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