Civilization III Advanced Tips

if I switch to monarchy I can't afford to keep up the army.

I used to have problems like that. Have to keep growing. Cities must get to size 12 as soon as possible. And then taking more cities. I often go long on despo too due to being locked in war. But as soon as I've cleared out that first AI neighbor I make the switch. Then usually right back to war with someone else. In the middle game, I buy and trade tech more than I research it because I need the gold for upkeep and luxury slider.
 
I usually clear out most the continent and when I go as far as I can with despot it's safe to switch as long as your boarders are safe and you have an army to beat back any invasion. Yesterday I got stuck in a war with the mongols and arabs and there was no way I could go for philosophy and government. I needed iron immediately to beat them back.

It may even be middleages and I can still keep up just fine with the AI in tech as a despot.
 
Trying to make leaving despotism a priority only leads to the end of my civilization. Despotism keeps cost of military cheap and it lets me built up quick and secure my boarders. Even kill most of the nations in my general area. If I switch to republic I can't do it without war weariness and if I switch to monarchy I can't afford to keep up the army. So I prefer to stick with it. It works for me.

I disagree, but i also understand why or more presisely when leaving despotism is not convenient. That is only the case if you have immediate undelayable need for successful warfare. I do rather doubt that the upkeep in monarchy really is a serios disadvantage. The disadvantage is no more than 2 gtp per town. The significantly lower corruption and the loss of despotism penalty tends to outweight that by far. The short term loss of production can be compensated by zero research in order to buy urgently needed shields. So unless the anarchy is too expensive the switch to monarchy is quite simply better. As for republic it is more complicated due to war weariness. For both governments getting towns to become cities is crucial and this will also boost production a lot.

It may even be middleages and I can still keep up just fine with the AI in tech as a despot.

I expect this to be very true. But it should be mentioned that the cost of a later anarchy are higher both absolutely and also relatively. For a proper comparison those high costs should be substracted from your degree of technological advancement.
 
The benefits of despotism are too far mitigated by the penalties. If you're managing your economy well, you can change your government to great benefit. (Granted, I tend to switch a little later than most players, because I'm managing the economy maybe not quite well enough, but the principle is still in play, even if not with proficiency. [This is one reason for my still being a Monarch-level player after all these years.]) I tend to have an easier time with monarchy than with republic (for which I'll no doubt receive some criticism), but do what works for you.
 
I find that what's best is very often dependent on what difficulty level you're playing at combined with what type of game you're hoping to play. For example, some people here are saying how important it is to get to size 12 for better governments + war - well, some people are happy to try out inferior starting locations where there isn't any fresh water near the capitol combined with surrounding hostile Civs, an since Construction is the most expensive and most distant non-government AA tech, making use of size 12 cities to enable early war just isn't an option.
 
^I don't disagree with your point. To each his own style of play. I'm not one of the "wise ones," so when I say as soon as possible, it really just means as soon as you can, all things considered. Even with aqueducts it takes time to go back and irrigate places distant from fresh water... The AI is usually there long before I am. Even if not at war, those people would be generating cash for research or luxuries. So, it is the ideal proposition to me, get to size 12 as soon as possible.

My recent - this year- style of play/goal is to win the game by domination by 1000 AD. So far I've not achieved it. I'm in the 12-1300s, but I'll get there... I don't need the best start location, but admittedly I like my capitol to have fresh water.
 
What do you mean you can't defend a city with a library? Cities with libraries are just as easy as cities without.
 
I have a question. If a tile has rubber on it in a forest, but I cannot see it the rubber, and I clear the forest, is the rubber still there on that same tile once I can see it?
 
or Culture. You can't defend defend a city with a library.

After multible culture expansions an attack on the city would be delayed, thus the defence of the city becomes easier. Also culture is crucial against culture flips.

So in a way one should get culture ASAP, especially at the higher difficulty settings. Unfortunatly one will need scarce shields for military much more urgently. This limits it to have culture as soon a reasonable possible. ASARP and ASAP are often (almost) the same when it comes to leaving despotism, but when it comes to culture the difference tends to be very significant.

I have a question. If a tile has rubber on it in a forest, but I cannot see it the rubber, and I clear the forest, is the rubber still there on that same tile once I can see it?

Yes. The same is true if you remove the forest after you see the rubber.

It might be worth to note that rubber and horses donnot exhaust, unlike iron or coal. If you remove jungle from a tile with coal the coal will not be removed by that either.
 
How come captured artillery don't cost support?
Thanks Justanick.
No foreign-nationality 'Slave' units require support-costs.
 
They are also not counted in the regular amount of unit type statics in F3. You will have to add the national units that are counted regularly and add the slave versions to that to get the current total.
 
After multible culture expansions an attack on the city would be delayed, thus the defence of the city becomes easier. Also culture is crucial against culture flips.

So in a way one should get culture ASAP, especially at the higher difficulty settings. Unfortunatly one will need scarce shields for military much more urgently. This limits it to have culture as soon a reasonable possible. ASARP and ASAP are often (almost) the same when it comes to leaving despotism, but when it comes to culture the difference tends to be very significant.

I see your point, but culture expansion for me just build a new city until the island is full. I do place buildings that create culture, but it's the scientific advancements that make them a priority.
I ask... in Civ4 there was a building called the monument. It only created culture points.
How would you make such a building in a mod (cost and culture output) and how many would you build?

I would not build culture for defense. I've built culture on islands to get more food though.
 
What do you mean you can't defend a city with a library? Cities with libraries are just as easy as cities without.
I mean: a library won't defend a city.
 
I ask... in Civ4 there was a building called the monument. It only created culture points.
How would you make such a building in a mod (cost and culture output) and how many would you build?

It is my understanding that there are mods using something like this. A building that requires no maintence costs, cost few shields(10 or 20) and gives only 1 culture per turn. If it really requires no maintenance there would be a strong incentive to build them unless culture flips had been deaktivated.

That C3C 1.22 lacks such efficient means to get the culture can be frustrating as getting the first culture expansion is a bit of priority. The most efficient city placements tend to require the first culture expansion and at the coast they are always required.
 
The main reason for adding the monument to Civ4 (and Civ5 as well) is that you can't "spam" towns as many as you want. You get severe penalties for founding "too many" towns. So it is important in these Civ editions to get access to the tiles you want to work by culture expansion. (In Civ5 you can also buy tiles with gold. Quite nice if you need a certain resource urgently and can't wait for the culture expansion that would bring it into your territory. Which may be quite a while, because in Civ5 every culture expansion brings only one single tile. By the time it's the turn of the tile you want, a neighbor (or city state) may already have grabbed it...
 
Another note on governments: don't do what I did back in my n00bie days and change your government with every opportunity. You go from despotism to republic or monarchy or maybe to feudalism, and most players go to communism or fascism (democracy is not popular), though some stay in republic for the duration. The bottom line is don't do despotism-monarchy-republic-feudalism-democracy-communism-fascism or such. You're going to waste a bazillion turns of production.

On culture: Hey, I like culture. On the other hand I usually play for cultural victory, with domination (usually) as plan B, so that's just my own style.
 
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