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Hints for civ IV-players

Discussion in 'Civ3 - Strategy & Tips' started by Fuzzz, May 7, 2007.

  1. Fuzzz

    Fuzzz you

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    1. Horsemen win from spearmen
    2. You can fool around with the tax-slider
    3. Don't use archers to protect your cities
     
  2. Quintillus

    Quintillus Archiving Civ3 Content Supporter

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    4. Artillery can destroy tile improvements.
    5. Artillery cannot defend themselves.
    6. Artillery and airplanes can destroy buildings in cities.
    7. Aircraft carriers can carry bombers.
    8. Espionage is carried out through the agency, not individual spies.

    btw, can't you fool around with the tax slider all you want in Civ4, too?
     
  3. Fuzzz

    Fuzzz you

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    ^yes, but it's not such a good idea as it is in civIII, where you switch your tax rate right before you researched something
     
  4. Fuzzz

    Fuzzz you

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    sorry, double post
     
  5. gmaharriet

    gmaharriet Ancient Crone

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    9. You don't suddenly make Shaka or Otto your bosom buddy by adopting his religion.
     
  6. eldar

    eldar ChiefTank

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    10. You can win a UN vote just by allying everyone against your opponent.
     
  7. Mirc

    Mirc Not mIRC!!!

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    10. Unlike the "Strength" and "Bonus" combat system of Civ4, in Civ3 some units have very unbalanced attack and defense, for example in a Longbowman vs. Longbowman battle, the attack will almost always win, since it has 4 attack and 1 defense. Make sure you use the proper unit for your plan. ;)

    Edit: Crosspost (because I was slow...)

    it's 11, not 10 now. So the next hint should be 12.
     
  8. civverguy

    civverguy Emperor

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    12. Knights can beat longbowmen easily.
     
  9. Mizar

    Mizar IM

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    13. Build more cities. BUILD MORE CITIES. BUILD MORE CITIES... :D
     
  10. CommandoBob

    CommandoBob AbstractArt

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    Location:
    Too near The Temple of Jerry Jones
    14. Cities don't stop growing while you build a settler or worker. A city will decrease in size by 2 for a settler and by 1 for a worker. This leads to something called a 'Settler Pump', which is described in the Civ 3 War Academy.
     
  11. Furiey

    Furiey No Longer Just Lurking

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    15. You can move Galleys away from the coast where they will probably sink.
     
  12. Empiremaker

    Empiremaker Human Fish

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    16. Most improvements are waste and cost you money.
    17. Anarchy is long so make one switch - Despotism -> Republic
    18. Specialists don't give GPP - Use them only in corrupt towns
    19. Corruption - Far way cites won't produce much.
     
  13. PaperBeetle

    PaperBeetle Emperor

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    20. Unit upgrades cost less than the combined price of the next three techs, so upgrade obsolete units.
    21. Tech trading is enabled from the start and the AI will happily buy any old junk you throw at it. Money for old rope.
    22. You can trade hard goods for per-turn goods. So you should.
     
  14. TheOverseer714

    TheOverseer714 Overseer

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    23. Artillery and Bombers are actually quite useful in Civ3, and can be re-used the next turn.
    24. Captured units(workers, artillery), cost zero maintenance.
    25. Build cities close together, especially in highly corrupt areas.
    26. Carefully consider which improvements to build in your cities.
     
  15. Aramazd

    Aramazd Deity

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    27. Barracks give units extra hp, not experience
    28. Elite units (units with 5 hp) can generate a great leader after winning a battle
    29. Great Leaders can be used to build an overpowered unit called an army.
     
  16. MAS

    MAS Deity

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    30. Specialize cities: cities with barracks for pumping military units, cities without barracks for artillery. cities with granary for settlers/workers. This saves you a lot of maintenance compared to building a barracks and granary in every city.

    Witch is almost the same...
     
  17. Quintillus

    Quintillus Archiving Civ3 Content Supporter

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    31. Fast units (2+ movement points) always have a 50% chance of retreating when they are down to one hitpoint, whether they are attacking or defending.

    Corollary: Fast units can never retreat when fighting other fast units.
     
  18. Theryman

    Theryman King

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    Nope- the chance to retreat defends on their level- I do not know what a conscript's is, but a regular has a 50% chance to retreat, and vet has a 66% chance to retreat, and an elite has (I think) a 75% chance to retreat. So build those barracks!
     
  19. Empiremaker

    Empiremaker Human Fish

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    I think retreat %'s are 33, 50, 57, 66.
     
  20. PaperBeetle

    PaperBeetle Emperor

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    I thought it depended on the relative experience levels of both parties, i.e. an elite defender makes it harder for a fast attacker to withdraw.
    Also, does anyone know if the AI has a bonus retreat chance? It seems unlikely from a design point of view, but when attacked, fast AI units seem to retreat much more often than fast Player units do on the offensive. It could just be one of those RNG mirages, but usually I am quite good at seeing through them...

    Edit: or is the retreat chance different on the attack and on the defense? That would explain the observation, as the AI is much more likely than the human to leave fast units exposed for a counterattack. And as fast units are mostly attackers not defenders, the AI is more likely to have its fast units in losing battles than the human, hence they get to do more running away. So maybe it is just an RNG mirage. :\
     

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