Best starting ideas

Grotto

Chieftain
Joined
Apr 30, 2003
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I have recently converted from Civ 2 to Civ 3 and there are some real differences in the way the game is started. It seems to me that you are wasting your time trying to build anything bigger than a temple until you have at least six cities. Do most of you play this way?
 
Learn about granaries--when and where to build them. This one step can increase your growth rate 20% or more. Practice the early game with various build queues on the same starting position. See how many cities you have by 1000 B. C. (80 turns) and then try something a little different. This will give you an idea of what is effective at the start, and be more useful than someone telling you what works for them.

I favor building the first few (2 or 3) cities very close to the capital. This boosts early production and research and provides an easy to defend core in case of an early war or barbs.

On lower difficulty levels, beginner players have a decent shot at building wonders. On higher difficulty levels, it is usually easier to capture them than build them.
+ Bill
 
Good point. IN Civ 2 it was always likely to build the pyramids for early graneries.

I guess you could build the graneries and sell them before completing the pyramids in this new game.
 
The two biggest changes IMO are:
-the need for diplomacy on higher levels
-intense amount of corruption if a city is too far away or you have too many cities.

In Civ2 you could get away with just ignoring the other Civs until you were ready to overrun them. In Civ3 they are still bloodthirty treacherous bastards but now you have to deal with them to keep up. Also, its not as easy to just get a whole mass of cities and overrun everyone else. It still works but corruption is a much bigger factor now.
 
I agree with most of the above. The three main differences are the need for diplomacy to keep up with the tech race and keep enemies off your back; corruption and culture flipping.

  • Trade techs often
  • Don't backstab the AI unless you don't plan to do much trade in the future. If you abuse a right of passage people will refuse them in the future; if you break a gold per turn agreement you will lose the ability to create new ones.
  • If you want to keep a civ from attacking you, make sure you have a good size army and a lot of per turn agreements in place.
  • Corruption is a killer, read some of the many threads on this.
  • Culture flipping too is difficult to adjust to - read up on this.
  • Don't be afraid to operlap your cities hugely - it will limit corruption, increase communications and not be in the least disadvantageous until you get sanitation. Until the each city can only use 12 tiles, so don't waste the others.
  • Micromanagement and rapid expansion is the key to a good start. Build as many settlers as you can until there's no more room to expand and then consider going to war!
  • Don't ignore luxuries - they really help keep the population happy.
  • Stategic resources are vital, but then if you've taken my advise about rapid expansion early on then you'll have them.

Hope these help!
 
Civ2: Diplomacy? What's that?

Civ3: Hmm, wonder what the Egyptians can give me for my silks ...

To me that's the single greatest difference between Civ2 and Civ3. All of the others add bits and pieces of strategy to the game; this one's practically a whole new game in and of itself.

Renata
 
Originally posted by Grotto
I guess you could build the graneries and sell them before completing the pyramids in this new game.

You should sell it (or any other improvement which will be 'provided' by a wonder) after the wonder is built. That way, if you miss it by a turn or two, you don't have to rebuild it.
 
Do not understimate the powers of the Granary, Barracks and Market place all cities should have these as early as poss. these three improvements allow you a higher rate of growth, access to veteran units and allow damaged units to heal fast (vital in the defense of a city) a real edge in warfare, and as long as you have access to some luxuries the marketplace will keep your populace happy!:D It works for me:goodjob:
 
Civ2 and SMAC players will come in thinking that you need early temples but you don't need to build them until you bump into your neighbors, and then only to prevent flips. If you can, build librarys instead because you get the science bonus and more culture.
 
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