favourite units

Yes, every turn. Once the colossus city gets to population 10,
it only takes about 3 caravans (maybe 4) to make a discovery.
One generation of caravans can finance the next generation and still turn a profit.

Keep President's Day going in the colossus city.
Once you get railroad, it gets better. Land squares with rails get four trades each and ocean squares get five. Obviously, delay electricity as long as possible.
 
Armors are not too bad but useless against city walls, and slow when there's no roads, or when they must cross sea squares
(one turn lost to ship them, one turn lost to land them)

Battleships have one great lack: they cant attack non coastal cities. ;)

Bombers are fast.
They ignore city walls.
They ignore zones of controle.
They can strike whatever 8 squares around the carrier.
They can attack coastal and non costal cities.
They can be made in 2 turns (120 shields) by a fully developpd city.
They cost only one shield to maintain, not more than an armor though their attack is greater.
They anihilate size-1 city with 1 or more defenders, when attacking, that allows you not send a ground unit to invade the city.
They cannot be counter-attaked. - I never met foreign fighters - I usually use them against phalanx and militia in BC, and they are rarely defeated. :rolleyes: With bombers on carriers, the world is mine in 20 turns. :cool:

Nukes are usefull against great cities, especially when you attacks the capitole first, so as to provoke civil disorders in all the other cities, or better: an empire split. :lol: They can land onto carrier as bombers. I never understood how it was possible :confused: , however: it works... :D
 
My favorite unit at Civ I is the settlers
 
While not quite a unit, Railroad is brilliant - If you need an army on the west - send it there in 1 turn. If you need in in the east - likewise. Barbarians in the north - no problems.
 
First - Phalanx and Chariot
Second - Musketeer
Third - Mech Inf. and Artillery

They are basically the only units I use in a game. Sometimes I'll also make Knights. I don't like cannons and catapults because they are limited to 1 movement point per turn. You could do stacking, but then if there is a fluke and your phalanx gets killed by a militia, then you lose the entire stack.
 
Mongols_rule said:
Yeah, caravans rule! I definitely agree.

They'd rule if the computer had to make them too. Unfortunately though, the computer gets trade routes for free.
 
Turner_727 said:
Doh! I thought this was on the Civ 3 forums. I was just responding to my email notification. :blush:

No, I stand by what I said for the first time. I don't like the bombers in Civ1.

I hate bombers too! Especially when the bombers park on your city's terrain and you have to go and put a worker back on that spot.
 
barron of ideas said:
I probably will look stupid, here, but I like the settler. It is so versitile, being both worker and portential new city. I just love to set up a new game, a new continent to explore and settle. Sometimes I don't even bother with the malitia to explore, just build settlers until the world is full. I admit, eventually you will need some garrison, but Settlers are a unit for all seasons, improve terrain, build, sometimes, especially on hills or mountains they will win against barbs or other nations low level units. Love it when that happens. They can build their own fortress, if they have some notice. If there is a more flexible unit, I don't know what it would be. You do need naval transports of some type unless it is an unusual "pan gea" one continent world.

Its a combined arms game, but lots nicer to start with two settlers than almost any other combination (like a setter who pops a horseman or legion from a barb hut.)

I'm glad they split the Settler in to Settler and Workers in Civ 3.
 
Legions4Ever said:
LEGIONS!!!!! Me rikey legions. 20 shields and decent attack so why not just build thousands??:crazyeye:

What are legions abilities? 3-2-1 or 4-2-1 ? They wouldn't be bad if you can move them around on hills and mountains. Then they'd be very tough to beat. But in the open fields they would be chariot meat.

Edit: 3-1-1 is Legions abilities.
 
Michael York said:
I'm still partial to the steamships

It's always scarey seeing those Steamships when you don't have them yet. Then you know you are behind. They can be a royal pain until you get Musketeers, and even then...
 
Valen said:
For rapid development - CARAVANS

Build a city with high trade potential (lots of reach into the ocean)
Put it across the world from a rival city with similar potential.

Build the colossus there.

When the cities grow up (President's Day helps) caravans can
bring in in excess of 200 coins each ... and
caravan revenue also counts toward research, so you can set science to 0 and still make a new discovery every turn.

Interesting idea.
 
Diplomats - steal technology, broker peace, knock down city walls, slices and dices. But best of all - they go shopping for cities.

I haven't really used caravans but they sound like a great way to finance my city shopping.
 
Legions and Knights. you can build tons of legions, and once you get to build knights, you can kiss the AI good bye!!
 
Chariots!!!

I love them. Sometimes I didn't bother with anything else, not even Phalanxes... if a city gets recaptured, just have a chariot stop by on its way to reinforce the first wave and re-retake the city.

Least favorite? Armor. A few times they wiped out my civilization before I could organize a defence!

The best defence against Armor is to use Chariots to take over the world before the stupid computer gets Mobile Warfare.
 
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