Advice for my next game

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Apr 26, 2004
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recently I just completed my first ever Warlord victory as a cultural victory *forgot to turn that off* so I'm gonna see if I can get a proper victory this time.

1stly, I need a game plan. I've noticed the Hitties have a very interesting Unique Unit, the 3 man Chariot, however, its wheeled thing is something that I think may screw me over. I also like the look of the Carthagian Special Unit, however I don't know whether I'll be able to get a good attack force except for the horseman until knights come along. The Zulu's look interesting as well, the Horseman + Impi combo for a fast offensive + Defensive attack.

Anyways, advice please
 
Inca's rock.

If you get a coastal start, the dutch are excellent too. You can get in front tech wise and stay there, because you can trade with other civs, and most likely they can't. Getting an extra movement boat early is almost unbalancing.
 
Yeah, the dutch are a nice starter team. The Inca's rules? They have he special scout right?

1 thign I noticed on my trial run as the Hitties was Expansionist civs on Pangea get a very nice start in the tech race (I went to negotiate with India, I was 10 techs ahead of them). Another thign I noticed on my first victory was coverign terrain early. I sent otu 4 scouts and I discovered 7 luxy's and got control of them and that helepd me alot so I'm very sure I want a civ that can cover ground quickly unelss I play Achipelago hic hwould have me with Seafaring civ.

Is there an Expansionist/Seafaring civ in the game so I can play continents. Anyways, can you help me out with a civ choice (English on a Sea map looks for a nice start [2 comemrical bonus's on the Capital]
 
The Seafaring/Expansionist civ is Portugal. The UU is Carrack which replaces the Caravel, +1 attack and does not sink in ocean squares.
 
Oh yeah, Portugal, I may give them a go. I had a good start in my last game but forgot to save so gonna have to start over (don't matter much since I was 6 turns fro mthe pyramids and it got sotlen from me :( )
 
For nice quick starts, I like the trait combo Agricultural/Industrious. You get +1 food in the city center (city must be on a lake/river to get that bonus in despotism), so you can build settlers faster and industrial faster workers can keep up building the roads you need for your new cities!
 
Micky, The Celts and Iroquois are Great for an early start, nice growth,
and both have superior UUs ;) . You sound like you might like to try
random and take what you get :D . What type of traits do you prefer?
If you like an early war go for Celts or Iroq., middle age war go for Ottomons,
China, Persians or Vikings :viking: : all can really :hammer: .
 
By the way, can someone tell me the boosts of each civ trait (I mean the exact boosts not a short description) and I'm currently the Iroqouis.

Also, do Armies cost 1 unit or 4/5 Units?
 
Agricultural.
- Base city squares produce +1 Food.
- Irrigated Deserts produce extra food.
- Aqueducts, Recycling Plant, and Solar Plants are cheaper.

Seafaring
- Start closer to ocean.
- Bonus Commerce in the base city square.
- Ships Movement +1.
- Ships have lesser chance of sinking in sea square.
- Cheaper Habors, Offshore Platform, Commercial dock, and Coastal Fortress.

Commercial
- Levels of Corruption are lower.
- Center square of cities and metros produce extra Commerce.

Expansionist.
- Can build Scouts. Start game w/ one scout.
- Goody huts don't produce barbarians.

Industrious.
- Workers do jobs faster.
- Extra Shield in center sqaure of cities and metros.

Militaristic.
- Barracks, Coastal Fortresses, and other Military city improvements are cheaper.
- Chances that a Unit gets promotion are greater.

Religious.
- Temples, Cathedrals, and other Religious city improvements are cheaper.
- One turn of Anarchy when changing of governments.

Scientific:
- Libraries, Universities, and other scientific city improvements are cheaper.
- One randomly selected free tech at the start of each age.
 
Religious.
- Temples, Cathedrals, and other Religious city improvements are cheaper.
- One turn of Anarchy when changing of governments.

Two turns in C3C.
 
I really like the aztecs. Agricultural makes fast setlers, jag warriors are good scouts, and militiristic for good war. But you do need some early war skills for this one...(well, generally)

Whta do you mean by proper victory? A conquest? Diplo? Space race?
Cause the civ to choose really depends on your goals, Also, remember there isn't jsut one civ for one type of victory. All civs have there str and weanesses, after all, but it doesn't mean there worthless!
 
Well, I'm thinking of trying out Portugal for an Island Map since the Crrack is useful and I think I mite use the Aztecs in my next Pangea game.

Also, I'm tyring to get some early Scientific Leaders *I got one in a game before but then I got the crap kicked outa me, yet he was very effective when rushing Pyramids* so what are the techs that the AI avoids?
 
Gumby78 said:
Scientific:
- Libraries, Universities, and other scientific city improvements are cheaper.
- One randomly selected free tech at the start of each age.
You forgot to mention, that scientific civs have a 5% chance to get a SGL when getting a tech first instead of 3% for other civs.
 
Well, I'm gonna play a huge Continent Map as the Byzantines, one thing I'm considering is should I do regicide or mass regicide. I done a couple of test runs with the King/Queen Units (so now I got 2 crappy losses on my scoreboard) with the King/Queens abiltiy to attack sicne they only do 1 move I thougth they couldn't. I'm also putting Princess's on, what amount of gold should I make her for, I'm thinking it should be about 500-1000 gold.
 
Well, I gota say you guys were right about Bombard units. I never used them until I could access Artillery for that extra range attack. I think I'm getting the hang of offenses. I destroyed the Chinese in them didle ages with Ancient Cavs and Medi Inf w/ persia's help and then destroyed persia in the industrial/modern ages (They were still way behind) with TOW infantry and normal infantry and the help of 2 artilleries which done so much damage, included removing most of their resources. 1 thing, edditted ruels maps dont get recorded :( *editted map rules if you haven't heard, was a fair game, just unfair that my score didn't get recorded :(*

My new tactic lately has been Depo-Rep-Facism which allows me to build a good economy to the industrial era before starting my wars.

I also got 3 scientific leadewrs but never got to using them :(. 1 thing, can you get any improvement to your palace with editted rules?
 
Another civilization I really like in C3C are Arabs.
Their UU in middle ages rocks...
 
A fun Civ in C3C for me is Russia, Expansion/Science gives you a nice for getting a SGL, since as stated Expansion gives you the scout to find goody huts faster, goody huts don't produce Barbs so better chance of tech,

Science then helps by having each tech you're the first to discover a better chance of a SGL (5% instead of 3%), hopefully you'll discover a few early techs first with your Scouts (2-3 Scouts is important for this) and get an early SGL, then rush Pyramids or Great Library (or whatever tickles your fancy).

Then their UU is a Calvary that can attack multiple times and since if a unit is successful in combat twice in one turn it's automatically promoted, the Cossacks get promoted to Elite fast, than also can have more Elite victories, which in turn gives you a better chance of MGL (I believe it's suppose be like 1 MGL for every 16 elite victories). So if you really like the Great Leaders, Russia at least in theory is the best Civ to produce them.
 
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