View Full Version : *Spoiler* 5 man Smashsomething thread
Dec 21, 2006, 10:01 AM
If your whomp, ynnek, therat, robi d or sheesh who else is in this-ahwell ill edit it in later
ah daveshack no looksee for you either
DONT LOOK HERE!!!!!!!!!!!!!!!!
also no lookee here either or the following posts
But if you want to help that'd be good as i suck more than tubby does!!!
Dec 21, 2006, 10:16 AM
Ok so im korea that be scientific and commercial
bit like greece then?
however being extremly poor at c3c im just reading what it says on the main page
'hwacha' huh-that sounds fairly crap tbh, only thing it lets me do is control my GA other than that-useless.
Soooooooo i think what im going to do is make friends :D
Dec 21, 2006, 10:23 AM
as i suck more than tubby does!!!obviously you haven't seen me play :p
Since you haven't posted it, I'm posting it for the other 2 people on this team that can read this spoiler
Dec 21, 2006, 11:12 AM
i have teammates?
ooooo cows are good aint they? so irrigate that correct?
Right anyone got any ideas on starting techs, i would say philosophy because that gives me free tech :)
Dec 21, 2006, 02:33 PM
Not really, you don`t, but there are few people on the team that are not actually in either one of the other teams.
This leaves Tubs and I.
Irrigating stuff doesn't work in despotism, unless it's a cow or somesuch, and if you read the W:O:A strategy over the other thread ... yeah you shouldn't have any problem deciding what to do with it.
Dec 21, 2006, 05:45 PM
tum ti tum i already read it guess i should re-read :)
Dec 21, 2006, 06:30 PM
Ok heres my capital then-cleverly named and all :)
Dec 21, 2006, 06:46 PM
btw, your governor is on. Not sure if you want that on or not... it;s just that in SG's you usually get screamed at for that by one of the grumpys
Dec 22, 2006, 06:04 AM
Oh yeah ill probably turn it off, its not that important right now though
i decided to make a run for philosophy and set my science to 100% (that and 90% were the same)
it gets me to writing a whole two turns faster but in a pbem game even i know thats crucial :)
are there still huts in this game tubs?
Dec 22, 2006, 06:30 AM
yes there are a few huts...
Dec 22, 2006, 06:39 AM
woop then my entire strategy rests on luck, anywhoo seems everyone settled on their starting spot though only 3 of us choosing custom names for our cities...... (intriguing you say....)
anywhoo im 1st in just about everything cept one thing (cant remember what it was not important) so to me that means that we all got similar starts with a cow :).
anywhoo save on to ynnek
Dec 22, 2006, 11:31 AM
yes there are a few huts...
I'm not on a team either, so I guess I can look at the spoilers (without giving anything away). ;)
Simon, you'll want to keep in mind that the barbs are tougher to fight at Emperor than they are at Monarch or Regent or Warlord. You may (or may not?) want to be careful about popping huts with a warrior. An archer, or even a combo of archer and spearman, would be safer.
I'm certainly not good enough to be an Emperor player, but I've been in a few Emperor SG's with the likes of Bede, Whomp, Sir Bugsy and Scoutsout. I do remember a little of what they tried to teach me. :D
Dec 23, 2006, 06:00 AM
Okey doke, so leave the huts build a scout?
Dec 23, 2006, 10:55 AM
You wish you could make scouts. Good luck with that.
There are no AI with pesky 20 free units popping every hut around. Now if you pop huts by settling on the adjacent tile, you get more out of it. Point is: make grunts, send them to pop the fog, but leave the huts untouched. Settle besides them.
Make sure you close the choke points too. If you find a 1-4 tils wide choke, denying the other teams to look into your territory can be good. Shrouding yourself in mistery is good.
Dec 23, 2006, 12:05 PM
You wish you could make scouts. Good luck with that.Give him a break B... he's been playing [civ4] like mad. He's got skillz over there. [c3c] apparently is a challenge to go back to. :lol:
Make sure you close the choke points too. If you find a 1-4 tils wide choke, denying the other teams to look into your territory can be good. Shrouding yourself in mistery is good.The problem is that they could still walk through his territory. he would have to have a wall of units.. .but that's probably what you meant
Dec 23, 2006, 12:55 PM
Wait so c3c you have to be expansionist to build scouts period?
shiznic that sucks ok, so what if i popped a hut with a worker?
Dec 23, 2006, 12:55 PM
Didn't know that about CIV, that's nice. I liked RaR for the scouts. Warrior scouting is a pain sometimes.
One day I'll hop over to CIV, one day ... probably after I get NWN2 though. That puts us in a years timeframe :rolleyes: CIV's got a much more active pvp community, which is nice.
X-post: popping any hut with anything other than settling a city there will potentially pop barbs - from the second you have a warrior running about. So you either send workers scouting (bad idea) or leave as many huts as you can for settler popping (with the risk of someone popping barbs out of your butt when they scout around your place).
Dec 24, 2006, 09:24 AM
:D I like our start.
Jan 09, 2007, 03:45 PM
ok so anyone want to give me a clue on what to do next with the worker? its irrigated the cow and is now building a road, what should i do with it next?
Jan 09, 2007, 05:55 PM
I'm not the greatest at opening moves and I can't see your save, but I'll try to throw out some ideas for you to choose from. Since it would have taken you 3 turns to road and 4 to irrigate, and your opening City screen showed 7 turns until growth, I'll assume you are just getting to population 2 and your borders will not expand for another 3 turns. Your warrior was created 2 turns ago...which direction did you send him?
1. You can help your research speed by building a road along the river for your 2nd citizen to work...it will create an extra gold coin to go toward research.
2. If your warrior has seen an interesting place for your 1st settler to build a town, you could start a road in that direction to speed him along a bit. You'll probably want to be exploring south, since that's the most likely direction to find other civs.
3. If your warrior has seen a luxury, you might build a road heading that direction for an earlier happiness benefit. If he's seen another food bonus, that could be a good direction to go.
4. If you want to hurry production of another warrior or a granary, you could mine and then road one of the other bonus grass tiles.
It would be hard to be more specific without knowing what you are currently building and what else you can see now. A lot depends on what you want most to accomplish. Try to plan your worker moves so that you don't have to keep crossing that river, as it will prevent full movement along a road.
Your borders will expand to a fat "x" at turn 10, so consider the tiles in that larger area too and what you can get from them.
Most important...enjoy yourself and have fun. :)
Jan 12, 2007, 07:24 AM
okay doke, i was thinking along the same lines, i sent the warrior north because i figured 'why not' :)
Jan 30, 2007, 11:29 AM
vind vind vind!!!!! i found gold.
now in civ4 gold is very usefull, especially on early cities as a couple of ones basically fund your resources whilst you set up some specialists in another city and just let everything work away whilst you go batter the first civ, now in civ3 is it that usefull? its on a hill with a load of grass around it, should i settle my first city there?
Jan 30, 2007, 04:05 PM
Some screenies could help :) Otherwise sounds good, are there any rivers around?
Jan 31, 2007, 04:53 AM
aye, theres a river just north of it, ill move the warrior ontop in the upcoming turns, id have taken a screenie but i was pressed for time/couldnt be arsed.
Jan 31, 2007, 01:17 PM
No problem, a river=extra gold
Feb 11, 2007, 08:34 AM
Ok decision time, i took a screenie but then forgot c3c doesnt have the genius of civ4 screenies and save your screenshots so i'll take another one next time.
the choice is between gold and wines or what looks like on the complete other side of the empire wheat.
Feb 12, 2007, 04:36 AM
I would go after wines. in civ3 food is power. since gold only gives you well gold & there is no other benefit from it, wines would be the better long term option.
Feb 12, 2007, 07:02 AM
well i can grab the gold and wines with the same city but then i lose the river, ill get a screenie next time i see the save.
Feb 12, 2007, 10:33 AM
Food. All I'd have to say if it wasn't for the 10 char limit.
Feb 25, 2007, 08:40 AM
Awhile later heres the screenie :)
so any tips which way i should go?
Feb 25, 2007, 03:47 PM
Is it coast just W of the warrior?
My .02: Settler #1 E of the cow, settler #2 S or SE of the wines.
Worker to move E and irrigate, N and irrigate+road, then come back mining his way through BG's.
Warrior to follow the coastline away from your capital.
Next warrior to scout in circular motion around the capital, spot for more cities.
Unless you find more food boni, this is it for the capital on settler, make a granary after settler #2 and then resume settler production. City #2 could use an extra worker on growth to 3 or 4 with all the BG's to mine around. Or just keep it low making settlers at size 3-4.
Feb 25, 2007, 05:22 PM
I think so, i havn't checked it out completly or even know how to tell the difference :)
what does BG mean?
Feb 25, 2007, 05:32 PM
Bonus grassland, the grasslands that give you 1 shield. The ones you must work and mine and road.
Feb 25, 2007, 06:09 PM
Oh well i mm'd the city so it'd grow to size 4 before the settler is produced, otherwise the settler would be done in like 3 turns or something.
Feb 25, 2007, 08:13 PM
:eek: Gold and a river! That's going to be alot of commerce
Jun 17, 2007, 05:45 AM
Ok so we're up to turn 29 :rolleyes: wotan would have exploded if he'd been in this one!
Heres where i stand.
Right now i have a couple of settlers coming out shortly but i have no idea what to do or where to go from there, i figure more settlers but then i also think i could do with some workers to potter around and do stuff. I also ran into my first barb but im to understand barbs are nowhere near the problem they are in civ 4 so i can pretty much just ignore them.
edit- check out the mm'ing to make sure they grow/produce at the same time! :D
Jun 17, 2007, 07:18 AM
4 settlers around turn 30 is really really good. However you'll collapse under your own weight if you don't allow your cities to grow from that point. In civ 3 you are not limited by happiness, there's a slider for that. You'll want your cities to be large enough that they push out decent shields and gold for their lux cost, qwhich is usually 4-5 settler cycles or 5-6 in high commerce / with lux.
You have 2 4fpt cities which could be aimed at 6 turn settler/swordsmen production quite early, granted you have iron - or horses. One could aim for a barrack early and the other build a granary or something. Either way, you will gain much more security from extra early shields than from extra early settlers without granaries.
Jun 17, 2007, 08:59 AM
Im sorry Beorn most of that flew right over my head. :) I can't build granary's as i dont have pottery, so what your suggesting is build rax's is them cities i have now? The other could build a few scouting units?
Jun 17, 2007, 09:14 AM
If you want to shoot for philo, with 4 cities, you'll have a good position but you'll need to relax on food costs, give or take 2-3 workers. Whatever happens, always max food. If you choose to get pottery then you can prebuild the granaries with barracks. Scouting units are a must because the more contacts you have, the more the chances of twofers and they also increase your military strength considerably, which helps keep the pain away.
Jun 17, 2007, 12:03 PM
I was planning on going for philo, i figured i had the best chance of everyone else so what does relaxing on food costs mean? followed by the give or take 3 workers???
Jun 17, 2007, 12:13 PM
Workers and settlers cost population, and the more pop you have, the faster you research, the best your chances of beating Dave to philo. If you overdo (relative to Dave) your early settler pumping for expansion, you'll work on lower total citizens and will get to philo second. So you have to aim for either a good chance at philo or a good chance at out-expanding the others. They might both happen or both not happen regardless, but aiming for one helps.
Jun 17, 2007, 12:16 PM
Ah right i get you now, so let em grow a bit, however i still need to produce some, so i might let them grow alternatly (the two major ones that is). I keep forgetting roads are usefull in c3c.
Jun 17, 2007, 05:31 PM
well I would beg to differ as you depending on the lay of the land, you could out-settle and out-research. But it is a little more mm-intensive
Jun 17, 2007, 07:20 PM
I have time to MM in this game, i spend a good 5 mins playing each turn ;) to me thats quite a lot when nothings happening. Is there a wtf is going on in the demographic screen walkthrough anywhere?
Jun 18, 2007, 04:03 AM
yeah I'll see if I can scrounge it up
EDIT:: here is something that I have saved that could be useful but probabaly won't be in this game. Eight Laws to Border Dynamics (http://forums.civfanatics.com/showthread.php?t=106882)
edit2: Stupid forum doesn't allow you to search but once every 40 seconds... Demographics ... explained (http://forums.civfanatics.com/showthread.php?t=37033)
Jul 02, 2007, 09:25 AM
Cheers tubs, well i came back and instead of the city and extra settler i thought id have i only seem to have 1 settler, vinds gone and i have no idea wtf has happened to my other settler. very annoyed.