How do you do war in Civ3?

Trouble is, Replaceable Parts comes much later than Military Tradition
That's really only true if you beelined MilTrad in the Middle Ages before going down the Monotheism-Magnetism branch -- but if you then spend that intervening time building up your Cav+Cannon force, while banking as much gold as you can for Cannon-upgrades, then once you go Industrial you can beeline RP (which is technically only 3 techs), and kick things off almost as soon as you get it.

That does, of course, assume that you can source Saltpeter from somewhere without bankrupting yourself. My last game (Mayans, DG, Std 4byo Cont), there was no Salt anywhere on my 4-Civ landmass, or its islands, so I had to import it from the Iros (at enormous expense; see the thread I started about resource-pricing). My current game (Hittites, DG, Std 3byo Wet Pan), I had to buy it from the Zulus -- until Shaka backstabbed me, so I used all the Cavs I'd already built (or upgraded from my near-useless 3MCs) to take all his nearby towns (formerly Mongol) instead, including several Iron and Salt sources (and, as it turned out, nearly all the Coal and Oil).
 
That's really only true if you beelined MilTrad in the Middle Ages before going down the Monotheism-Magnetism branch -- but if you then spend that intervening time building up your Cav+Cannon force, while banking as much gold as you can for Cannon-upgrades, then once you go Industrial you can beeline RP (which is technically only 3 techs), and kick things off almost as soon as you get it.
RP is technically only 3 Techs? OK I'm assuming you start RP then turn down your Research to zilch while waiting for T of E to complete. IOW you can't skip Medicine, right?

That does, of course, assume that you can source Saltpeter from somewhere without bankrupting yourself. My last game (Mayans, DG, Std 4byo Cont), there was no Salt anywhere on my 4-Civ landmass, or its islands, so I had to import it from the Iros (at enormous expense; see the thread I started about resource-pricing). My current game (Hittites, DG, Std 3byo Wet Pan), I had to buy it from the Zulus -- until Shaka backstabbed me, so I used all the Cavs I'd already built (or upgraded from my near-useless 3MCs) to take all his nearby towns (formerly Mongol) instead, including several Iron and Salt sources (and, as it turned out, nearly all the Coal and Oil).
In my last game (Emperor level as France) already had Saltpeter (and Horses) in conquered territory; originally got Horses from my last Continental target, the Incas, but picked up my own against Ottomans later. Then it was Pachacuti's turn.

Congratulations on your Demigod win(s); I was only good for 3 before pooping out. Too much stress!
 
I've used it on archipelago maps also.
Let me guess: you build a whole buncha Cav and Galleons while you're waiting for ToE to finish, then upgrade your Cannons when it does, set up a ship chain to your target and go to work. Something like that?
 
Let me guess: you build a whole buncha Cav and Galleons while you're waiting for ToE to finish, then upgrade your Cannons when it does, set up a ship chain to your target and go to work. Something like that?
Not while I'm waiting for ToE, but something like that.
 
RP is technically only 3 Techs? OK I'm assuming you start RP then turn down your Research to zilch while waiting for T of E to complete. IOW you can't skip Medicine, right?
No. You don't need Medicine. The beeline is Steam -> Electricity -> RP

You can do Med -> SciMethod (ToE) afterwards, if you think you still need to. But on a Pan-map, that might not even be necessary to achieve a Cavalry Domination VC: it depends where you are in the tech-race.

Yes, I play at DG, but I'm still not very good, and I still tend to avoid early warring more than I probably ought to. So (assuming I've actually survived that long!) I'm usually also still in catchup mode when I begin the Industrial.

If going for Domination (Conquest has never appealed as a VC), I might therefore still need Bombers, or even Tanks, to finish off the last major opponent(s), in which case I'd go for ToE if I still have a good chance to get it -- but I'd still take AtomTheory + Electronics as my freebies, for the trading-opportunities as much as anything.
 
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No. You don't need Medicine. The beeline is Steam -> Electricity -> RP

You can do Med -> SciMethod (ToE) afterwards, if you think you still need to. But on a Pan-map, that might not even be necessary to achieve a Cavalry Domination VC: it depends where you are in the tech-race.

I'm still not a very good DG player, so (assuming I've even survived that long!) I'm usually still in catchup mode when I begin the Industrial. So I might still need Flight/Bombers, in which case I'll go for ToE for the tech-boost -- but for the trading opportunities as much as anything.
Wow, thanks. Didn't know how much time I've wasted all these years following the prescribed path set by the Science advisor. Would've wiped the Continent clean the last game much faster if I'd done what you suggest, then gone for Persia on the other one.
 
OK I'm assuming you start RP then turn down your Research to zilch while waiting for T of E to complete.
Ideal is to have a technology finish at the same round as the Theory of Evolution. You know....Industrialization (2 turns), Theory of Evolution (2 turns) for example. The turn of events go as this. You first finish discovering the tech (usualy rep parts, industrialization or even nationalism) and the science advisor asks what we need to research next. You choose an expensive tech (I think atomic theory followed by electronics are the most expensive techs at this point). If you do not really have the Toe under production and you are using a palace pre-build, you click let me see the big picture, go to the domestic advisor, choose the prebuilding city and switch to Teo AFTER you have chosen the next tech. In both cases the Toe finishes immediately after and you get the two free techs. If you cannot synchronize Toe and finishing a research and your science rate is at least 5 turns per tech, you can go with zero science as you described. If you are researching at maximum rate (4 turns per tech) then....not sure what you must do. There is some delay in researching if you go 0% science. Better to pay attention in the synchronization earlier, you may have choices like espionage (4 turns) and something else (7 turns) that may help. Some players like having a double prebuild, so as to finish Toe and begin (or even finish!) Hoover Dam on the same round. There is something weird in the game design at this point. The player who survives to the ind age, usualy gets a very strong boost with those two wonders plus his ability to exploit things like railroads and artillery much better than the AI. It is highly unlikely (regardless the level) that a player who gets those 2 wonders is going to lose the game.
 
There is something weird in the game design at this point. The player who survives to the ind age, usualy gets a very strong boost with those two wonders plus his ability to exploit things like railroads and artillery much better than the AI. It is highly unlikely (regardless the level) that a player who gets those 2 wonders is going to lose the game.

I don't see anything weird here.

1. The total cost of Hoover's Dam and Theory of Evolution is 1400 shields. (1400/80) = 17.5 17 cavalry isn't something most AI cities can handle.

2. The ideal comes as that you win every game that you play, and that's according to Soren Johnson who designed civ III's AI and trading table.

3. AIs got programmed to go after governments and have other coding to prefer Nationalism. Hence, they take a while to reach Steam Power in the industrial era, and the possibility of getting Theory of Evolution ends up high for the human player if they end up at least somewhat in the AI in terms of tech pace at the start of the industrial era.
 
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