Hey 0blivion!

Good luck catching-up to all the post.
Thanks for the info Gangis! That explains alot to me... and truthfully I go for Diplo/Space/Culture victories, and is impossible to do that as I've seen on anything but OCP. I wonder if with the new corruption model someone has found a better city placement formula. I bet alot of you guys were very upset with the new corruption calculations.

I know we haven't gotten that far, but I think that is where I have to most problems in my game is controling corruption without having to go Communisum, (population is power, and I hate pop-rushing at any stage of the game.) That and what to research early in the game on higher levels, and how to trade them, but you've answered part of that by suggesting taking the lower branch in the AA because the AI hardly ever goes for Poly... but one thing... since the Temple of Art is link with Poly now, does the AI still avoid it like the plague, or try and go for it?
I'll take your advice and go to the second page and just go over the quick post... is taking to long this way I'm afraid.... I'm going to post questions as I read in this post.
1) NO SPEARMAN?! Wow, that changes my whole game play, and now that I think about it, I waste at least 30 turns trying to get *1* spearman in my capitol that I could spend on building 5 cities, with a defending in each city. Unless Barbs are Random you won't see much battle if you have 1 defender in a city, even if it's a warrior. So why even bother with Spears, since Pikeman are just around the corner with Feudlism? (sorry for the sentence fragment.)
2) My god, I don't know how you can all remember the formulas. if it produces 7-9 shields THEN build spears. Great at figuring out turns in the future, just bad about adjusting for improvments along the way. ie- That BG is giving me 2 food, and 1 shield... I have 6 turns running it at that before I have it minned and giving me 2 and 2, so It's 12 food, 6 shields til that point. Now in 3 turns when I get it roaded it'll be6 food plus 6 shields, or a total of 18f/6s. Next turn the city grows, so I'll have to figure out that tile, and the other tile and it starts all over again. I don't know how you guys seem to REMEMBER these figures, and no that after you road and mine that BG, if you work it the whole time you'll have 18f/6s. Sorry for the ramble, just had to let the frustration out. hehehehe
3) A large part of my post was just deleted as I read on. Thanks Control Freak. I'll make sure to post at least one screen shot per every one of my post. It makes me feel better knowing I'm not the only person who has the spouse hating this game.

I'm sure you all know the "look" when she sees you on the computer with that vacant look on your face.
4) MB, Canal cities that are on 1 tile chokes that you can sail your ships through and thus take out alot of land tiles and make things much quicker. Ahh, I see it was answered in detail a few post later. We have a sweet one that will cut the contient/island in half as scout has pointed out. Thanks for pointing it out.
5) Okay, everyone keeps talking about moving across a river gives you a move penalty. I've never noticed one while I play before, and remember in civ2 you got a move bonus on rivers. I thought there was nothing changed about moving on a river. How does it take it away? is it on roads until RR are built? With no roads at all? If so, why would it matter with 1-movement unit? Maybe because I don't build to many fast moving units until I have roads through my whole country I don't notice this? Again, to me it's always seemed as if nothing chances crossing a river.
6) Temples. I normally build most cities in something of this order, at least on Regent. That is Barrack, Spearman, Temple, and go from there. It seems like on monarch and above temples aren't build very often, and normal towns never use more then the 9 tiles given to them at creation. Is this a misconception, or is more or less right? In that case, should I rethink my entire OCP concept?
7) Zappa said he patch Civ3 to v1.35f... I thought 1.29f was the latest version? Did they sneak another out on us?!
Now, I think I got most of my questions for the moment out of the way I suppose it's time to answer your 6.
q1) I'd let him finish, then move him sw, then south, to irigate the FP+wheat there. If this is to be our worker factory, then let us get some food!
q2) This is more like 5 questions, but oh well.

The Settler in Allegheny should move to that choke point before Japan is able to steal it from us. It will screw up our RCP, if we are going for that though, but only slightly. The question is though, what is more important? Settling that choke point, or just settling up north and hoping on taking 2 cities if Japan takes both of the spots. I think we should take it now. It'll grow quickly with a cow and 4 (?) BGs. Can't quiet tell without the grids on. As for escort, I don't really think one is needed at this point. We're not at war and is not very likely a barb camp is anywhere around. One thing though... the more I look the more I think it'll effect RCP. I think the benifits outweigh the cost.
q3) I think we should keep on with the gambit. Even if one AI did research Myst there is no way to know they will be going that way. And the tech may have been popped from a goodie hut. Would explain how it appeared while everyone else was going down the IW path.
q4) The scouts have reached the end of the contient. They cost 1gpt each, and by the time they'd make it back to the south, we'd already have that mapped out. It's time for those scouts to retire where they stand. They're cheap enough to make that it leaves no other option but to disband.
q5) Something needs to be down about the southern choke point. It's to late to run a block on the last northern choke point. I think we should continue exporing south with the warrior there, and take 1 warrior out of Niagara and send him to the southern choke point. The other 3 I'd leave in the cities they are for MP.
q6) Japan! They have superb land, and already are close to us. Also, this is from memory without looking at the save, they don't have iron. Guess who does, and is VERY close to them. Us. Didn't we wait a turn to settle as well? That means our power was cut in half in the second turn, and we've been playing catch-up ever since. We're the weaker of his two neighbors. Zulus can't reach us without going to war or galleys. They're our smallest threat. persia can build Immortals, but they're a good distance away and we have a choke point we can control between us. Japan is our most dangerous neighbor.
Well, I believe I'm all caught up now. And feel like the skills I have, that I thought were medicore we're not even that.

No wonder SK got that much better between his two turns in our other SG.
