DarkSchneider
King
I've been playing Civ 3 on Monarch (King) level for a few maps now, and I can honestly say that I've changed my mind about most Civ specific abilities.
Originally after reading the FAQs I had ordered them
1) Industrious: Production is key, and you get most production enhancing improvements late in the game.
2) Scientific: Most of the early part of the game is spent climbing the tech tree so you can build helpful units/structures
3) Commercial: More commerce means more science/lux/money
4) Expansionist: A couple good huts (city/tech/units) early on and you're golden.
5) Militeristic: Never though Vetern status was that interesting, rarely built military structures before scientific or commercial ones.
6) Religious: There are only a few religious imporvements, I have little desire to rapidly change government.
After playing a little bit here are my new rankings
1) Commercial: Waste and corruption were far and away my biggest problems, to give you any indication, the city four cities away from my capital was experiencing waste to the point that they wouldn't actually generate a shield and could not grow above 5 due to civil disorder. Granted I was still in monarchy but the message is clear, corruption is a big problem in Civ 3 for early governments.
2) Scientific: There are more must have tech's early on in the game now, to get all of them you will likely need to up your science output. You need a aquaduct to raise you city above 6 and Monarchy or the Republic to deal with Corruption. That and without libraries you will be consistently behind you rivals in terms of science output (something that never happened in Civ 2)
3) Religious: There aren't a lot of religious structures, but the temple is key and you will build it in nearly every city early on (typically after your first defender) Only the temple and library produce culture early, and you will need a temple anyway to keep the citizens content.
4) Militiristic: It's rare for me to pursue a conquest oriented strategy, but it's extremely helpful to have defenders get addition life points when the computer attacks initially with ghetto units like archers. If your spearmen get hit early enough, they will be better prepared for dealing with the coming units, AND the warlike Civs may even offer you tech for peace treatys. The possibility of aquiring a great leader is just icing on the cake.
5) Industrious: Everything seems to take longer to do in Civ 3 than it did in Civ 2. On the other hand, workers are very quick to build, requiring a third the resources of a settler and half the population. Extra production is good, but you only get the benefit once a city has grown to sufficent size, and at that point most of it will be wasted. Also, you can always steal some good workers by enslaving a hard working civilization
6) Expansionist: The scout is a great unit, but with corruption such a large problem, you will be settling close to home anyway. Also, hills and mountains allow you to see very far regarldless of how fast you move.
Well there you have it, all in all quite a revision. Also, I would note that they seem closer in usefulness than I had thought originally, further proof that the good folks at Firaxis worked hard to balance this game.
Originally after reading the FAQs I had ordered them
1) Industrious: Production is key, and you get most production enhancing improvements late in the game.
2) Scientific: Most of the early part of the game is spent climbing the tech tree so you can build helpful units/structures
3) Commercial: More commerce means more science/lux/money
4) Expansionist: A couple good huts (city/tech/units) early on and you're golden.
5) Militeristic: Never though Vetern status was that interesting, rarely built military structures before scientific or commercial ones.
6) Religious: There are only a few religious imporvements, I have little desire to rapidly change government.
After playing a little bit here are my new rankings
1) Commercial: Waste and corruption were far and away my biggest problems, to give you any indication, the city four cities away from my capital was experiencing waste to the point that they wouldn't actually generate a shield and could not grow above 5 due to civil disorder. Granted I was still in monarchy but the message is clear, corruption is a big problem in Civ 3 for early governments.
2) Scientific: There are more must have tech's early on in the game now, to get all of them you will likely need to up your science output. You need a aquaduct to raise you city above 6 and Monarchy or the Republic to deal with Corruption. That and without libraries you will be consistently behind you rivals in terms of science output (something that never happened in Civ 2)
3) Religious: There aren't a lot of religious structures, but the temple is key and you will build it in nearly every city early on (typically after your first defender) Only the temple and library produce culture early, and you will need a temple anyway to keep the citizens content.
4) Militiristic: It's rare for me to pursue a conquest oriented strategy, but it's extremely helpful to have defenders get addition life points when the computer attacks initially with ghetto units like archers. If your spearmen get hit early enough, they will be better prepared for dealing with the coming units, AND the warlike Civs may even offer you tech for peace treatys. The possibility of aquiring a great leader is just icing on the cake.
5) Industrious: Everything seems to take longer to do in Civ 3 than it did in Civ 2. On the other hand, workers are very quick to build, requiring a third the resources of a settler and half the population. Extra production is good, but you only get the benefit once a city has grown to sufficent size, and at that point most of it will be wasted. Also, you can always steal some good workers by enslaving a hard working civilization
6) Expansionist: The scout is a great unit, but with corruption such a large problem, you will be settling close to home anyway. Also, hills and mountains allow you to see very far regarldless of how fast you move.
Well there you have it, all in all quite a revision. Also, I would note that they seem closer in usefulness than I had thought originally, further proof that the good folks at Firaxis worked hard to balance this game.