Forest chop-shields can only be obtained once per tile per game. So if the AI had previously chopped a tile, you cannot later get chop-shields from it by Plant+chopping it yourself; but if a tile has never been previously Forested, you can — provided that there is a town (in the Forest's BFC) eligible to receive them. Chop-shields can only be added to units and buildings, they do not contribute to Gr- or Sm-Wonders, or Wealth.I was actually under the impression that chopping planted forests didn't give shields. Although I have no idea where I got that idea.
Irrigating Desert around your core-towns is definitely worth it if AGRI, because for AGRI-Civs, irrigated Desert gives 2 FPT + 1SPT (like irrigated Plains) even before Rails, so the citizen who works the tile feeds themself, and brings in a shield + commerce — unlike non-AGRI Civs, where a citizen working (mined or irrigated) Desert must be fed using excess food obtained from another tile(s) in the BFC.is irrigation generally superior to mining for all Agricultural purposes? Running specialists for production once cities become very large?
Yes, although it's not something that should be done routinely with your own towns (better to place it 'correctly' to start with!)now I have to ask: you can "raze" your own cities to move them by building a settler?
Pressing "Ctrl-G" toggles the map gridlines on and off.Is there any way to get the game to produce gridlines like that? They make it much easier for me to see the layout.
Seconded.I hope that things are okay, as well.
Your picture-links are broken for me, but I'm guessing from this...Well. This is a big annoyance.
...that Verulanium flipped back to Brennus...? I hope you didn't lose too many units...?The dilemma of Verulamiam: diverting troops to go re-take it might limit the effectiveness
Armies in the field may also be bombarded, if the AI has the units to do so.I guess I should have mentioned, I am talking about armies in the field not in towns. Any army can be attacked in towns by any units.
I see no pictures! (last post).
I woke up to this, and went back and manually changed the codes from the last post. I will wait a day or two and see if they can resolve it before going back and changing all of the others.Postimg said:postimg.ORG domain is locked by Registry, no prior notice.
While we hope to resolve the issue, we chose postimg.CC as our new home.
Please update codes embedded in your websites.
I don't mind! This is my hope - I see also that the We Love the X day reduces the risk of a flip. So using a number of entertainers to get it into this mode (and keep population low) should be effective.Sorry to spam your story. You may want to do a search on Google civ3 popheads. You can find a small enhancement to the graphics for the F1 screen. The popheads as they are by default are sort of hard to see happy or not. The mod makes them standout. If you have a town like Verulamium, you can just flip the pop to a specialist to lower the odds of a flip. If I see it is a real risk, I will make the citizens a clown. If no real danger of attackers, then I leave only a trash unit for pacification. So as to not lose good units, should it flip.
I agree. That ingame grid just looks strange to me. Oh well. Abandoning, yes. Quite interesting. I wish other civ games had this feature. Sometimes the AI is really baffling in how they arrange cities and I really want to move them, but don't want to raze because I need the foothold and don't want to lose infrastructure and population.You cannot raze, but you can abandon a town/city/metro. You can use the command cntrl-g to make a grid. It is not as good nor as clear, but it works.
Thanks for the good wishes.
This was probably what I noticed - lack of shields from replanting a previously chopped forest.Forest chop-shields can only be obtained once per tile per game. So if the AI had previously chopped a tile, you cannot later get chop-shields from it by Plant+chopping it yourself; but if a tile has never been previously Forested, you can — provided that there is a town (in the Forest's BFC) eligible to receive them. Chop-shields can only be added to units and buildings, they do not contribute to Gr- or Sm-Wonders, or Wealth.
And so begins Operation: Irrigation.Irrigating Desert around your core-towns is definitely worth it if AGRI, because for AGRI-Civs, irrigated Desert gives 2 FPT + 1SPT (like irrigated Plains) even before Rails, so the citizen who works the tile feeds themself, and brings in a shield + commerce — unlike non-AGRI Civs, where a citizen working (mined or irrigated) Desert must be fed using excess food obtained from another tile(s) in the BFC.
Just a single Enkidu Warrior. Not the end of the world.Your picture-links are broken for me, but I'm guessing from this......that Verulanium flipped back to Brennus...? I hope you didn't lose too many units...?
That sounds shockingly persistent of the AI. I don't know if I've ever seen any of the AIs build ironclads.I once lost a full-health 12 HP Inf-Army, fortified in a Barricaded Fortress (I didn't build it, I just occupied it) on a choke-point directly adjacent to a city I'd just captured, to Ironclad-bombardment to redline, followed by an overland Cav-onslaught. Fortunately for me, Khan's Cavs were also forced to stop on the Barricade, and I had already railed up to that town, which let me bring my own Arty + Infs + Cavs to kill them all. The Mongols fell pretty soon after that...
For WLTKD, the town must have Pop > 6, Happy citizens >= Content citizens, Unhappy citizens = 0.We Love the X day reduces the risk of a flip. So using a number of entertainers to get it into this mode (and keep population low) should be effective.
IIRC, that was @player1 fanatic's (slightly modded) .bix/.biq, where Ironclads became buildable with Steam rather than requiring their own specific tech (as in standard C3C) and were upgradeable from Frigates, and upgrades cost only 2 gold per shield-difference. So the AI tended to start building/upgrading them (a lot) earlier, and build (a lot) more of them.That sounds shockingly persistent of the AI. I don't know if I've ever seen any of the AIs build ironclads.
What are these, exactly? I've kind of assumed you're going for Domination/Conquest again, but you still lack Horses, which are pretty much essential to achieve this goal in the early/mid-game. Obviously the Celts have them, but you made peace with them before you reached their Horse-tile(s), so you are still not able to build Cavs.It's time to get this war going so I can accomplish some of my more important strategic goals.
See above. If you want Tanks, then yeah, you have to get through the Medieval tree as quickly as possible, so it's almost 'helpful' of the tech-leaders to have reduced the tech-costs for you, especially now that they're going to bog down in the Nationalism -> Fascism branch (if Willy now has Rifles, I would guess that Wang got Nat for free and traded it to him).Yeah, let's go for banking. It can't hurt, I figure. My research choices aren't feeling very inspired at this point - I'm pretty much just selecting mandatory techs.
One of the 'advantages' of a Desert/Jungle start, is that — provided you survive that long — you're almost certain to have both Salt (Cavs) and Rubber (Infs) within your borders when the relevant techs come in. And given that you have no fast units of your own yet, but are being attacked by Knights (and fell threatened by Cavs), Muskets are marginally preferable to Pikes as defenders, despite being twice the price.I don't know why I'm avoiding gunpowder. It's not really a conscious decision.
Submitting was probably wise on that interturn, but I would be looking to end that 'deal' earlier than the full 20T, if possible (see below).The Hittites are making demands. I really want to reject it, but I am getting bogged down in fighting the Celts and cannot deal with even a small stack of Cavalry attacking me. He also has a bunch of units right up against my border, so I couldn't even play for time.
But this not so much. First of all, you were still getting WH from Korea, which means less LUX%-spending ( and hence more SCI%).This was also extremely regrettable. By this point, he had brought a not insignificant number of longbowmen to bear
If possible, you might want to consider trying to engineer a 'Lazy Man's War' amongst Korea, Holland and the Hittites, to break at least one of those Lux-giveaways?Yet another bad deal for me. These are the two advanced civilizations,
See above. If it was the cheapest tech he could go for, Banking's not a bad choice in itself, because he will need it to advance to the Industrial anyway — and just because he has it, that doesn't then oblige him to build Banks!Like you mentioned, Banking is not the best choice at that time. It yields an expensive structure that you will be hard pressed to build many places for some time.
True, but if Gunpowder was/is more expensive, that alone might be reason enough to do Banking first. Also, when the AI has Horse-powered units but the player does not, then almost by definition the player is going to be less able to exercise initiative, and more likely to take damage. A player still restricted to foot-units therefore can't rely on the 'minimal/zero town-defenders' tactic, because then his garrisoned attack-units would take the hits instead — and because attackers tend to have lower D-values, even if they survive, they'll still likely be too injured to make counter-attacks on the following turn. So the player will 'need' comparatively more (town) defenders, especially on the frontlines, but Muskets cost twice as much to build as Pikes, so only half as many can be built within a given timespan.You need Gunpowder to advance to the next age as well, so that point is not a counter point.
I agree, which is why I pointed out how useless Banks are for a longer, Science-focussed game (which this looks like turning into).My concern is that players will start building banks and further cripple their survival. Seen it over and over.
He does actually have quite a large 'green' area (most of his core is effectively green — including the Deserts, once he's irrigated them!), but a lot of his Grassland was/is still under Forests and Jungle. So yeah, more Workers/Slaves (and better Worker-management) would also be helpful (in future games).I would want to have a good amount of green tiles in my area for Republic.
See above: 3 Luxes when most towns are still at or near Pop6 is not that low. More Luxes would obviously be better, though.This means a lot of units, not that good for a Republic low on lux.
Not with which branch you research, no — but with how fast you progress through the (more expensive techs in the) tree, absolutely.Not sure what getting more towns and pop have to do with the branch you research.
Anyone who builds a Temple before a Lib, and/or completes a Lib before a town is bringing in at least 10 (uncorrupted) commerce per turn, is kind of asking to lose the game...As to libs, I find most players build too many and in towns that do not make them profitable at that time. Often starting one as the second structure, after a temple.
Bede said:https://forums.civfanatics.com/threads/clive1-monarch-training-game.93503/page-4#post-2004497
Temples...temples...priests are prevaricating parasites who pillage the body politic.
You want culture, build libraries. You get something back from the investment.
You want content citizens, build marketplaces, trade for luxuries, build towns for luxuries, build colonies for luxuries.
If happiness is a problem in a settler or worker farm, it is a self-limiting problem. Raise the luxury tax, hire an MP, you only need to make the expenditure for a couple of turns. Temples are with you forever and are a permanent drag on the economy.
Quite.The lib will not be making enough extra beakers for some time and that lib can wait till they have more pop, if at all.
Which is why I do it the other way round: I'd rather garrison an outer-core town with units built from my inner (Barracks)-towns/cities, while it builds a Courthouse.Later they make a court as the net beakers/gold is poor.
No arguments here, either.All the shields put into those structures in a corrupt town could have made units/workers/settlers.
That pretty much sums up my thought process. Get corruption as low as possible, and a bit too much "rule-think". Courthouse first, always. Your next paragraph convinced me that this is not the best investment for my shields.I see you are building courts in lots of places. I do not know the lay of your land, but I would think that is not a good investment. To me, many players try to get corruption low and it frequently is a bad investment.
Science: -106Like you mentioned, Banking is not the best choice at that time. It yields an expensive structure that you will be hard pressed to build many places for some time. You are running 50 taxes, 40 research on the pix I am looking at.
This is killing you. What is the break down of you expenses? Try to reduce your overhead.
Right, I wasn't thinking of this when I was playing that last set of turns. I'll probably see if I can cover the area until the settler arrives.If you leave a unit on the camp hill no one can place a unit, no town will be built. I would get my settler to that site asap though. Set the pop to scientist and forget it.
It certainly makes me crazy. Needless waste!Losing workers is a sin, lol. I make a strong effort to keep workers out of harms way, until late game. Then I have so many slaves, I can take some small risk for an important job.
I hadn't thought about temples being a common waste before, but I can see how it's really not useful. With that post from Bede, as well. And by sticking a town or two to fill the gap (there is a rather large one that can be seen) I can also get the town-number up and increase unit allowance and throw a few scientists in for research rate.The big ticket is no useless structures. That is lib in places that have less than 8 net beakers and are not going to be making them. You cannot afford it. No temples in new towns in corrupt lands, build CxxC and you do not need border pops. Sell temples in places that do not need the happy bump.
I'm not totally sure if I understand the ethnicity aspect of this game. If I produce workers out of a city with a foreign ethnicity, will they be these half-effective slave workers? How does the game determine which ethnicity to remove from the population in a town if it's a mix?One way I have used many times to discourage the culture flips is to spam workers/settlers from the city until the population is just 1. Then I can add my own settlers/workers to the city, giving it more of my people than those of whoever originally founded it. This can also be done with settlers/workers from a dead civ (like China in your game), as they do not create any risk of culture-flip since they literally can't flip back. In several games I have used this strategy sort of like a domino effect, where one civilization's citizens are all replaced by mine, and then the next are replaced by the (now dead) first civilization, and so on.
Ah, that's what I wasn't taking into account. Oops.For WLTKD, the town must have Pop > 6, Happy citizens >= Content citizens, Unhappy citizens = 0.
Right, this follows from above. If there's no benefit to keeping the small town all-happy, those entertainers aren't useful. May as well be scientists.Since all Specialists are content, it's better to use 'productive' Specialists (i.e. Scieintists or Taxmen) rather than Clowns whenever possible. So on the next and subsequent turns, those Clowns should be converted to Scientists (you'll have to turn off the governator to do this), along with any additional citizens quelled by any remaining defender(s). Specialists will likely starve away one-per-turn if the town is no longer producing sufficient food to support them (and you will therefore need to re-assign citizens every time that happens), but the sooner the resistance is quelled entirely, the sooner you can begin rushing Settlers/Slaves out of it to reduce the foreign population further, and increase your own workforce
I suppose that that is the moment where you do have to at least give the AI credit for coming in numbers.But even so, yeah, when I saw that stack (there must have been >20 of them, to redline an Inf-Army with all those defnesive bonuses), I still went a bit
You ask the tough questions! My goal was to get to their source of horses, which was ultimately not realized in that last war. Basically, I want to be able to build cavalry upon researching Military Tradition and not have to worry about trying to secure horses. I also am envisioning an endgame where I am forced into a war with the Hittites to attempt to stop them from winning by Spaceship, and am thinking that I must push close enough to their territory that I can attack them when it becomes necessary. Of course, I'm nowhere near the point where I could even hope to win that conflict.What are these, exactly? I've kind of assumed you're going for Domination/Conquest again, but you still lack Horses, which are pretty much essential to achieve this goal in the early/mid-game. Obviously the Celts have them, but you made peace with them before you reached their Horse-tile(s), so you are still not able to build Cavs.
This is an alternative plan, though. I have been operating on the unwritten assumption that I am hopelessly out of the tech game and have no hope of closing the ground because of how far ahead the AIs have blazed. Getting to tanks... is another way that this could work.But if you're hoping rather to conquer with Tanks, then you should really be going all-out to improve the territory you already own, and fully develop all your towns to Pop12, while pursuing tech-research as fast as possible. So you would rather need to 'turtle' while putting up Ducts and Unis throughout your core, not engage in more military adventurism right now.
I can plead not-guilty on this one! The units that were retaking Richborough and Verulanium were freshly produced. The problem was, basically, that I was losing pikemen at a slow but steady rate on the front lines. My replacements were not enough to make up for my losses, and my army was never able to heal fully due to the fact that I was constantly having to take out attacking knights with it and being very cautious to avoid redlining.But I'm guessing you didn't have those units to spare, possibly because you'd sent them back from the Celtic front to re-take Richborough and Verulanium...? If so, this was likely unwise.
Would this be worth paying to establish embassies? I will admit - I have avoided this because I don't see much benefit for spending that gold when I'm already economically backwards. I will look into options when I open the game up and see if any of them are willing to join me against the Hittites (who are more advanced and stronger than the Dutch this game).If possible, you might want to consider trying to engineer a 'Lazy Man's War' amongst Korea, Holland and the Hittites, to break at least one of those Lux-giveaways?Which of them is the biggest/most advanced? Pick that one (I'm guessing either the Hittites or the Dutch?) as Public Enemy No.1, start a war with him, and then persuade (using per-turn payments of gold and/or Lux) as many of the other 3 Civs as possible to gang up on him.
This is the link to the best popheads in Civ 3 Forum, "popHeads Smileys and CivColors Complete: All Epic, Scenarios and Conquests":
https://forums.civfanatics.com/thre...lete-all-epic-scenarios-and-conquests.122958/
In addition to a very distinct facial expression, a small colored flag indicates the nationality of each citizen in a city.
Very handy to have and easy to implement. You won't get Happy people and Content people confused again.
Will I still be able to build the Military Academy even though my army is dead?You can make armies and the AI does not.
Yikes!Yes the game turns get longer as you go and the higher the level (they have more units to move around). I played a lot of 250x250 31 civs on emperor as AW. Some times the animation for a settler took up to two minutes. If you have a lot of water and a lot of harbors are in the game, it really slows down. That is why Civinator made no harbors in CCM.
Had some real long turns on sid, with over 800 attackers hitting my beach head town on the IBT. Go get some snacks and come back to see, if the town fell or not.
Yes, I am trying to stay positive at this point! I may not see a path to victory at present, but that does not mean that everything is truly hopeless.You are still alive and that means you can win.