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Old May 08, 2008, 01:55 PM   #1
CivRulesAll
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Smile The Republic:The good,the bad,and tips

First off,Do The Republic slingshot, described as researching Alphabet,Writing,Code of Laws,and Philosophy,in that order.Then pick The Republic as your free tech.By now you should have at least 5 cities.Build Spearman in each one,and disband the warriors. DO NOT BUILD A SPEARMAN IN CITIES THAT ALREADY HAVE ONE(duh),then focus on Settlers to grab as much land as you can. In The Republic,units cost 2 gold per turn instead of 1. Republic had a very good science rating, at 50% science in The Republic,it is about 70% as if you would have been in Despotism. Do not go to war in The Republic.If you must go to war,switch to Monarchy. Never switch to Democracy once you get the tech. Sell the Republic to the other civs(if they don't already have it) for quite a pretty penny. They will basically empty their pockets for The Republic. Do not wait a turn before selling to another civ though,because the AI will sell it to ALL other civs known unless you are REALLY,VERY lucky. You should only have about 1 or 2 formidable defenders in each city. Once you get about 20 or 30 cities and one or two defenders in each city,you should be getting about +45 gold per turn. Grabbing the Republic after Philosophy can prove to be EXTREMELY difficult on the higher levels,almost impossible on Deity,unless you bought all the techs and somehow manage to get republic because unless I am incorrect, the AI usually race for The Republic the first thing they do. What idiots. On the lower difficulties a.k.a monarch you have a 60(being AI)-40 chance. On chieftain you can basically get half of the other techs in Bronze age and still snag Philosophy first. I hope this guide to the Republic helped you. Please post comments if it did.
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Old May 08, 2008, 05:35 PM   #2
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I disagree with building the defensive units, you'd do better building Swords and Horses. Also, you can war as a Republic, you just have to do it for the right reasons. Grab a certain resource, ease cultural pressure, or try to get tech for peace. Avoid grudge-matches and alliances. Also, engineer a phony war with a distant civ for war happiness.
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Old May 08, 2008, 09:42 PM   #3
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I love it when people start threads to post a "guide" that is: barely readable, misleading towards its intended audience, and pompous in tone.
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Old May 08, 2008, 09:45 PM   #4
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You misunderstood some concepts. This strategy won't work on higher levels unless you're playing as a commerical or seafraing civ and you're lucky.
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Old May 09, 2008, 02:25 AM   #5
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Why not add "Since Republic favours economy, choose only commercial civs. Play only as a mil civ because of the chap rax. Build only vet warriors and upgrade them to legionaries. Build, not more, not less than, two spearmen!"?
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Old May 09, 2008, 05:51 AM   #6
Theov
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Quote:
Originally Posted by CivRulesAll View Post
Build Spearman in each one,and disband the warriors.
Why?
You'd better build archers and turn your warriors into swordsmen. If your military in Repo is too expensive you either switched to quickly (yes, that happens) or built too many units in the first place.
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Do not go to war in The Republic.If you must go to war,switch to Monarchy.
Why?
Just don't stay at war so long that you can not cope with the WW.
If you switch to monarchy, you prob should have done that after despo.
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You should only have about 1 or 2 formidable defenders in each city.
Again, why? I think you think that there is military police in Repo... there isn't. (see above - better build archers / swordsmen /horses)
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Once you get about 20 or 30 cities and one or two defenders in each city,you should be getting about +45 gold per turn.
This could be true ofcourse, but again, why? The defenders in your cities are not causing it. It's the size of your cities.
Say half the cities go byond 6 that means that with 30 cities you have 15+45= 60 unit support. 60 units (2 per city) is break even. Meaning you have no cap left for ships, bombard or attacking units. The term for this is 'sitting duck' if my understanding of english isn't leaving me.
2 defenders per city... why? Just have some at the edges of your country - and make em attack units.
Quote:
the AI usually race for The Republic the first thing they do. What idiots.
If AI does it they're idiots, if you do it it's called smart. Just so you know.
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Last edited by Theov; May 09, 2008 at 06:01 AM.
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Old May 09, 2008, 06:40 AM   #7
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*begin rant*

I'm amazed people still post so-called guides....the game has been out now for years. A newer incarnation has already been out along with two expansion packs. The newest incarnation is about two be out for consoles, so in all reality CivIII is two generations old. Don't get me wrong people still play it, and probably will for some time. I still play it, though I'm limited by my crappy comp, and probably won't play CivIII for some time after Civ Rev comes out (my shiny new PS3 has replaced my comp in all aspects except for WoW).

I mean absolutely no disrespect, but almost all of the guides I see posted have already been done years before by somebody else. Most of them archived for easy reference in the war academy. Matter of fact, since Isions review of each civ I haven't really seen much in the way of an original article....just the same debates over and over again. Don't get me wrong it's good to see this in many regards, it means I'm not the only one still playing and still trying to improve my game. I guess I'm just tired of reading the same thing over and over again.......especially when the poster can't be bothered with paragraphs and proper word spacing. Though I will say this particular poster had the decency to spell correctly. Sifting through the l33t speech is more then I can handle on any given day.

*end rant*

EDIT: for spelling
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Old May 09, 2008, 08:51 AM   #8
Pyrrhos
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Quote:
Originally Posted by DS_Legionary View Post
I'm amazed people still post so-called guides....the game has been out now for years.

I mean absolutely no disrespect, but almost all of the guides I see posted have already been done years before by somebody else. Most of them archived for easy reference in the war academy. Matter of fact, since Isions review of each civ I haven't really seen much in the way of an original article....just the same debates over and over again. Don't get me wrong it's good to see this in many regards, it means I'm not the only one still playing and still trying to improve my game. I guess I'm just tired of reading the same thing over and over again.......
Possibly because it is a better way of getting the advice you need/want. If you post "Help with ..........., please", you usually get tons of conflicting advice and the advisors end up squabbling amongst themselves. (I should know, I am one of the culprits! )

If on the other hand you post it in the form of a guide, it is more than likely that people will highlight what you actually do wrong, ie it makes sense for someone to approach the problem this way.

Btw, the guides in the War Academy are old and, mostly, out of date. Very helpful for novices or if you play the lower levels but not much of a help once you reach Monarch/Emperor.


Last edited by Pyrrhos; May 09, 2008 at 02:04 PM.
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Old May 09, 2008, 12:34 PM   #9
SeriousCaller
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The OP should have mentioned that the republic slingshot does not work in vanilla (which I play). I didn't realise this for months, and tried many times to get the free tech and couldn't work out how I was missing being first everytime, no matter how much I honed my opening.

Still, one way to hone an opening. Shoot for something unattainable.
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Old May 09, 2008, 02:36 PM   #10
DS_Legionary
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Quote:
Originally Posted by Pyrrhos View Post
Possibly because it is a better way of getting the advice you need/want. If you post "Help with ..........., please", you usually get tons of conflicting advice and the advisors end up squabbling amongst themselves. (I should know, I am one of the culprits! )

If on the other hand you post it in the form of a guide, it is more than likely that people will highlight what you actually do wrong, ie it makes sense for someone to approach the problem this way.

Btw, the guides in the War Academy are old and, mostly, out of date. Very helpful for novices or if you play the lower levels but not much of a help once you reach Monarch/Emperor.

I play on Emperor/Demi-god and, for the most part, everything I use I've learned from the War Academy. It's all in how you apply it. Like the 4-turn settler factory/RoP Rape (not a big fan myself)/ICS spacing/OCP spacing/specialist farms....list goes on and on. I won't say the academy is perfect because it's not. Generally if you can't find the info in the academy the search button is a wonderful tool. Besides I'd say that 60%+ will never play higher then Emperor. Micromanagement is a bit of an acquired taste, and you need LOTS of it above Emperor.

I'm just an old grump anyways I suppose. Time for my nap
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Old May 15, 2008, 04:24 PM   #11
Mursi lives
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Quote:
DO NOT BUILD A SPEARMAN IN CITIES THAT ALREADY HAVE ONE(duh),
Why? Are your units unable to walk
Build your whole military in a small number of cities: those with a rax. Btw the other players are right: offensive units are better, even for a peacemonger.

Quote:
Grabbing the Republic after Philosophy can prove to be EXTREMELY difficult on the higher levels,almost impossible on Deity,unless you bought all the techs and somehow manage to get republic because unless I am incorrect, the AI usually race for The Republic the first thing they do. What idiots.
Getting republic as free tech in DG/deity (I dont know about sid) is not difficult, precisely because AI civs also try to do it: just research alphabet->writing->philo and trade philo for CoL.
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Old May 16, 2008, 02:01 PM   #12
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You should have at least 2 per city, cause if you don't have a standing army, they'll attack you more often.

The workers should eat up what little support you have left.
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Old May 16, 2008, 04:23 PM   #13
ZzarkLinux
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Defensive units are not needed for Emporer or below difficulties.

The flow of battle is:
Mass attack units -> attack X with alliances -> capture a few cities -> rebuild -> attack again...

There is no room for defensive units in this.
Republic works perfect for this.
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Old May 17, 2008, 04:01 AM   #14
DS_Legionary
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Only downside of not building defensive units is the AI loves to start wars just because you have a couple undefended cities. I try to have a couple defensive units near the border to try to prevent this. Not to mention every once in awhile the AI will land a boat with an archer next to a city and if you've got no offensive units nearby to counter you'll wish you had that one spearman there......
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Old May 17, 2008, 04:49 AM   #15
Pyrrhos
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Quote:
Originally Posted by DS_Legionary View Post
Only downside of not building defensive units is the AI loves to start wars just because you have a couple undefended cities.
That can be used creatively if you have a large empire and a substantial qualitative lead. Just because a dozen cities in the core are left "undefended" and your military isn't numerically that strong, AIs with no more than horsemen and swords or, later on, cav and riflemen can be lured into declaring against knights plus musketmen or infantry, artillery and tanks respectivley...

In my current game, the first all-out round robin against me netted me the territories of two civs and three MGLs. The second three more AI cis and four MGLs and war happiness is rampant in my realm. The current one, where the remaining four civs on my continent combined in a joint declaration leaves them fightin Modern Armor and mech inf with riflemen and cavs at best. And all because of those undefended cities in the core and few units/per town count apparently!

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Old May 20, 2008, 12:25 PM   #16
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It is amazing that the OP seemed to get everything wrong. That is not easy to do when you have been around here a while and read some articles and followed some great games.

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