TETurkhan Strategy thread

anarres

anarchist revolutionary
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I decided to start this thread because the TETurkhan mod is amazing, and there doesn't seem to be anywhere specific to post TET strategy.

Edit: Link to TETurkhan mod

I'm just gonna post one tip now, but will add more in the next day or so.

Commercial civ's - writing scam
The first to writing has a huge advantage. The cost of techs is huge in the ancient times compared to empire size, so the AI researches very slowly as well as you, even on Deity.

If you start as a civ with alphabet and you are on the eurasian continent, spend the first 40 turns researching writing on 10% or 1 scientist. On turn 41 you are the only one with writing, and you can trade everyone out the game. Literature is only another 40 turns away, and the GL should follow.

There are about 20 civs that normally will have found each other by now and apart from acting as broker between them the cost of techs to them is huge as they know so few other civs.

Every time I have tried it I have been first to writing, and then to literature. My gold pile is massive by this time, and it carries on growing because the GL has been built.
 
May I add another tip?

Do not expect to gain technologies by extortion - but use it to spread into especially Siberia. Simply pick a fight with a civ that has several smaller cities there, beat them up a bit and get these tiny villages for peace. Now, look around and find a neighbour with Tundra towns close to yours. Repeat the fight, then with one more or two and you should be able to control such a huge land area (with ****ty cities) that the other civs are extremely reluctant to pick a fight with you.
 
Maybe common knowledge, but essential to know as a newcomer to the mod:

Rush settlers as soon as you get to size 6. As long as you have something in the production box it will cost 2 pop. Building it costs another 3 pop, putting you back down to size 1.

In the locations that are food rich you may grow back too quickly and suffer unhappyness. To counter this, build workers to keep your pop small.

Even on Deity, with 2 police units and a couple of lux's you can almost continually rush settlers and workers. With very rich food tiles, you can still rush settlers with only 2 content citizens and the rest entertainers.

Obviously this is best used when you are a civ with more starting space.

One last thing - if I start with pottery I rush granaries first. It only cost 1 pop, ant it pays for itself really quickly.
 
Originally posted by anarres
Rush settlers as soon as you get to size 6. As long as you have something in the production box it will cost 2 pop. Building it costs another 3 pop, putting you back down to size 1.

Am I correct then that it's ideal to start building a settler 1 turn before the city goes to size 6? I'm new to the mod, so this advise is not common knowledge to me. ;)
 
@Aggie: You are correct. If you can, start the build the turn before getting to size 6. It doesn't really matter, but it is best not to waste too many shields as you only need 1 in the production box.

It is worth noting that the game remembers the 'cruel opression' very well. I have had over 8 unhappy citizens unhappy in a size 1 city, and I think I am just about aware now of the limits. With even 1 decent enough food tile (8+) you can still rush several settlers before the mega unhappiness sets in. I will post a save game later so you can see exactly how unhappy the cities can get :)
 
thanks anarres for starting this thread!

I will provide a link to it in the read me file of the next version as well as the main thread...

also if any of you have noticed bugs, problem etc please tell - like to try and make version 2.0 as bug free as possible...

email me at teturkhan@hotmail.com

thanks again!
 
Thanks from you is praise indeed teturkhan :D

I only hope more of the lovers of your mod will use it so we can all improve.

Most my games have only lasted 100-200 turns as I am trying out as many civ as possible, so tips for the later game especially welcome :)
 
Great tips. I set my science to 0% and have one guy produce a beaker and use the cash to either trade for tech or buy stuff once you get monarchy/republic. Ugh with the base for techs increased they are more expensive. Makes the GL vastly more important since even a 100% science rate may not get you the tech any faster...

Best strategy, pump the military units build granaries build settlers and conquer some neighbors for breathing room.
I was playing the M&M the other day as Germans, I conquered the Celts and everyone thanked me. Their borders expanded. Oh forgot to mention, I was playing Regicide and I sacked the capital straight out. Took out France and Rome, then setting science at 50% I was able to get techs faster had about 15-20 cities then and Berlin was size 18.

Since tech is so slow, also want to say there's an added importance to civs that have UU's of ancient ages. I may have to rethink my reason for being German... by the time you get a govt that spends money on improvements you should have a decent amount of cash.

Just some tips and obersvations I had noted.
 
Originally posted by anarres
Maybe common knowledge, but essential to know as a newcomer to the mod:

Rush settlers as soon as you get to size 6. As long as you have something in the production box it will cost 2 pop. Building it costs another 3 pop, putting you back down to size 1.

I'm afraid that same newcomer might misinterpret this. Building a settler actually costs 2 population, just as in the regular game. Since in this mod settlers cost 60 shields to build instead of 30 though, it will cost you 3 population to rush it. Population rush costs 1 citizen per 20 shields.

Personally i would advise against rushing settlers at all. I find that just building settlers is faster. Plus your population doesn't drop to the floor, so the commerce keeps on rolling in nicely.
Perhaps it could prove usefull in a city with enormous food and terrible production. But then you should have built more mines.
 
@Taurendill:

Are you using the same mod as everyone else? Settlers cost 3 pop and 230 shields. Some civs (I think, according to the editor) can only build 300-shield settlers.

The link to the mod is in the first post. I am refering to version 1.7.
 
@Anarres:

Apparently not, I am playing the mod as i found it on the ptw disc. Perhaps it is time for me to upgrade :rolleyes:
But then again i might just wait for version 2 which is about to come out right?
 
Well I've played the TETurkhan on the PTW disk, and I'd like to say something. When playing the mod, it feels like playing something completely different from Civ III! While others may not feel this way, and some might feel this is one of the good points, the mod changes the game a lot, making many strategies ineffective and enables many more. Perhaps someone should start a TETurkhan "newbie" thread or FAQ.
 
Originally posted by anonymous4401
Well I've played the TETurkhan on the PTW disk, and I'd like to say something. When playing the mod, it feels like playing something completely different from Civ III! While others may not feel this way, and some might feel this is one of the good points, the mod changes the game a lot, making many strategies ineffective and enables many more. Perhaps someone should start a TETurkhan "newbie" thread or FAQ.
This thread almost is a newbie thread, but the best resource of information is in the editor, always, forever. Without the numbers it would take a very long time to learn the mod.

PTW comes with a very early version, and you really need the version in the thread linked in the first post (version 1.70).

It is worth noting that TETurkhan is bringing out version any time now, and it may be worth waiting as that will be even more different.

The idea of the mod (as I understand it) was to modify the stats to make the game more realistic, hence the extortionate cost of settlers, gass tiles giving only 1 food, huge food bonus resouces, multiple type of resources, some which only appear later in the game (such as good cattle, which appears with medicine). The result is to change the game completely and make you reasses your stratagies.

The origninal idea for this thread was to discuss the new tactics available for the TETurkhan mod, and to note some of the more important changes.

Ask your question, and if I know I'll answer :)
 
Well, I'd like to know WHY EUROPE IS SO CROWDED!!! You can't found 1 city without having to knock some heads around for room. To that extent, I'd like to see more civs in Africa and the Americas. And why does Japan have 10-odd UUs?
 
anonymous4401, I really can't answer those questions as I only use the mod. That kind of feedback is better in the creation thread, so TETurkan can answer them himself. The thread is linked in my first post. TETurkhan is very responsive to feedback and you will probaly get an answer from him.

FWIW, Europe is a good place to be as you get some very early trading done.
 
All right then. Could you tell me which civ/units are best for WWII?
 
I really enjoy rolling those heads in Europe to clear out room! In fact, I like to thin things out so my cities will have more tiles in each. Should pay off later in the game with larger cities AND permit me to expand more (corruption based on # of ciites). I do get jealous of the Asisan civs having a lot better units and UU's in the early game though.
 
When I was playing as Hungary, I really enjoyed cleaning out Europe... I had over four wars by the time I got to Swordsmen, at which point I had snatched most of the lands of: Celtica :P, Rome, and France. (2 wars with Celts) I had to take time for another war to reclaim the culture-flipped Rome, but then I went on and snatched Poland. I then began to arm huge piles of swordsmen on Germany's border...

But now I am playing as the Inca. And everything is different. I am probably horribly behind in tech... At about 3500 BC, I have only gotten 4 techs so far, contact only with the Aztecs. I have built a few cities in the jungle and shall soon claim iron (from my latest tech! Yay!). But it takes SO long to clear jungle and you can't build cities on it. I have to plop my settlers in the holes in the Amazon. But it is great fun, and I hope to have a decent, cohesive state by the time the Old World finds me. If I don't... well, then I'll die.:cry:
 
Lord Apolon,

I am currently playing Aztecs for a challenge. The americas are so barren in this technical age, no cattle and just a few minor resources...

I am at turn 145, and still in the middle ages. A small amount of trading has been possible between the Incas and the Irquois, but so little. It is very scary. I just made contact with europe from a galley they sent over. They are a million miles ahead in tech. I feel so... barbaric. :(

I am not sure how easy a win will be, but I am certainly going to have fun trying :D
 
I've no idea what turn number it is, but it's about 500 BC. I got writing in 1400 BC, traded for contact with the Iroquois, and found they had (just recently?) met the Old World civs. I bought some contacts to the Old World, some of whom were ALREADY in the Middle Ages, and introduced myself and the other New World civs to everyone (As not EVERYONE knew the Iroquois yet). I made a bundle there and got a few techs... But I remained horribly behind.
Then I got my big break: Out of an abandoned village, some of my jaguar warriors found some little gold circles. Yep, we discovered currency! Of course, many civs already had it, but I traded it to some of those who didn't. I thus came to my current tech position, with all techs in the Ancient Age except the governments and construction.
Researching Republic with 1 scientist only.. at the same rate as 100% science. Raking in over 100 gold per turn, with only 5 or so from other civs.
India has very nearly been destroyed by vengeful Old Worldies. They were #1. I'm scared.
They've turned on Persia now.
Tibet demanded tribute, I refused, they did not declare war.
(last turn) Songhai demanded tribute, I refused, they DID declare war.
(this turn)Bribed Abyssinia, Carthage, and Egypt to help me out against Songhai.
I hope they can't get to me.
I do not plan to shed a drop of blood until the Modern Age. :-D And then I can kill that darned T-Rex...

Still settling South America... plenty of room left in the Amazon, and I have only one city in Argentina.

Why can't I build ships? I have map making, of course, and harbors in several cities.
 
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