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- Oct 25, 2000
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Since Jeff Morris is talking about strategy at avault, I think now is the right time to open this Strategy and Tips forum.
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Ancient Era
Author: Jeff Morris
Originally posted by Avault at http://www.avault.com/featured/civ3/index.asp?p=ancient
Of the four eras in Civilization III, Ancient is played with more unique and varied strategies than any of the others. The primary reason is that players at this phase are engaging in unopposed land acquisition, something that is very uncommon in the last half of the game. With this land grab mentality, players need to balance the short-term erosive effects of settlers on their population with the need to build and grow their way out of this era.
A wonderful shortcut is the Great Library. Those with conquest on the brain may choose to avoid the advances that lead to this Great Wonder (Alphabet, Writing, and Literature), but do so at enormous risk. The Great Library actually rewards players with civilization advances that at least two of their known competitors already have. On higher difficulty levels, the production bonuses given to computer-controlled civilizations often mean players are constantly trailing in the research game. With the Great Library wonder, you can never fall all that far behind.
While on the subject of wonders, it's important to realize the cultural benefits of Ancient Era wonders. These structures can often become the most potent culture point generators simply by the fact that they'll stand the longest. All Ancient Era wonders have the penalty of being obsolete sooner or later, but their cultural contributions will only continue to grow. Depending on your preferred method of victory, you may find yourself building Great Wonders that you have little interest in, only to reap the compounding culture they'll provide.
The Ancient Era is the only era that offers two advance enabled government types: Monarchy and the Republic. Depending on your civilization, one may be significantly easier to research than the other. The Japanese and Aztecs (both enjoying Military and Religious Civilization Strengths) start with two of the required four prerequisite advances for Monarchy (Ceremonial Burial and Warrior Code). Selecting either of these civilizations can cut your time to Monarchy in half. Monarchy allows for a large military, the ability to pay for hurried production, and the use of military police. The Republic has its advantages as well, and if research is your game, the increased commerce generated by this government type can accelerate advances.
The swordsman is by far the most effective, non-civilization specific combat unit in the Ancient Era. Those with the lust for battle should begin to research Iron Working as soon as possible. Once researched, if you're lucky enough to actually have a local source of iron, you can begin the military campaign of your dreams. This is especially true should you be playing either the Persians (whose Immortals have the highest attack strengths of any Ancient Era unit) or the Romans (whose Legionary defend with the strength of the Middle Ages Pikeman). If you don't have local access to Iron, now would be a great time to start trying to secure it. If you've researched the Writing advance, you can possibly secure Iron through trade. Otherwise, start to amass your primitive spearmen and archers, and then take the Iron from a rival. In short, civilizations wallowing in the Ancient Era can be divided into two categories: those with swordsmen and those without.
Another critical advance in the Ancient Era is Construction, which is useful for enabling the building of the Aqueduct and Coliseum city improvements, as well as the Fortress. In Civilization III, it's just as important to defend your territory as it is your cities. If you were depending on a tangle of the silk luxury to keep your grumbling citizens happy, it would be devastating to have your roads between the silk and your capital pillaged. To defend these critical tiles, the mighty Fortress can provide substantial defensive bonuses and bestow the Zone of Control ability to units typically without it. This combination can present a significant deterrent to both the crafty computer opponents as well as the rampaging barbarian hordes that plague the Ancient Era.
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Ancient Era
Author: Jeff Morris
Originally posted by Avault at http://www.avault.com/featured/civ3/index.asp?p=ancient
Of the four eras in Civilization III, Ancient is played with more unique and varied strategies than any of the others. The primary reason is that players at this phase are engaging in unopposed land acquisition, something that is very uncommon in the last half of the game. With this land grab mentality, players need to balance the short-term erosive effects of settlers on their population with the need to build and grow their way out of this era.
A wonderful shortcut is the Great Library. Those with conquest on the brain may choose to avoid the advances that lead to this Great Wonder (Alphabet, Writing, and Literature), but do so at enormous risk. The Great Library actually rewards players with civilization advances that at least two of their known competitors already have. On higher difficulty levels, the production bonuses given to computer-controlled civilizations often mean players are constantly trailing in the research game. With the Great Library wonder, you can never fall all that far behind.
While on the subject of wonders, it's important to realize the cultural benefits of Ancient Era wonders. These structures can often become the most potent culture point generators simply by the fact that they'll stand the longest. All Ancient Era wonders have the penalty of being obsolete sooner or later, but their cultural contributions will only continue to grow. Depending on your preferred method of victory, you may find yourself building Great Wonders that you have little interest in, only to reap the compounding culture they'll provide.
The Ancient Era is the only era that offers two advance enabled government types: Monarchy and the Republic. Depending on your civilization, one may be significantly easier to research than the other. The Japanese and Aztecs (both enjoying Military and Religious Civilization Strengths) start with two of the required four prerequisite advances for Monarchy (Ceremonial Burial and Warrior Code). Selecting either of these civilizations can cut your time to Monarchy in half. Monarchy allows for a large military, the ability to pay for hurried production, and the use of military police. The Republic has its advantages as well, and if research is your game, the increased commerce generated by this government type can accelerate advances.
The swordsman is by far the most effective, non-civilization specific combat unit in the Ancient Era. Those with the lust for battle should begin to research Iron Working as soon as possible. Once researched, if you're lucky enough to actually have a local source of iron, you can begin the military campaign of your dreams. This is especially true should you be playing either the Persians (whose Immortals have the highest attack strengths of any Ancient Era unit) or the Romans (whose Legionary defend with the strength of the Middle Ages Pikeman). If you don't have local access to Iron, now would be a great time to start trying to secure it. If you've researched the Writing advance, you can possibly secure Iron through trade. Otherwise, start to amass your primitive spearmen and archers, and then take the Iron from a rival. In short, civilizations wallowing in the Ancient Era can be divided into two categories: those with swordsmen and those without.
Another critical advance in the Ancient Era is Construction, which is useful for enabling the building of the Aqueduct and Coliseum city improvements, as well as the Fortress. In Civilization III, it's just as important to defend your territory as it is your cities. If you were depending on a tangle of the silk luxury to keep your grumbling citizens happy, it would be devastating to have your roads between the silk and your capital pillaged. To defend these critical tiles, the mighty Fortress can provide substantial defensive bonuses and bestow the Zone of Control ability to units typically without it. This combination can present a significant deterrent to both the crafty computer opponents as well as the rampaging barbarian hordes that plague the Ancient Era.