Difficulty Levels

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Archived from groups: alt.games.civ3 (More info?)

On Thu, 22 Apr 2004 23:47:41 -0400, P12 <nomail@all.com> wrote:


>Yes this is what I meant. There is a icon also to disband.

I also forgot what you mentioned in another post, the true sacrifice
option in the MesoAmerica scenarios in Conquests. I only played them
once; didn't care for them.

You can
>disband anywhere but if you do so inside a city you get few shields.
>This isn't very helpful in the best cities but can be great in highly
>corruptive cities. I might use this tactic to get a temple or
>courthouse into my weaker cities.

I once marched a stack of 20 old spearmen across hill and dale to dump
their disbands into a border city and get a temple most quickly.

Steve
--
www.thepaxamsolution.com
 
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On Fri, 23 Apr 2004 12:06:56 +0100, "Contro"
<moridin@contro.freeserve.co.remove.then.add.initials.of.united.kingdom>
wrote:

>Yes, I noticed that it had it's bad points. So is it just not worth having
>it then?

I'll amend what I said and say fascism and fundie can be useful if
you're a religious civ and can flip in and out of them in one turn. A
non-religious civ you'll be in anarchy for about five turns on each
side and that can put you way behind in research and production.

But if you're going to be in a long war, AD you have a big pot of gold
to survive the economic hit and still keep your research up, I suppose
they have uses.

I only tried it out once, but it was on the easiest difficulty
>level. But I did notice that it seemed to take me a lot longer in that game
>to get to the modern era! Although not sure if that was down to the fascism
>or not. Still a bit unsure as to the differences in the governments! LOL
>but I know the basic differences.

Study the Civ-opedia closely. Few things are as important to the
game's strategies than understanding the pros and cons of the
government types. And all have cons. None are perfect for all
situations.

DYP adds a bunch of new ones, which I like.

>>
>>> I saw a while back in some screenshot that you could sacrifice units,
>>> presumably earlier on in the game. But how do you go about doing
>>> this?
>>
>> Some governments force you to sacrifice people to rush build, some let
>> you use money. This is an option you can set in the editor if you like
>> one or the other.
>>
>
>I've seen people mention the rush buiding, but I'm not sure I know what this
>is exactly.

There are ways to finish a unit or city building in one turn. Some
governments require spending gold, some force you to kill one or two
citizens from the city. (If the city is too small it won't let you do
it though.) You can also disband obsolete unit inside a city and get
some of their shield cost back, which goes into the production shield
box for whatever you're building.

At first I thought it was just meaning to change the layout of
>a cities shield intake and what not on the city screen in order to reduce
>the turns needed for the thing being built, but with you saying that, I'm
>not sure. Is it as specific option or something that you choose, and have
>to pay money for it or something similar?

It depends on which government you're in. The primitive governments,
plus communism, require sacrificing citizens. The more modern
governments require you spend money to rush.

Rushing can be especially useful early when you're in a race to build
cities on the best land. You can sacrifice two citizens to rush a
settler unit and save sometimes 30+ turns waiting for it to build
normally. If the rushing city has a good food supply it'll replace
those two lost citizens in less than the 30+ turns it would have taken
to build the settler normally, especially if the "sacrificial" city
has a granary.

>Oh yes, but where I saw something about the sacrificing was somewhere
>different, and was from a screenshot I saw on the internet of the advisor
>popping up saying "are you sure you want to sacrifice this worker?

The MesoAmerican scenarios in Conquests have sacrifice (like the
Aztecs did historically) of war captives to keep the people happy.
This isn't there in the core game.

I know
>he's from a foreign civ, but he could be useful" or something similar, and
>then saying that if you did sacrifice him you'd get 20 culture points

In those scenarios. In the core game a captured worker is just as
useful as a native worker, but always stays a "citizen" of the civ
that built him, even when that civ has been totally wiped out. Sort of
like hereditary slavery without calling it that. The game keeps track
of these guys at the bottom of the F3 screen.

Steve
--
www.thepaxamsolution.com
 
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On Thu, 22 Apr 2004 21:52:06 +0000 (UTC), Ambarish
<srdhrnry@UIUC.invalid.EDU> wrote:

>I assume you're talking about Conquests. In vanilla or PTW, bombers
>don't have lethal bombing; but unlike artillery they can still be shot
>down by fighters.

Yeah, but artillery can't do deep interdiction strikes.

This renders them pretty much useless beyond rocketry
>(Jet Fighters). I build them only for disbanding in low-shield cities
>🙂

The default chance of interception is what, 50%? And bombers win some
of those. You also force the AI to spend resources making fighters and
not defense. Mass bombers in one attacking city and send waves. Even
if the AI has a couple of jet fighters the back end of the raid gets
through and you take out maybe 16-turns worth of mines, roads, and
farms.

I don't use bombers to attack units or cities much. I use them to
pillage. Cut a city off from iron and rubber before laying siege. Cut
the civ off from its luxuries. You'll have a different ballgame.

Steve
--
www.thepaxamsolution.com
 
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In article <cg4h80hrb1pbhb5qbfn4stsumc7o5b05b8@4ax.com>, Ving Rhames' Identical Twin Sister <stopthespamfrom@aol.org> wrote:
<snip>
>As America (which I play mostly because I'm more familiar with the
>names of the cities as we Americans are such ethnocentrists by nature
>🙂 I fought India, my last competitor, taking almost half their
>turf before finally getting them to accept peace. I didn't believe I
>was ready to fight, but they attacked first and I was compelled to
>expend everything I could to take every city that housed nukes. At any
>rate, in the next two turns following peace, I lost 1 city each turn.
>Neither was near the new borders, and one was recently Roman.

Sounds like India waged a successful Propaganda Campaign. Were you in a
non-democratic government?


Mike G
 
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In article <q43ic.2455$mB1.288@news01.roc.ny>, "The Stare" <wat1@not.likely.frontiernet.net> wrote:
>
>I make it a habit to starve and/or build workers with the foreign population
>till it is size one. If your in a forced labor goverment, sometimes you get
>lucky and rush the other civs pop out instead of your own.

Ethnic cleansing.

You can also assign them all as Civil Engineers so they build as they starve.
Some people prefer Scientists or Tax Collectors.


Mike G
 
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In article <c6ar6g$jso$1@news8.svr.pol.co.uk>, "Contro" <moridin@contro.freeserve.co.remove.then.add.initials.of.united.kingdom> wrote:

>> Building libraries/universities is even easier if you are a
>> scientific civ, plus you have a 5% instead of 3% chance of getting
>> SGLs.
>
>I'm sorry, I've tried to think what SGL stands for, but I just can't think
>of what it could be! I was assuming you were meaning a culture flip, but
>just in case, I thought I'd best say I wasn't sure!

Scientific Great Leader. New with Conquests. They can be used to increase
you overall research rate or they can rush great wonders. As opposed to
Military Great Leaders (MGL) which can become Armies or rush some small
wonders.


Mike G
 
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Invid Fan wrote:
> In article <c6atjg$e2t$1@news5.svr.pol.co.uk>, Contro
> <moridin@contro.freeserve.co.remove.then.add.initials.of.united.kingdom>
> wrote:
>
>> Ambarish wrote:
>>> In article <c68l9u$efi$1@news.ks.uiuc.edu>, Chastity Blackwell
>>> wrote:
>>>> Jeffery S. Jones <jeffsj@execpc.com> writes:
>>>>> Once you get to tanks, though, it is hard to use artillery --
>>>>> even radar artillery -- and keep up. But if you have any stalled
>>>>> offensives, or a defensive position to hold, they are nice to have
>>>>> around.
>>>>
>>>> I've found that by the time I have tanks and radar artillery,
>>>> bombers are a far better use of my money than any sort of
>>>> artillery piece.
>>>
>>> I assume you're talking about Conquests. In vanilla or PTW, bombers
>>> don't have lethal bombing; but unlike artillery they can still be
>>> shot down by fighters. This renders them pretty much useless beyond
>>> rocketry (Jet Fighters). I build them only for disbanding in
>>> low-shield cities 🙂
>>
>> So do bombers just get shot down automatically if a jet plane is
>> doing an air-superiority missionm or do they just take some energy
>> off?
>>
> It's an actual battle. Both sides take damage, but since the bombers
> have low defense it takes a lucky roll of the dice for them to win.

ahh, I see. that is not so bad. I thought it would be an automatic kill!
Mind you, I guess if you have some form of city-based air defence and what
not, they may well be killed!
 
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Tzar Sasha wrote:
> the game only allows you to play with 16 max civilizations even on a
> huge map. However, you can get around this by creating a scenario.
> I've seen at least one mod at civfanatics where all the civs were
> allowed to play. I've set up a few test mods to allow all civs to
> play, but it takes a lot of cpu time in between turns especially
> later in the game. It can be fun though especially if you give your
> self a beefed up unit to be available during the middle of the
> game....

While having more than 16 civs sounds amazing, I can't even seem to get that
many! Well, I've only played knowingly on a huge map once, but then I only
had 8 civs...at least on the advisor screen there is only room for 8 civ
leaders anyway. I'm sure though that there were 16 (or 15 even) civ options
to pick from when I started the game (all set to random).

But the thing that is strange is that there is a big area on the map in this
game, that I haven't seen yet, nor have any of the computer players if going
by their world maps is to be believed, which is the same size as the
continent that all the 8 civs are on. So I don't know if there is a new
world out there, hidden away!

But basically, when you choose a huge map, you always get 16 civs, unless
otherwise changed, don't you?

>
>
> "Contro"
> <moridin@contro.freeserve.co.remove.then.add.initials.of.united.kingdom>
> wrote in message news:c6atua$ei5$1@newsg3.svr.pol.co.uk...
>> P12 wrote:
>>> On Thu, 22 Apr 2004 11:59:25 +0100, "Contro"
>>> <moridin@contro.freeserve.co.remove.then.add.initials.of.united.kingdom>
>>> wrote:
>>>
>>>> Yes, it is definitely handy to know who is at war with whom. I
>>>> think the only reason I didn't do it this time around was purely
>>>> because of money. I was playing on a large map too, so the distance
>>>> was very great, and it cost a lot to get the embassies. It was
>>>> annoying, as later on, I could really have known who was at war and
>>>> who wasn't, so I could attack the right people and not have to
>>>> worry about the consequences so much!
>>>
>>> I often cannot afford them until late in the game. They really
>>> should lower the cost the greater number of civs in the game. The
>>> AI almost never establishes one so it is an extra added cost to the
>>> human player. And when their are 17 civs you really need to pick
>>> and choose which civs you should put one in. Often times I cannot
>>> even save enough money because a different civ will just extort it
>>> from me.
>>
>> Yes, I have the very same problem. I've never had more than the
>> standard number of civs in my game though! I don't know why, as I
>> did pick to play on a huge map once, but there didn't seem to be any
>> more civs than normal, and there wasn't any blank spaces left for
>> other civs on the advisor screen....althought there does seem to be
>> a huge area on the map that no civ has been to, so I don't know if
>> it's another self-contained game going on there or something,
>> waiting to be discovered! If it's just water, then about 3 quaters
>> of the map is water! Not quite what I was expecting from a huge
>> map! Although the map settings were on random.

--
Just because you feel it doesn't mean it's there
 
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On Fri, 23 Apr 2004 16:20:49 +0100, "Contro"
<moridin@contro.freeserve.co.remove.then.add.initials.of.united.kingdom>
wrote:


>While having more than 16 civs sounds amazing, I can't even seem to get that
>many! Well, I've only played knowingly on a huge map once, but then I only
>had 8 civs...at least on the advisor screen there is only room for 8 civ
>leaders anyway. I'm sure though that there were 16 (or 15 even) civ options
>to pick from when I started the game (all set to random).

You sound like you've played enough to enjoy a few of the scenarios
included on the disk. No need to go looking for more yet. Try the
Teturkhan (sp?) series, especially starting with the pre-made
historical cities. That scenario lets you play with up to 32 civs as I
recall.

Hint--try China or India if a beginner. DON'T play Israel. <g>

Steve
--
www.thepaxamsolution.com
 
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In article <c6atch$klj$1@news7.svr.pol.co.uk>, "Contro" <moridin@contro.freeserve.co.remove.then.add.initials.of.united.kingdom> wrote:
<snip>
>
>I've seen people mention the rush buiding, but I'm not sure I know what this
>is exactly. At first I thought it was just meaning to change the layout of
>a cities shield intake and what not on the city screen in order to reduce
>the turns needed for the thing being built, but with you saying that, I'm
>not sure. Is it as specific option or something that you choose, and have
>to pay money for it or something similar?

It is using the "Hurry Production" option or button. Right click on the city
and it should be one of the options. Under some governments you will kill
some of your people and make the rest unhappy for a while. Under other
governments you will spend money. In general you can't hurry wonders.


Mike G
 
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In article <c6atch$klj$1@news7.svr.pol.co.uk>, "Contro" <moridin@contro.freeserve.co.remove.then.add.initials.of.united.kingdom> wrote:
>Steve Bartman wrote:
<snip>
>>
>> I think iron is hands-down the most important resource in any game,
>> both for offense and defense. Which is pretty historically correct.
>>
>
>From my experience it seems to be very important, I have to say! Especially
>to get it early on to get those better units!

I think you guys are too inflexible.

Early on you can use Horsemen in place of Swordsmen and more Spearmen in place
of Pikemen. Longbows make perfectly acceptable offensive units. You really
don't _need_ Iron until the Industrial Age.

I figure that in the Ancient Times you need either Horses or Iron to conduct
an easy offensive. Doing it with Archers is possible but more difficult.

In the Middle Ages you are going to need Saltpeter.

In the Industrial Age you will need Iron (for railroads and Factories).

Mike G
 
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On Fri, 23 Apr 2004 16:57:36 GMT,
mtg@cornellc.cit.stumbling.block.cornell.edu (Mike Garcia) wrote:


>I think you guys are too inflexible.

No, I recognize there are other ways, it's just that you need more
units of non-iron types to get the same bang, and that eats up time.

Usually horses are easier to get than iron, but horsemen die by the
score on offense. Give me a nice stack of swordsmen any time.

>Early on you can use Horsemen in place of Swordsmen and more Spearmen in place
>of Pikemen. Longbows make perfectly acceptable offensive units.

Yeah, but well along in the tech tree. Swordsmen help you knock off
that pesky neighbor and get some growth room.

>In the Middle Ages you are going to need Saltpeter.

I usually get by fine on pikemen until riflemen.

>In the Industrial Age you will need Iron (for railroads and Factories).

Agree. Rails are necessary for the output boost you need to compete in
the late game.

Steve
--
www.thepaxamsolution.com
 
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"Mike Garcia" <mtg@cornellc.cit.stumbling.block.cornell.edu> wrote in
message news:c6bcar$ckg$3@news01.cit.cornell.edu...
> In article <c6ar6g$jso$1@news8.svr.pol.co.uk>, "Contro"
<moridin@contro.freeserve.co.remove.then.add.initials.of.united.kingdom>
wrote:
>
> >> Building libraries/universities is even easier if you are a
> >> scientific civ, plus you have a 5% instead of 3% chance of getting
> >> SGLs.
> >
> >I'm sorry, I've tried to think what SGL stands for, but I just can't
think
> >of what it could be! I was assuming you were meaning a culture flip, but
> >just in case, I thought I'd best say I wasn't sure!
>
> Scientific Great Leader. New with Conquests. They can be used to
increase
> you overall research rate or they can rush great wonders. As opposed to
> Military Great Leaders (MGL) which can become Armies or rush some small
> wonders.

Using a SGL to increase science is broken. The turns will initially decrease
in the display, BUT if you count the turns, it still takes the same # as it
would without. In fact, all thru the scientific age, the science slider will
act strange.

Therefore, SGL is only good for rushing wonders and improvements. Hopefully,
this will get fixed before they blow us off.
 
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"Contro"
<moridin@contro.freeserve.co.remove.then.add.initials.of.united.kingdom>
wrote in message news:c6aruq$3r7$1@newsg1.svr.pol.co.uk...
> Kevin 'Keeper' Foster wrote:
> > "Contro"
> > <moridin@contro.freeserve.co.remove.then.add.initials.of.united.kingd
> > om> wrote in news:c687d8$jk5$1@news8.svr.pol.co.uk:
> >
> >> Kevin 'Keeper' Foster wrote:
> >>> "Contro"
> >>> <moridin@contro.freeserve.co.remove.then.add.initials.of.united.ki
> >>> ngd om> wrote in news:c65k4n$g27$1@news8.svr.pol.co.uk:
> >>>
> >>>> The Stare wrote:
> >>> [snip]
> >>>>>
> >>>>> 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.
> >>>
> >>> A little overlap in the beginning is what you want if you are
> >>> playing to win. If you overlap correctly, you won't need culture
> >>> buildings to expand your borders. And many of the city tiles
> >>> aren't used by a single city until hospitals are built.
> >>
> >> this is true, but what about when hospitals are built? Won't that
> >> cause problems?
> >
> > Once you have hospitals, or just too many cities, you can get the
> > filler cities to build settlers/workers until those cities are
> > abandoned. Then you add those settlers/workers to your good cities.
>
> so do the buildings just get abandoned themselves, or do you mean when it
> pops up and asks you? I feel bad doing this though, making cities that
are
> just going to be abandoned! Is it a widely used tactic do you think?

Building temp cities is a controversial subject. Some consider it an exploit
and others consider it a legit strategy. Any competitive games you may
eventually get into, make sure to read the rules first.
 
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"Contro"
<moridin@contro.freeserve.co.remove.then.add.initials.of.united.kingdom>
wrote in message news:c6atgj$501$1@newsg1.svr.pol.co.uk...
> P12 wrote:
> > On Thu, 22 Apr 2004 11:54:55 -0500, Steve Bartman <sbartman@visi.com>
> > wrote:
> >
> >> I think what the other poster was referring to was disbanding (the
> >> 'd' key) units while inside a city. You get some shields from their
> >> destruction that credit toward whatever you're currently building.
> >> I'm not sure this works if you disband from the military advisor
> >> screen (F3)--I've never tested it. I do it from the main screen.
> >> Especially useful to dump old, obsolete naval units and rush build a
> >> modern land unit, or city improvement.
> >
> > Yes this is what I meant. There is a icon also to disband. You can
> > disband anywhere but if you do so inside a city you get few shields.
> > This isn't very helpful in the best cities but can be great in highly
> > corruptive cities. I might use this tactic to get a temple or
> > courthouse into my weaker cities. If the cities are still relatively
> > close to the captital they could become one of my key cities later in
> > the game.
>
> yes, I find I sometimes have to disband units because they just cost too
> much gold. Do you only get the shields returned if you disband them in a
> city, or do you get them regardless of where you disband your unit?

Only if you disband them in a city that is not building a great or small
wonder.

(i gotta comment... one person has not been this active in this ng in a very
very very long time.
Do you ever actually play?)
 
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"Steve Bartman" <sbartman@visi.com> wrote in message
news:qapi805gnjjko1l01ogeae0bgrhigfb9r2@4ax.com...
> On Fri, 23 Apr 2004 16:57:36 GMT,
> mtg@cornellc.cit.stumbling.block.cornell.edu (Mike Garcia) wrote:
>
>
> >I think you guys are too inflexible.
>
> No, I recognize there are other ways, it's just that you need more
> units of non-iron types to get the same bang, and that eats up time.
>
> Usually horses are easier to get than iron, but horsemen die by the
> score on offense. Give me a nice stack of swordsmen any time.

I've had several games where an early war just ended up trading swordsman
for swordsman and neither of us was making progress until i switched to
building horsemen. The retreat potential combined with the hit and run
ability made the difference. Then there was the time i had no iron and was
taking down pikemen fortified in cities on hills with my horsemen.
 
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"Contro"
<moridin@contro.freeserve.co.remove.then.add.initials.of.united.kingdom>
wrote in message news:c6bc8i$vt3$1@news7.svr.pol.co.uk...
> Tzar Sasha wrote:
> > the game only allows you to play with 16 max civilizations even on a
> > huge map. However, you can get around this by creating a scenario.
> > I've seen at least one mod at civfanatics where all the civs were
> > allowed to play. I've set up a few test mods to allow all civs to
> > play, but it takes a lot of cpu time in between turns especially
> > later in the game. It can be fun though especially if you give your
> > self a beefed up unit to be available during the middle of the
> > game....
>
> While having more than 16 civs sounds amazing, I can't even seem to get
that
> many! Well, I've only played knowingly on a huge map once, but then I
only
> had 8 civs...at least on the advisor screen there is only room for 8 civ
> leaders anyway. I'm sure though that there were 16 (or 15 even) civ
options
> to pick from when I started the game (all set to random).
>
> But the thing that is strange is that there is a big area on the map in
this
> game, that I haven't seen yet, nor have any of the computer players if
going
> by their world maps is to be believed, which is the same size as the
> continent that all the 8 civs are on. So I don't know if there is a new
> world out there, hidden away!
>
> But basically, when you choose a huge map, you always get 16 civs, unless
> otherwise changed, don't you?

In the game setup screen, where you pick your civ, i think 8 of the 15
oppenents are set to none by default (assuming you choose huge map). You
need to always check the rival civs in the setup to make sure the proper #
are set to random instead of none.

Note that resource appearance is directly tied to the # of civs in the game.
Therefore, if you play a huge map w/ only 8 civs, those horses could be a
very long way away.

There is only room on the foreign advisor screen for 8 civs. The original
game was designed for only 8 and having more was an afterthought. In Civ3
and PTW, you Shift-right click a leader to get a menu of available civs. In
C3C, once you know of more than 7 others, there is a button at the top left
of the screen to display a menu of other available civs.
 
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"Contro"
<moridin@contro.freeserve.co.remove.then.add.initials.of.united.kingdom>
wrote in message news:c6bc8i$vt3$1@news7.svr.pol.co.uk...
<snippity snippity snip>
>
> But basically, when you choose a huge map, you always get 16 civs, unless
> otherwise changed, don't you?
>
Yep, that's correct.
When I set up a game to play, I always go through the New game option rather
than using quick start. Quick start always uses the settings from the last
game played including what civ you picked and what opponents and how many
you may have selected. I prefer to have the ability to make changes if
necessary.
 
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On Fri, 23 Apr 2004 06:00:16 GMT, "The Stare"
<wat1@not.likely.frontiernet.net> wrote:
># of foreign nationals in the city also plays a role. Since these were
>previously Indian, so were the citizens who maintain an alliegence to the
>homeland. If there were still resistors in the cities, that increases the
>odds alot.

Ah ha...

>Another factor is relative distance to the capitals. All these things and
>more play a part in determining whether a city will flip or not.
>
>As of PTW it is possible to have enough units in the city to prevent culture
>flips.

And how many units is that? I would assume it is based on the number
of citizens...

Cheers,

Todd
 
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On Fri, 23 Apr 2004 15:15:51 GMT,
mtg@cornellc.cit.stumbling.block.cornell.edu (Mike Garcia) wrote:

>In article <cg4h80hrb1pbhb5qbfn4stsumc7o5b05b8@4ax.com>, Ving Rhames' Identical Twin Sister <stopthespamfrom@aol.org> wrote:
><snip>
>>As America (which I play mostly because I'm more familiar with the
>>names of the cities as we Americans are such ethnocentrists by nature
>>🙂 I fought India, my last competitor, taking almost half their
>>turf before finally getting them to accept peace. I didn't believe I
>>was ready to fight, but they attacked first and I was compelled to
>>expend everything I could to take every city that housed nukes. At any
>>rate, in the next two turns following peace, I lost 1 city each turn.
>>Neither was near the new borders, and one was recently Roman.
>
>Sounds like India waged a successful Propaganda Campaign. Were you in a
>non-democratic government?

It was in DyP... I was playing a Constitutional Monarchy.

Cheers,

Todd
 
Archived from groups: alt.games.civ3 (More info?)

On Fri, 23 Apr 2004 11:59:51 +0100, "Contro"
<moridin@contro.freeserve.co.remove.then.add.initials.of.united.kingdom>
wrote:

>> But, the advice often given is to ignore overlap. In fact, overlap is
>> good. Overlap works. Overlap leads to happiness and prosperity... If I
>> have to sacrifice 3 to 5 squares, so be it. I'm still very productive,
>> especially in my urban centers, throughout the game. Plus my culture
>> spreads like warm butter on a muffin, meaning my competing civs can
>> snatch land out from under me quite as easily.
>
>is this because they will flip to you one day because you will gain a lot of
>culture? Or simply because they are not gettingbetween your cities, since
>they are close together? You do promote it well though!

I meant to say that the other civs CAN'T snatch land out from under
me... I'm not too concerned about flipping other cities to me, be
cause my jackbooted thugs will take those cities soon enough 🙂

My aim is to stop wandering settlers from getting into my nooks and
crannies and planting cities too close to me.

>> I play DyP almost exclusively now, and it seems to me that coliseums
>> are very valuable, especially if you achieve the Circuis Maximus
>> Wonder. Markets are important, and even through I play with all
>> victory conditions off except military, cultural domination is still
>> central to my strategy.
>>
>
>ahh, so I guess, like someone mentioned earlier on, with the mods the
>strategies needed are a lot different than the usual civ?!

Not really. I play DyP the way I play Civ, except that there is just
more stuff to do. Another thing I like is that with so many wonders,
if Civ X beats me to Wonder A, there is typically a Wonder B that will
give me similar results.

>> In reading these threads I noticed you've been curious about mods but
>> are sticking with straight civ... Let me strongly suggest you rethink
>> that and give DyP a whirl. It's as close to a perfect mod as you can
>> get. Plus it's creator haunts this group and is very helpful.
>>
>
>that is always a help! Why, who is it? It's not you is it? LOL

No... It isn't me. 🙂

>But I'll
>definitely play Double Your Pleasure, as well as the Missing Links, as they
>both do look very interesting, and a good take on the game! Plus a lot of
>people have spoke highly of them both from what I can see, so I don't think
>that many people could be too far wrong! but it's just that I would like to
>get the hang of the main game first before I try the mods out. Don't want
>to run before I can walk and all that! But I will try them.
>
>> DyP provides a greater assortment of everything... More techs, more
>> wonders, and so on... One thing I like above all else is that along
>> with boasting a great assortment of units including cultural
>> variations, it also sports a logical upgrade path for every unit type
>> from beginning to end.
>
>I am very tempted to just start trying them now, I have to admit! But as I
>say, I think it would be a better idea to get used to the original game
>first, as there are a lot of basic rules I don't know or understand yet,
>nerermind having lots of new ones added!

Do it. Do it now. You know you want to...

Cheers,

Todd
 
Archived from groups: alt.games.civ3 (More info?)

"Ving Rhames' Identical Twin Sister" <stopthespamfrom@aol.org> wrote in
message news:e4gl80df2coka4l45p4drmj5iar46p4uml@4ax.com...
> On Fri, 23 Apr 2004 06:00:16 GMT, "The Stare"
> <wat1@not.likely.frontiernet.net> wrote:
> ># of foreign nationals in the city also plays a role. Since these were
> >previously Indian, so were the citizens who maintain an alliegence to the
> >homeland. If there were still resistors in the cities, that increases the
> >odds alot.
>
> Ah ha...
>
> >Another factor is relative distance to the capitals. All these things and
> >more play a part in determining whether a city will flip or not.
> >
> >As of PTW it is possible to have enough units in the city to prevent
culture
> >flips.
>
> And how many units is that? I would assume it is based on the number
> of citizens...

I think it is 2 for every foriegn national and/or tile not within your
control and 4 for every resistor... i think.
 
Archived from groups: alt.games.civ3 (More info?)

In article <e4gl80df2coka4l45p4drmj5iar46p4uml@4ax.com>, Ving Rhames'
Identical Twin Sister wrote:
> On Fri, 23 Apr 2004 06:00:16 GMT, "The Stare"
> <wat1@not.likely.frontiernet.net> wrote:
>
>>Another factor is relative distance to the capitals. All these things
>>and more play a part in determining whether a city will flip or not.
>>
>>As of PTW it is possible to have enough units in the city to prevent
>>culture flips.
>
> And how many units is that? I would assume it is based on the number
> of citizens...

http://www.civ3duelzone.com/FlipCalc.html
 
Archived from groups: alt.games.civ3 (More info?)

On Fri, 23 Apr 2004 13:47:33 -0500, Steve Bartman <sbartman@visi.com>
wrote:

>Rushing can be especially useful early when you're in a race to build
>cities on the best land. You can sacrifice two citizens to rush a
>settler unit and save sometimes 30+ turns waiting for it to build
>normally. If the rushing city has a good food supply it'll replace
>those two lost citizens in less than the 30+ turns it would have taken
>to build the settler normally, especially if the "sacrificial" city
>has a granary.

I just want to point out if you try to rush on the first turn the cost
is much greater than if you wait a bit.
 
Archived from groups: alt.games.civ3 (More info?)

On Fri, 23 Apr 2004 19:42:36 GMT, "The Stare"
<wat1@not.likely.frontiernet.net> wrote:

>There is only room on the foreign advisor screen for 8 civs. The original
>game was designed for only 8 and having more was an afterthought. In Civ3
>and PTW, you Shift-right click a leader to get a menu of available civs. In
>C3C, once you know of more than 7 others, there is a button at the top left
>of the screen to display a menu of other available civs.

A patched version of PTW should also have the menu option to view
other civs.