Has anyone made these things work?

RAL2000

Chieftain
Joined
Nov 10, 2001
Messages
51
Espionage: I have found it is almost impossible to get spies into enemy capitals, particularly late in the game. Several times I have experimented by saving the game and trying to insert a spy and simply ended up provoking a war after 7 or 8 unsuccesful attempts. Early on, when the Intelligence Agency minor wonder is built I could do it on some civs but not others. However 50 years later it seems to just be an exercise in futility. And this is only playing at Warlord level.

SAMS: I would think that some of the bombers raining havoc on my city would disappear or explode or show some damage. But in a recent game (again, Warlord level) I repeatedly built SAM sites at a key city and just watched the crap bombed out of me at no apparent cost.

Coastal Fortresses: Reading other posts it seems there is a known problem here, although some say they have seen some defense vs. ships. I used to love these in Civ2. Thus far, I have seen no evidence that they do anything whatsoever in Civ3. Unless I am doing something wrong. Example: repeated bombardment of cities with CFs by (?Galleons or whatever) occured with impunity --- nothing showing the ships were suffering any damage or ill effects.

Ballistic Missile Defenses: This may work, but you don't know it? I was doing a series of ICBM bombardments back and forth in my last game. After building the wonder I was able to ICBM them, they no longer did it to me. I was unsure whether they ran out of missiles, or whether it was the wonder. It seems if someone tries to nuke you there ought to be something that says 'ICBM intercepted'. Or does the AI just stop trying to nuke you once the wonder goes up.

Thanks in advance for sharing your experience with these things. I hope the patch comes out soon and fixes some of them, or somebody shows me where my thinking is wrong. Great game, but it's time for an upgrade ;-)
 
All of those things seem to be broken except espionage. First of all, it is much easier to plant spies early on. Second, your chances of successfully planting a spy decrease for each attempt beyond the first in a single turn. The AI secret service is on the lookout.
 
Espionage: I have made this work late in the game when earlier it didn't. If it doesn't work one turn . . . wait and try it later, but only try it once per nation, per turn.

SAMs: probably the same as the air superiority bug.

Coastal Defense: not sure

ICBMs: not sure
 
Remember also that their is counter espionage, perhaps he's already got spies in his capitol on the lookout?

As far as I know everything else you mention is broke...really makes you want to keep bombers out of the hands of the enemy at all costs!
 
Democrats suck at Espionage. Kyou muskt join the glodious Communist causah! Yet another reason Commies rule--sabotaging Wonders!
 
Thanks for the heads up on the once/turn rule on spies.

I guess I missed that somewhere. I'm sort of a play, read, play, read some more and have not made it all the way through the docs.

Having fun though ;-)
 
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