ct3 - Chieftain Training Day (for newbies only)

Temples

One per city! No more (can't be done :D ) and no less!

Unless you are playing a strict warmongering game (which is difficult at best in Civ3), you need culture. The temple is the first, cheap culture building available. Plus, It makes an unhappy person content, which gets more important the higher level you play. Culture allows the borders of our cities to expand, so they can gain the use of their entire 21-tile city radius.

In my own games, usually the first city improvement I build willl be a temple. (Sometimes Barracks or Granary, but hey, it depends on the situation. :D )
 
hehe.. if only the demogame weren't so "interesting" (to put it lightly) lately... looking at the save now. (really) :)
 
Ok, save critique:

City layout - I think some planning could have been done to prevent a 1 tile-line gap north of Zimbabwe (maybe abandoning the city and moving it north...)

I see some temples, good. But, there's also courthouses closer to the capital which aren't needed yet. If a city has 50% corruption (mainly shields), then it's a good idea to build one. Also, the FP - it's too close to the capital. Arbela might be a better option. There's also a colony to the south. Was it a Zulu colony?

There's a worker by Pasagardae irragating, and we're in despotism. It won't have any effect, and will lose 1 sheild.

The worked tiles look ok, but Zimbabwe could use another road, or spend time building settlers. It has a lot towards the FP, so changing it would be a waste.
 
Well, I am not going anywhere and will be right here.

And for starters, would someone please tell me how archer got that galley way, way away from the mainland? I know they have three moves. But my understanding is that if they don't end up near shore, they sink.

But here is this brave little galley out in the middle of no where.

stwils:undecide:
 
It is making what is commonly called a "suicide run". Every turn it doesn't end in a coastal square it runs the risk of sinking.

In my experience, they usually sink just as I sight new land. And then I can never get another galley to survive long enough to reach the new land to explore. :D
 
OK, teammates, I have a few thoughts and questions before I play the game.

Do we know what our overall strategy is yet? Are we hoping to win by culture and by trading, or are we thinking in terms of conquest? Is it too soon for us to be thinking that way?

But one thing stands out in my mind. We are stuck on an island. We don't know where our friends/enemies are. Are we going to wait for them to find us? Or are we going to see what is out there?

So I'm thinking that we need the Great Lighthouse. What do you all think? Can we afford to be building that in one city and the Pyramids is another and the Oracle, too? I've thought about the Colossus.

But more than anything, I am leaning toward the Great Lighthouse so we can get out to sea and expand and meet folks.

And I think we should keep our military strong just in case. ;)

Let me know what your thoughts are.

stwils:)
 
I haven't put a lot of thought into it, but I agree that we need to find out what the world around us looks like. If we wait, our enemies will grow stronger and eventually attack us. Also, there's no way for us to profitably use all the iron we currently have access to without opening up trade routes with other civs. If we don't do that, we'll just lose the iron.

Building the Great Lighthouse is probably necessary to reach distant shores, since it doesn't seem as if we're going to find land without losing a fair number of ships trying.
 
I'd vote for great lighthouse too... we need the capacity to explore and the extra movement from the great lighthouse would deliver that needed punch.
 
Yep, when you're all alone on an island, you need to try to get the Great Lighthouse to improve your chances of finding the other civs. :goodjob:

Usually the best place to try to build it is in the most productive coastal city you've got. (I think that's Susa, but stwils can check to be sure. :) )
 
Also, when you're going on suicide runs, try to see if you see a patch of light blue before you move. When you search for land, you can also move into the sea and follow the coast for a turn, then move back in (for a more cautious approach)
 
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