LK172, Civ=France, CCM3, just win

Mongolia didn't die when I took there last city. I had to kill a stray settler. I'm sure Nubia has a settler somewhere.
 
One reason I like having a spy with any civ we are at war with is because you can steal plans just before/after the last city is gone. If it succeeds you can find the settler, though I am not sure if you keep your spy if the civ relocates. I suggest always making the attempt to plant a spy and check F3 for a settler before taking a last city. Sometimes you can get to the settler and kill it first - this happened this game in fact where I crossed a desert just to get it.

Edit: Looks like I am wrong about after. We can't get Nubia's plans.

Final edit: Nubia has a settler on a boat in the middle of the ocean. Was able to find it from when they still had a city. I don't think any civ will regenerate with the lands so full.
 
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From my post earlier you cannot spy if they don't have the capital so I thought I would organize my thoughts on the steps to find out if a settler exists and is accessible:
1) Steal plans before declaring war can be worthwhile if you have cash as you can plan for the AI counter attack. Check for Settler if you do.
2) Might as well try to plant a spy before declaring war. You get war happiness if they attack you on catching the spy.
3) Attempt to plant a spy on the turn you will capture the last city if you failed before.
4) If you have a spy you can see their troops in F3. Look for the settler.
5) If F3 shows a settler and you have cash, attempt to steal plans. (careful seems to succeed 3 out of 4 on average). I am pretty sure I found the AI settler by clicking on it to go the unit in F3 like you can do with your own troops. You can also zoom out with player disk turned on to find stacks of the AI (by color)
6) Learning about a settler early can help you decide if you need to starve cities or can leave them until the AI is eliminated (planting a spy is sufficient to find this out as mentioned above so cheaper if no settler).
 
I found a weird one. Carthage is *NOT* a coastal city. However, the Harbor of Carthage was built there and there are ships stuck in it.
I think I found an issue with CCM3. That wonder should require a coastal city.

 
I found a weird one. Carthage is *NOT* a coastal city. However, the Harbor of Carthage was built there and there are ships stuck in it.
I think I found an issue with CCM3. That wonder should require a coastal city.

Thank you very much for reporting that issue. :) The problem behind that issue is known, but with the fixes of Firaxis for starting positions of capitals of seafaring civs, the problem that the capitals of seafaring civs are appearing in non-coastal tiles, should appear only very rarely - but here it appeared.

Harbor of Carthage.jpg


The Harbor of Carthage is tied to the palace and in nearly all cases the palace of that civ is in a coastal location. To give it the additional prerequisite "coastal installation" would block that GW (that also triggers the GA for that civ) in beeing built, when the starting location of that civ is on a non-coastal tile. To skip the prerequisite "Palace" for that GW would mean that the "Harbor of Carthage" could be built in any coastal city of that civ, even outside of the city of Carthage.

:think: May be it would be better to rename that wonder to "Cothon" (or something like that) and replace the prerequisite "Palace" by the prerequisite "coastal".
 
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Actually the human player might wander inland with Carthage. It would likely annoy them if they then had boats they couldn't use so play wise coastal is better than palace.

I've often moved 1 or 2 spaces to get a better starting city. I'd be very annoyed to get a bunch of useless ships. It defeats one of the advantages of playing Carthage.
 
A piece of good news:

 
I would suggest that you remove the Bireme production and replace it with safe sea travel.

Looks like Carthage is on a river. In real life that might be good enough to give it a sea port. For example, London has a sea port. The Spanish Port of Seville is an inland Port.
Lewiston, Idaho 465 miles inland from the Pacific Ocean has the farthest inland sea port linked to the Pacific in the USA.
Ocean going vessels can sail from the Great Lakes to the Atlantic Ocean.
 
Unfortunately rivers in Civ 3 are not navigable and a (seldom) start of a seafaring civ even on a not-river, non-coastal tile cannot be excluded.
I think I rename that GW to Cothon and set it to be a coastal installation.
 
The Cothon change seems best to me as well, though I did need to look up the word.
For the correct English spelling, I had to look into the wikipedia, too. :)
Good work on tracking down the lone Settler at sea to get rid of Nubia.
And a very good work of Flintlock, too, as it shows, that his fix of the houseboat bug in C3X, avoiding a freeze of the game, is working well. :)
 
I'm continuing to slowly work through the 10 turns. I have more good news to report:

 
After we learn Radio, maybe we should drop research to zero (0%) and get more gold for rushing troops.
 
After we learn Radio, maybe we should drop research to zero (0%) and get more gold for rushing troops.

Agreed. Radio will be the last tech for serious research. I'll post more thoughts about research later.
With the very painful delay for combat settlers our tactics need to change. The game is effectively over if we make it to a completed thin rail-net with a decent core. It isn't practical to wait the 40+ turns needed to get combat settlers.
 
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What does radio get us? If I recall it kills Town Clocks which is 25% less production.
Tech Radio allows to build the GW ITC, giving a building to each city of a civ that provides an additional cummulative reduction in corruption.

ITC.jpg
 
To give you an idea why this set is taking to long. I will definitely kill 500+ units. With 4 (1 partial) to go, 700+ units is very possible.
As you can tell from the above teasers, a decent chunk of these are from inside cities.
 
What does radio get us? If I recall it kills Town Clocks which is 25% less production.
I think at this point in the game it is getting newly captured or founded cities to a third ring is worth more than the extra shields Town Clocks provide.
When we build the Great Wonder International Telephone Corp. the "free" Telecommunication Office gives our towns 1 extra free culture. Which gets us to a minimum of 8 culture per turn in our new towns, which means we get to 100 culture and a third ring in at most 13 turns.
To give you an idea why this set is taking to long. I will definitely kill 500+ units. With 4 (1 partial) to go, 700+ units is very possible.
As you can tell from the above teasers, a decent chunk of these are from inside cities.
I know that feeling, at least in between turns start going faster not having to watch 100's of foreign troops moving. :D
 
I know that feeling, at least in between turns start going faster not having to watch 100's of foreign troops moving. :D

I'm watching a ton of troops moving between every turn. My warmongering has gone a little crazy.
 
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