ZanzibarZim
Chieftain
Hi:
I'm new to this forum, but I've been playing Civ for 14 years now, so technically not a noob. I read a lot of posts in preparation for writing this article as I wanted to be sure I had something new to add. I haven't seen a lot of new stuff for me, but I have picked up quite a few refinements on many of my own strategies, for which I thank the members who have spent so much time and thought on their own posts.
I generally play Vanilla Civ3 on Emperor level, as I find Deity requires too much time and concentration to win. Since I only play late in the evening after the kids are in bed, time is short and mental energy is on the wane, so I don't have the time or energy to invest hours on a game that's only got a 50/50 chance of being anything other than more work or even (horrors) a loss!
So I almost always win! Eventually.
Blah, blah, blah, so it's all about me. Here comes my contribution:
Like many other players, I've found a general strategy that works well for me at the difficulty level and Civ version I play with. I will describe it by relating a very typical game of mine. Perhaps some of you will find it useful and/or interesting.
I generally find it necessary to kill somebody early in the game with a powerful horde of Swordsmen. I initially expand as rapidly as possible, put 2 defenders, a Temple, and maybe a Wall in each city, have a Worker improving aroung every town, then build some Barracks and start cranking out the Swordsmen as soon as all the available city locations are taken. If there's no Iron, well, you're SOL here, you're gonna have to get it somehow. It may mean passing up a really prime city location to build on a crappy hilltop early in the game, just in case there's Iron on it. The AI will generally send it's settlers right past the Iron to get the prime grassland city site. Let it. You're gonna take that city away anyhow. Build cities right next to theirs if you have to and build a Temple first thing. Really push the boundaries of the borders. Don't start any early fights and make real nice with trading and gifts and such.
In a recent game I found myself squeezed between the powerful French and the moderately successful Babylonians. The Babs had two cities one square away from 3 of mine, or rather I plopped 3 settlers down right next to 2 of their cities. And they had the Pyramids. I had 2 Irons, they didn't have any. I always go for either the Pyramids or the Great Library. I don't have to have either, but I like them and consider them worth the risk and the serious expansion penalty to start building them right after my first Settler/Spearman combo is off to explore and I've got 2 defenders and a Temple in my capital city. In this game, I had the GL, so my tech rate was zero and I had a huge cash hoard. I built a massive army of Warriors, built a road to the Iron, upgraded them all to Swordsmen and charged across the border. In a very short time, I had doubled the size of my Despotcracy and acquired the Pyramids.
I also had acquired 2 Great Leaders. Getting at least one early GL is important. I really, really want 2. The first one is to form a Swordsman army with so I can build the Heroic Epic and later the Military Academy. I've seen a few posts questioning the usefulness of Armies, but I find them extremely useful. The second GL is to rush build the very important Forbidden Palace. If your expanded civilization is to really benefit from a second circle of power, it's best to put that circle of power as far from the capital as possible. In this case, I was only 3 city radiuses away but, oh well. Work with what you have.
So far, pretty standard. But now I'm going to be nice. I'm going to suck up to everbody in the usual fashion and try to keep a Right of Passage with everyone. I want peace so I can catch up developmentally. So I build only defensive units for a while, respond to invasions by killing off the invasion force and otherwise not fighting anyone who isn't a total pushover. Because all is not happiness at the Dark Tower (for some reason my capital is always called the Dark Tower - have fun with that, you psych majors, you know you want to!) I need luxuries for trade and to keep my serfs happy. So I look around. At this point in the game, there are always plenty of wars going on. I'm always happy to sign a RoP and build a road right through my territory to assist the nasty warmongers who are my neighbors. The more they spend on units, the less they spend of development. Heck, I'll even send a workforce into the next country over to build even more roads for these guys.
So what happens when all this AI warmongering bears fruit? That's right, empty territory. The Germans are surrounded and crumbling fast. I send three settler teams hustling through French territory. They arrive just in time to scoop up the German's Gems, Saltpeter, and Wines. The city next to the Gems is on a hilltop, the city with the Saltpeter is on a hilltop sitting ON the Saltpeter. Rush build walls. Rush build Temple, Library, and Barracks. Make the other guy pay the price and scoop up the rewards. The newly-conquered-by-the-AI cities always have gaps between them that can be exploited. Ram a city in there, preferable on a hilltop, rushbuild a few defensive and cultural impovements, and you should be able to hang onto that strategic location/resource for the rest of the game. You might even culture-flip a city or two.
A few turns later, Minsk fell to the English. Minsk had a Fur square right next to it. I sent a Settler over, built a city one square away and rush built a few cultural improvements. The Furs square promptly flipped to my cultural control and I had another Luxury. As an added bonus, an Oil square appeared in that area later. Next, I picked up a Silk resource from the pathetic Indians, and a few other things from the weak Americans. So I entered the Modern age with only one major war and a few minor skirmishes along the way in a very strong position. The rest was history.
Since I had spent most of my time at peace, I was able to build a strong tech lead and get to Armor about 4 techs ahead of everyone else.
I first hit on the fill-in-the-gap strategy when I was playing a game where I was firmly in third place. The Egyptians and Aztecs totally dominated a huge continent and I held all of a smaller continent about 9 squares away. There was no way I was going to break into their turf from that distance, especially considering their technology lead and my total lack of Rubber. Then I noticed that as they were finishing off the sole remaining civ, a gap opened up. With a Hill square next to a Rubber square. I had to take the risk and stuck a city on it, giving me a Rubber resource AND a foothold on their continent. When the Aztecs and Egyptians later went to war, I stayed nuetral and expanded into the gaps between the newly-conquered and burned-down cities. That was also the first game I ever played that went nuclear.
Good night.
ZZim
I'm new to this forum, but I've been playing Civ for 14 years now, so technically not a noob. I read a lot of posts in preparation for writing this article as I wanted to be sure I had something new to add. I haven't seen a lot of new stuff for me, but I have picked up quite a few refinements on many of my own strategies, for which I thank the members who have spent so much time and thought on their own posts.
I generally play Vanilla Civ3 on Emperor level, as I find Deity requires too much time and concentration to win. Since I only play late in the evening after the kids are in bed, time is short and mental energy is on the wane, so I don't have the time or energy to invest hours on a game that's only got a 50/50 chance of being anything other than more work or even (horrors) a loss!
So I almost always win! Eventually.
Blah, blah, blah, so it's all about me. Here comes my contribution:
Like many other players, I've found a general strategy that works well for me at the difficulty level and Civ version I play with. I will describe it by relating a very typical game of mine. Perhaps some of you will find it useful and/or interesting.
I generally find it necessary to kill somebody early in the game with a powerful horde of Swordsmen. I initially expand as rapidly as possible, put 2 defenders, a Temple, and maybe a Wall in each city, have a Worker improving aroung every town, then build some Barracks and start cranking out the Swordsmen as soon as all the available city locations are taken. If there's no Iron, well, you're SOL here, you're gonna have to get it somehow. It may mean passing up a really prime city location to build on a crappy hilltop early in the game, just in case there's Iron on it. The AI will generally send it's settlers right past the Iron to get the prime grassland city site. Let it. You're gonna take that city away anyhow. Build cities right next to theirs if you have to and build a Temple first thing. Really push the boundaries of the borders. Don't start any early fights and make real nice with trading and gifts and such.
In a recent game I found myself squeezed between the powerful French and the moderately successful Babylonians. The Babs had two cities one square away from 3 of mine, or rather I plopped 3 settlers down right next to 2 of their cities. And they had the Pyramids. I had 2 Irons, they didn't have any. I always go for either the Pyramids or the Great Library. I don't have to have either, but I like them and consider them worth the risk and the serious expansion penalty to start building them right after my first Settler/Spearman combo is off to explore and I've got 2 defenders and a Temple in my capital city. In this game, I had the GL, so my tech rate was zero and I had a huge cash hoard. I built a massive army of Warriors, built a road to the Iron, upgraded them all to Swordsmen and charged across the border. In a very short time, I had doubled the size of my Despotcracy and acquired the Pyramids.
I also had acquired 2 Great Leaders. Getting at least one early GL is important. I really, really want 2. The first one is to form a Swordsman army with so I can build the Heroic Epic and later the Military Academy. I've seen a few posts questioning the usefulness of Armies, but I find them extremely useful. The second GL is to rush build the very important Forbidden Palace. If your expanded civilization is to really benefit from a second circle of power, it's best to put that circle of power as far from the capital as possible. In this case, I was only 3 city radiuses away but, oh well. Work with what you have.
So far, pretty standard. But now I'm going to be nice. I'm going to suck up to everbody in the usual fashion and try to keep a Right of Passage with everyone. I want peace so I can catch up developmentally. So I build only defensive units for a while, respond to invasions by killing off the invasion force and otherwise not fighting anyone who isn't a total pushover. Because all is not happiness at the Dark Tower (for some reason my capital is always called the Dark Tower - have fun with that, you psych majors, you know you want to!) I need luxuries for trade and to keep my serfs happy. So I look around. At this point in the game, there are always plenty of wars going on. I'm always happy to sign a RoP and build a road right through my territory to assist the nasty warmongers who are my neighbors. The more they spend on units, the less they spend of development. Heck, I'll even send a workforce into the next country over to build even more roads for these guys.
So what happens when all this AI warmongering bears fruit? That's right, empty territory. The Germans are surrounded and crumbling fast. I send three settler teams hustling through French territory. They arrive just in time to scoop up the German's Gems, Saltpeter, and Wines. The city next to the Gems is on a hilltop, the city with the Saltpeter is on a hilltop sitting ON the Saltpeter. Rush build walls. Rush build Temple, Library, and Barracks. Make the other guy pay the price and scoop up the rewards. The newly-conquered-by-the-AI cities always have gaps between them that can be exploited. Ram a city in there, preferable on a hilltop, rushbuild a few defensive and cultural impovements, and you should be able to hang onto that strategic location/resource for the rest of the game. You might even culture-flip a city or two.
A few turns later, Minsk fell to the English. Minsk had a Fur square right next to it. I sent a Settler over, built a city one square away and rush built a few cultural improvements. The Furs square promptly flipped to my cultural control and I had another Luxury. As an added bonus, an Oil square appeared in that area later. Next, I picked up a Silk resource from the pathetic Indians, and a few other things from the weak Americans. So I entered the Modern age with only one major war and a few minor skirmishes along the way in a very strong position. The rest was history.
Since I had spent most of my time at peace, I was able to build a strong tech lead and get to Armor about 4 techs ahead of everyone else.
I first hit on the fill-in-the-gap strategy when I was playing a game where I was firmly in third place. The Egyptians and Aztecs totally dominated a huge continent and I held all of a smaller continent about 9 squares away. There was no way I was going to break into their turf from that distance, especially considering their technology lead and my total lack of Rubber. Then I noticed that as they were finishing off the sole remaining civ, a gap opened up. With a Hill square next to a Rubber square. I had to take the risk and stuck a city on it, giving me a Rubber resource AND a foothold on their continent. When the Aztecs and Egyptians later went to war, I stayed nuetral and expanded into the gaps between the newly-conquered and burned-down cities. That was also the first game I ever played that went nuclear.
Good night.
ZZim