How do you do war in Civ3?

Ok now I realize why changing gov asap is even better... Changing early game (to Republic) only takes a few turns Anarchy (I got 2-3 turns), while when I changed to Democracy last time it could take up 8 turns.
That is not the main reason, in fact i may not even be a reason, because anarchy duration for the most part is random:


Not suffering from despotism penalty, getting the commerce bonus from republic and suffering a mostly given amount of turns in anarchy at a time when it does the least amount of damage are the main motivations. Getting republic as the bonus tech is just the icing on top.
 
Assuming, of course, that one gets Philosophy first. I always go for it, but sometimes don't make it, in which case I end up struggling - since it's an expensive tech - to trade for it.
The AI seems to value it highly for the potential bonus it gives (free tech). When I get it first, and receive the one-time bonus, I often then sell it to the AI for a nice price.
They don't get the bonus, but still pay a premium price as if they could. That valuation seems to be working against you, in reverse, when you try to buy it from the AI.

In a similar vein, I also like selling the AI "Theory of Gravity" or "Music Theory" after I've already built the wonder. They pay a lot for it, even though they can't build the wonder.
 
In a similar vein, I also like selling the AI "Theory of Gravity" or "Music Theory" after I've already built the wonder. They pay a lot for it, even though they can't build the wonder.
Same here, though sometimes I forget the wait. The only one I remember to wait on is Scientific Method so I can be sure of getting ToE & the two free techs from that.
 
The AI seems to value it highly for the potential bonus it gives (free tech).
AI values the bonus tech zero.


It does value the wonder and it does appreciate the low costs of the tech.
 
There is no need to play this kind of dirty.

Well, committing genocide on regular basis will make you very much hated by AI. So there is this incentive to play relatively nice. But even without that it is usually better to keep them. Still, you do need a general plan.

A good approach to war is to never fight more than one enemy at once and only fight a nation you can eliminate reasonably soon. Avoid half-measures.

Choose one enemy to fight, declare war and then immediately buy all other nations into your war with some gtp. If they break their military alliance, then renew the military alliance immediately. If you feel the need to punish that meaningless betrayal, then this can wait till you and your allies have fulfilled their alliance by eliminating your enemy. Sharing the burdon of war in such a way increases the economic viability of war a lot. Avoid any war that will be unreasonably costly, but donnot be worried by few turns of high war weariness. If you started a war bring it to its completion soon by eliminating your enemy. Avoid half-measures.

Most of it is great advice. But I really learnt that this involvement of other nations is a burden in more cases than not.
IN THE CASES where it seems like a good idea, then it is usually really 1 other nation that is well-suited.
Buying them all in is however an unnecessary hassle and has its own risks - one of them being that you cannot just end the war when it suits you best without a rep hit.
t_x
 
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Most of it is great advice. But I really learnt that this involvement of other nations is a burden in more cases than not.
IN THE CASES where it seems like a good idea, then it is usually really 1 other nation that is well-suited.
Buying them all in is however an unnecessary hassle and has its own risks - one of them being that you cannot just end the war when it suits you best without a rep hit.
t_x

Well, it's also not necessarily efficient to sign military alliances right away also. I mean, I've ususally signed military alliances right away, but another idea sounds more powerful.

Let's say we're playing as Germany, and we're about to capture the last city of the French, Bordeaux. Of course, Spain, England, and Portugal are on the map also. We have no alliances. So first we lend out whatever gold to Spain for whatever gpt they have. Then we tell Spain gpt for a military alliance against France plus whatever gold and whatever hard goods like technology or maps that we can get also. Then we do the same with England and Portgual.

Now, we have three military alliances with gpt. Then with Bordeaux captured, we unfortunately learn that Joan has a settler on a boat. But, Spain comes around in a few turns and Joan dies. So, there's still a profit!

Or Joan dies that turn since she didn't have a settler on a boat.

But either way the gpt Germany paid for hard goods cancelled. But, Germany gets to keep the hard goods! And any straight gpt for gold from the AI to Germany stays in tact.

Thus, Germany becomes richer via extermination of France.
 
I don´t think that was the situation that was described in the original question... there it was about "maybe I could need some military support in this war" if I understood it correctly. Not necessarily about game tactics one could exploit.

On the other topic of this trick / tactic of course, some might very well know it but decide not to apply it in their games because it feels like cheating to them... ;) Everyone has his own feelings about this of course, and afaik it is perfectly legal both under XOTM and HoF rules.

t_x
 
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Most of it is great advice. But I really learnt that this involvement of other nations is a burden in more cases than not.
IN THE CASES where it seems like a good idea, then it is usually really 1 other nation that is well-suited.
Buying them all in is however an unnecessary hassle and has its own risks - one of them being that you cannot just end the war when it suits you best without a rep hit.
t_x
Well, the implication is that the goal is to eliminate the enemy as soon and cheap as reasonably possible. So any diplomatic solution is not even the goal.
 
Not the goal, but maybe a necessity if the war does not go well.
ALSO, you also get the rep hit if you are in an MA and take the common enemy out before the 20 turns are over.
As I said: a lot of hassle, and most of the times for a very small benefit.
t_x
 
ALSO, you also get the rep hit if you are in an MA and take the common enemy out before the 20 turns are over.
That is contrary to my understanding.
Cases that do not trash your rep
[...]
2. The deal involves an MA and the target AI is destroyed

If you have a gpt deal with A in which you have MA against B. If B is destroyed before the 20-turn period expires, the deal ends immediately but your rep isn't affected.
 
I can confirm that if you only send gpt to an AI in a military alliance for things, when the military alliance expires because someone gets destroyed, you will not suffer a reputation hit.

If you export them luxuries or resources, that might be a different story.
 
you both will be right about this, i will try to pay exact attention to this the next time it happens... however, the caveat is a big one - as very often you exactly give luxes or resources to other parties to join the war game...
t_x
 
you both will be right about this, i will try to pay exact attention to this the next time it happens... however, the caveat is a big one - as very often you exactly give luxes or resources to other parties to join the war game...
t_x
Perhaps you have. But I've often used just gpt or technology.
 
however, the caveat is a big one - as very often you exactly give luxes or resources to other parties to join the war game...
For me that is unlikely. I try to sell luxuries and resources for the right amount of gtp anyway. What may happen is that i pay gtp for the alliance and then make a seperate deal to get back some gtp by exporting luxuries.

Anyway, my understanding is that even if exporting luxuries is paying for the alliance, then fulfilling the alliance by destroying the enemy will not result in a hit to your reputation. microbes article does not suggest otherwise.
 
It’s not that important really. The topic was how to war, and my recommendation is not to „get everyone and his brother in“. That was my real point, for the reasons given, learnt the hard way and applied in many games. This more or less accidentally also avoids this possibility of a rep hit, no matter how likely or unlikely they may be…
T_x
 
I still have low understanding in diplomacy during a war. What I always did was using brute force (a.k.a unit battles).
After reading several previous posts, it looks like there are certain situations that can make MA work better than certain other situations in a war.
 
Well, if you a clearly superior already, then you donnot need an alliance. But at least on higher difficulty settings this is rather unlikely, at least before controling more than say one third of all territory. So you do need some kind of force multiplier and alliances tend to be the most convenient ones.
 
I can only speak for my own games, but my standard difficulty in SP is Deity, and that is the way I learnt to play it…
T_x
 
I'd like to know what other players do in war and also want advice/tips on how to do war in Civ3Complete.
Will doing a lot of save/load cycles give us advantage in unit battles? (Save first, then attack, if lose, load the save, if win, save again)
Do we normally focus on capturing/destroying cities in war?
Ok, so I'm really, really late to the party, and have to admit that I haven't played C3C in about 15 years. I should probably also admit that if you really boiled down my games, I was an Emperor-level warmonger. Sure, I probably had a cultural victory at some point, and the occasional spaceship victory, but even those were largely won by "crushing da enemy, seeing him dwiven before me, and hearing the lamentations of his women." And yeah, I'm pretty sure I beat Demigod, maybe Deity once or twice, but success at those levels was really more work for me than play. I seem to recall a post around here somewhere (by scoutsout, maybe?) to the effect of: "I'm a builder at heart. I build barracks, so that I can train veteran troops. I build roads, so that I can move those troops quickly. I build libraries, so that I can learn to built better troops ..."

With all of that said, and to the best of my recollection ... My games were war-heavy in either Republic or Monarchy. At Emperor, you can fight wars almost non-stop, as long as you're careful to oscillate between enemies and focus on capturing luxuries. If you want some support and/or are going All-War, then Monarchy is just fine. I am sure I tried out one or two of the late game governments (Communism or Democracy?), but that second anarchy was just brutal.

Flinging rocks at the bad guys is great for conserving units, but it also makes for very slow advancement. I always built some cats and trebs, but I never felt like I really made good use of them, at least not offensively. Not like some of the real warmongers around here. I liked having them to defend my cities and my stacks, but for all the hundreds of rocks that I 'pulted at my enemies, I never had a great deal of luck knocking HP off of them. And then, they'd used their move, so I had to leave troops behind to guard them... Nonetheless, I liked having them for defensive purposes, like I said, and ready to upgrade to artillery. Now artillery? That was some fun stuff! Not only could you pummel enemy troops, you could destroy roads, cut off their retreat, deny them luxuries, the possibilities were almost endless.

I fought a ton of wars with swords, spears and archers. Horses were fine, too, but I always felt like in the early game I had to choose between either a sword war, or a horse war. And my luck with horses was never that great, so I often went with swords and archers. I would put a few horses in the stack to take down any strays that the AI left lying about, but the primary force was usually swords and archers. Knights were good. Riders rocked! Once I got to artillery & cavalry, it became a very fast-moving wargame.

My diplomacy really wasn't very good. I tried very hard not to pay gpt for anything. That was just about the only way I could keep my reputation intact. No matter how hard I tried to play nice, if I paid gpt, or exported resources, some goofus third-world worker would invariably end a turn standing on my road and BLAM! there went my trade rep. And then, of course, the only way to get what I needed would be to go back to war ... But if I could pay a lump sum and whatever I needed, including gpt from the AI, I was fine with that. In fact, I spent a fair amount of time and energy trying to drain the coffers of whoever I wasn't currently at war with. Like this: (a) start war; (b) burn down some of their cities; (c) offer peace for gpt; (d) rinse and repeat with next civ.
 
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