Hiya
I've just finished my first CivIII game in ages (played a few other games, but got bored at the end and never finished!).
Anyway, in this game I was going for a Spaceship, made friends with the Sumerians (who had been nice to me from the start), smashed everyone else, and then, 1 turn away from completing the Stasis Chamber (the last spaceship component) - bloody Cultural Victory in 1878! I must remember to turn that option off at the start, along with Domination. Sure, I could have sold all my cultural buildings and whacked the lux slider up to cheer up the miserables - but I'm too much of a builder to do that!
I'm playing on Warlord, maybe I should notch up to the next level next time.
Anyway, here are a few late-game-related questions:
1. Is it possible to completely eliminate pollution? Seems that some cities have two "death-poison" symbols that can't be got rid of, even with the full kit of Recycling Centre + Tube Trains. And as I don't need to tell you, pollution is a PITA. Easy to deal with with my army of 132 workers/slaves, so global warming isn't the issue - but oh God the boredom of shifting them all around!
2. What do Courthouses actually DO? They seem to have a pretty pathetic effect.
3. I dealt with corruption by inducing WLKTD everywhere. I read that this only affects waste (shield corruption) as opposed to corruption (trade corruption) - but does the city display actually change to reflect this, or does it show the base level of waste? I ask because WLKTD didn't seem to have any visible effect (but maybe this is because I had such a huge empire that I wasn't paying attention). WLTKD doesn't have a clear indication in the city display (only the fireworks visible on the map) - or am I missing something? I use CivAssistII to help with this, but as it relies on savegames it's often just one turn out of date.
4. Does starving (or rather, eating up food from the Storage box, not actually starving - so city has a red number, but doesn't actually shrink) prevent WLKTD? After Longevity, it becomes very hard to manage cities so that they're stable, rather than growing by 2 and then starving.
5. What is the point of the "minimum number of turns to research" setting? (Usually 4 turns). In the late-game, waiting around and building innumerable Hospitals, REcycling Centres and Tube Trains while the propellerheads figure out e.g. Robotics is another PITA.
6. Assuming you're not going for a Diplo or Conquest victory, what do you DO in the late game? I had most of my cities fully-tooled-up with Factory/Hoover/Recycling/Mass Transit, and financial, scientific and happiness buildings up the yingyang, and was left with just building innumerable Mech Infantry, which I'd use to disband Infantry wherever something "important" (usually a pollution-reducing improvement) was under construction. This is pretty boring. There's always Wealth I suppose, if only to prevent that "construction completed" popup.
Maybe I need more of a challenge...
!
I've just finished my first CivIII game in ages (played a few other games, but got bored at the end and never finished!).
Anyway, in this game I was going for a Spaceship, made friends with the Sumerians (who had been nice to me from the start), smashed everyone else, and then, 1 turn away from completing the Stasis Chamber (the last spaceship component) - bloody Cultural Victory in 1878! I must remember to turn that option off at the start, along with Domination. Sure, I could have sold all my cultural buildings and whacked the lux slider up to cheer up the miserables - but I'm too much of a builder to do that!
I'm playing on Warlord, maybe I should notch up to the next level next time.
Anyway, here are a few late-game-related questions:
1. Is it possible to completely eliminate pollution? Seems that some cities have two "death-poison" symbols that can't be got rid of, even with the full kit of Recycling Centre + Tube Trains. And as I don't need to tell you, pollution is a PITA. Easy to deal with with my army of 132 workers/slaves, so global warming isn't the issue - but oh God the boredom of shifting them all around!
2. What do Courthouses actually DO? They seem to have a pretty pathetic effect.
3. I dealt with corruption by inducing WLKTD everywhere. I read that this only affects waste (shield corruption) as opposed to corruption (trade corruption) - but does the city display actually change to reflect this, or does it show the base level of waste? I ask because WLKTD didn't seem to have any visible effect (but maybe this is because I had such a huge empire that I wasn't paying attention). WLTKD doesn't have a clear indication in the city display (only the fireworks visible on the map) - or am I missing something? I use CivAssistII to help with this, but as it relies on savegames it's often just one turn out of date.
4. Does starving (or rather, eating up food from the Storage box, not actually starving - so city has a red number, but doesn't actually shrink) prevent WLKTD? After Longevity, it becomes very hard to manage cities so that they're stable, rather than growing by 2 and then starving.
5. What is the point of the "minimum number of turns to research" setting? (Usually 4 turns). In the late-game, waiting around and building innumerable Hospitals, REcycling Centres and Tube Trains while the propellerheads figure out e.g. Robotics is another PITA.
6. Assuming you're not going for a Diplo or Conquest victory, what do you DO in the late game? I had most of my cities fully-tooled-up with Factory/Hoover/Recycling/Mass Transit, and financial, scientific and happiness buildings up the yingyang, and was left with just building innumerable Mech Infantry, which I'd use to disband Infantry wherever something "important" (usually a pollution-reducing improvement) was under construction. This is pretty boring. There's always Wealth I suppose, if only to prevent that "construction completed" popup.
Maybe I need more of a challenge...
!