CIV3C for the first look

mbalazs

Chieftain
Joined
Nov 19, 2003
Messages
13
Hello!
I am new to civ3c.
I took a look to the 2 new civ abilities(agricultural, seafaring) and I said to myself "the old abilities are stronger". Is it worth changing it? Are there some cool new spec unit to try a new civ that I should bear these new abilities?
What buildings are agricultural type?

The new fascist is awesome! 200% and no war problems!(Far better then democracy) What are the disadvantages?

I used to play deity the base civ3. (I missed PTW) What's the difference between the "sid" and the deity?
As I remember the AI Agressiveness used to be in the editor. Will the game be harder if I take it to agressiv?
thanx
 
Industrial has been toned down a bit.

I would say Agricultural is the new strongest trait. Half price aqueducts, solar plants. Desert can now be irrigated to give +2 food with an agricultural civ. So basically an irrigated desert is now an irrigated plains tile. Agricultural cities give an extra food in the starting tile if they are on fresh water in despotism, once out of despotism all cities have an extra food in the starting tile. Brilliant for explosive early growth. A agricultural civ on a river can have a 4 turn settler factory with only a cow as a food bonus, non agricultural civs can't.

Seafaring gives 1 extra movement to ships. Alphabet now gives a 2 move ship called the curragh. Has 3 moves with seafaring. Half price harbour, big commerce bonus to the centre tile if the city is coastal.

To try out the new civs, i reccomend either the Dutch or Mayans first.
The dutch are seafaring/agricultural which lets you try out the new traits. The Mayans are Agricultural/Indutstrious, and their UU, the Javelin thrower, lets you try out the new enslave ability.

Sid gets far more starting units, an even greater unit and tech discount, 3 settlers (?) at start.
 
According to my base civ3 experience : religious > scientific
industrial > commercial

So my queue was 1. rel; ind
2. mil (on deity my style was quite warmongerish)
3. scif, comm ( civ with them only tolerated by good spec unit)
4. exp (I would have never use it but iroqouis spec unit was so good)

So according to you now we might say that agricultural went up to the first line and the industrial go down to the 2. line ? ( and seafaring could be usefull in maps with lots of water?)
 
And scientific is stronger now, because they have an increased chance of getting Scientific Great Leaders, which can rush wonders.
mil has been weakened, since Military Great Leaders can't rush wonders anymore, but strengthened since armies are stronger now.

So, in my opinion:

1. Agr
2. Ind, sci
3. Mil, comm (&sea if there's lots of water)
4. exp (although you can make a lot out of it, when you're fast enough)
 
Industrial workers now work 50% faster instead of 100% faster. Also, the speed of captured workers is not increased.

Agricultural is by far the best trait if you have access to fresh water. Seafaring is really powerful on non-pangaea maps.

The byzantine Dromon is perhaps the most interesting new unit.

Fascsim has several disadvantages compared to Democracy. No commerce bonus is the foremost, no cash rushing is annoying and xenophobia is the minor one. Democracy is the best peacetime government. Fascism is best for when you have a small empire with high war weariness. Communsim is usually better for wartime. Republic is the best allround government, and you get it early, so I usually just stay in that.
 
socralynnek said:
And scientific is stronger now, because they have an increased chance of getting Scientific Great Leaders, which can rush wonders.
mil has been weakened, since Military Great Leaders can't rush wonders anymore, but strengthened since armies are stronger now.

So, in my opinion:

1. Agr
2. Ind, sci
3. Mil, comm (&sea if there's lots of water)
4. exp (although you can make a lot out of it, when you're fast enough)

I think Expansionist should be in the 2nd line, since if you're fast enough you can learn many techs first and have a good chance of getting an early SGL. Also the Maximum turns for techs is 50 instead of 40, so it takes longer to research some techs.

Religious should probably be in tier 1 or 2. Since resources are fewer, having your territory expand sooner and nabbing vital resources can be crucial.

Seafaring is good on maps with lots of water, since you can explore faster and hopefully meet civs faster and can trade faster/better. On Maps with less water, it's still a good trait, since you're more likely to start on the coast, which again means you can send out a curragh to meet civs, before others know where any water is. Helps also to find rivers, to save on having to build aqueducts.
 
HalfBadger said:
Religious should probably be in tier 1 or 2. Since resources are fewer, having your territory expand sooner and nabbing vital resources can be crucial.

Damn, I forgot religious, thanks.
Yes, you're right, religiou is a good one, especially on larger maps, where you can still build temples in hopelessly corrupt cities in 30 turns (also making rushing cheaper) and shorter anarchy is also very nice, makes your strategy more flexible. So, yes I'd say, 2nd tier.
 
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