro"
>>>>>>>
>>> <moridin@contro.freeserve.co.remove.then.add.initials.of.united.kingdom>
>>>>>>> wrote:
>>>>>>>
>>>>>>>> Yes, I never really use artillery really. I think I should
>>>>>>>> start doing so. So if I attack their cities, they will retreat
>>>>>>>> back to the city? problem is though, what if they batter me,
>>>>>>>> and then come and attack my cities? I always want to try to
>>>>>>>> call a truce at this point, but they normally won't listen
>>>>>>>
>>>>>>> When I am up agains't a stronger opponent I load all my border
>>>>>>> cities with both defensive and offensive units. I save my
>>>>>>> costly mobile units to attack weak stray units within my
>>>>>>> territory.
>>>>>>> I use cheap attack units like long bowman to attack on coming
>>>>>>> stacks. Since the cities are highly defended I don't mind
>>>>>>> letting them attack a few times and even blow out terrain
>>>>>>> improvements. My foot attack units will stay within the city
>>>>>>> and attack all but the last unit. You will need barracks so
>>>>>>> they can heal up. Then sometimes I use a mobile unit to take
>>>>>>> out the last attacking unit and retreat to the city.
>>>>>>>
>>>>>>> Sooner or later the on coming forces will thin out. At that
>>>>>>> point you can start the offensive if you are still strong.
>>>>>>
>>>>>> I always want to stock up my defences like you say, but I just
>>>>>> can never afford to really. it seems quite strange as when it
>>>>>> comes to the modern era, or there abouts, it seems I can afford
>>>>>> a larger military, but before then, if I try to have a few
>>>>>> military units, I find it very hard to keep funding science and
>>>>>> happyness (not sure how to refer to that one!). Even in modern
>>>>>> times, money can sometimes be a problem. How is it you afford
>>>>>> to keep a big army (to keep for defence, not just one you create
>>>>>> before going to war - I can create a big army for when I want
>>>>>> war, as I can usually rush out tanks in 3 turns or what not, but
>>>>>> to have them there permanently is a problem (or any unit, not
>>>>>> just tanks)).
>>>>>
>>>>> Build lots of towns and cities to get the free support. Don't
>>>>> worry about spacing them optimally, you don't get to use most of
>>>>> the tiles until after hospitals anyway which comes late in the
>>>>> game.
>>>>>
>>>>
>>>> Yes, I usually do try to do that. As close together without any
>>>> overlap anyway. the problem I always have though is that I plan it
>>>> all out, and then the computer comes and nicks a key spot! Drives
>>>> me mad! I guess I have to wait until later to try to get it off
>>>> them, but it's annoying when they become too powerful or what not.
>>>>
>>>>> Don't build too many temples and colloseums... rely on
>>>>> marketplace + luxuries for happiness.
>>>>
>>>> yes, I noticed how well the marketplace can make people happy if
>>>> you have a lot of resources! I was quite surprised, as I didn't
>>>> know about the extent of it until the other week! But surely it
>>>> would be a good idea to build temples and colloseums too though?
>>>> What disadvantage would it bring if I did make them, other than
>>>> time?
>>>
>>> It depends what civ you play, but as a rule you should build
>>> library, marketplace, courthouse if needed. For every uneeded
>>> temple you could be supporting one more unit. Colloseum = 2 units.
>>> Not to mention how many units you could have built instead of the
>>> expensive colloseum. If scientific/non-religious civ, then a
>>> library is cheaper to build anyway. I only build a very few temples
>>> early game in cities which i wish to grow that extra pop point. The
>>> rest are building settlers/workers when they get unhappy.
>>> Settlers/workers are your early game investment in the future.
>>>
>>> If you are worried about falling behind in culture, go to war and
>>> have more cities that have more libraries.
>>>
>>> If not at war, the AI as a rule, will build
>>> library/university/marketplace in that order. I personally prefer
>>> building the marketplace prior to the university.
>>
>> I didn't know the colluseum and the temples caused so much hassle.
>> but I guess it depends on if you can get a lot of luxuries and what
>> not for your marketplace to work well. if you have a lot of those,
>> then it does make sense not to have those other buildings. So I'll
>> definitely pay more attention to which buildings should be built,
>> and not just do so for the sake of it!
>
> The Colloseum and Cathedral are definitely expensive for what they
> give you. Luxuries with marketplaces are a way better deal
> economically for happiness, and you should strive to *own* four
> luxuries, and have sources for at least two more. Ideally, have all
> eight -- the last two luxuries with marketplace yield EIGHT content
> citizens, which is usually enough to make even big cities secure.
True, but easier said than done! For me at least! But if I can be lucky
find a good starting area, with good resources, it would be no problem at
all. I've been put off early wars recently due to always getting badly
damaged. I think I'll have another go though when I start a new game and
see how it goes. As you say, getting those resources would help a lot!
>
> On the temple, I like doing both library and temple for culture --
> the temple makes less, but it is the best deal for the money, and
> cheap enough to rush-buy. If you're religious it should be first
> choice, if not, it still should be put in early for the bonus culture
> (most culture buildings generate extra culture after 1000 years),
yes, and I'm also always worried that if you don't concentrate on some
culture, not only will it stop your borders increasing, but you might well
be susceptible to your city going over to another civ if one is nearby!
>
>> I usualy always build a library and marketplace as soon as I can,
>> but I guess I should do the university a bit quicker also! I try to
>> get a good culture going, in case I can nick any enemy cities
>> without having to go to war. What is it that triggers a city to
>> swear allegiance to your civ though? is it if your nearest city has
>> twice as much culture as that city or somesuch?
>
> The big things are culture expansion, and cultural superiority.
> When your city's cultural borders overlap the other city's squares in
> use, there is a sort of "culture struggle." If your city happens to
> have more than half its population of the other culture (this happens
> with newly captured cities often enough), it is much more likely to
> change sides. Military garrisons reduce the chances -- a city with
> twice the population in land garrison (land attack units, no air, sea,
> artillery, etc.) will never flip (as of PTW).
>
> The more your culture is superior to the other, the better the odds
> of flipping. The other key thing is culture *points* in the city --
> if the city has a large culture score itself, it is much less likely
> to flip. Newly built cities, OTOH, are easily overwhelmed -- the AI
> often puts down new cities near mine, and I can more or less ignore
> them, expecting them to convert.
>
> But I've been caught by the same thing, not enough culture
> superiority and pushing cities right on the AI's borders. Doing that
> lets you "capturre" a bit of territory without going to war, if you
> can raise the city culture fast enough, but it risks the city flipping
> because it is within the enemy's cultural area.
yes, just have to be careful really. I want to look into this more, as like
you say, if you can get cities without going to war, it certainly helps!
I'm glad they changed the rule so that if you have a lot of troops in a
city, it won't flip, as not only does it make it more realistic, it would
also be very annoying to lose all those units!
I noticed another change though over the original civ 3 and what is in
conquests....I'm sure when a city pledged allegiance to you, you could
originally either let it come to your side or raize the city. But now, in
conquests, you can either let them come onto your side, or just rebuff them,
not destroy the city anymore. Is that the case, or did I just remember
wrong? It does make more sense the new way anyway, if it was a change!