MilitaryTips?

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pazza

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Does anyone have any tips to help me with military? I'm played Vanilla Civ 3. I can beat Warlord as the Iroquois, but can never get the tech lead on Regent. It ends up I'm getting bullied around and always have to kiss up to the AI. HELP!
 
Not just military, but if you're falling behind on Regent, it could be because you don't have enough cities, worker improvements, something like that.
 
What Tomoyo said. If you've got a low city count and/or unimproved tiles, you'll fall behind real fast on higher levels.
 
thx guys. i usually work every single tile that my citizen laborers work. here's my order after i build a city. since i'm playing as iroquois i start with a scout

warrior(defense)
settler
settler
worker
 
Maybe you should mix in a granary somewhere there. And maybe you should build one or two scouts at the beginning. You really don't need any military until much later.
 
the only thing i dont like about granaries is that it takes too long and it costs 1 gpt
 
10-15-20 Turns, 1 gpt isnt much, and Granary,IMO, is what makes fast expansion in the AA possible.
 
And the scouts Tomoyo mentioned are essential. You'll be researching on par with the AI, so you need to learn how to trade your techs for there's. This will help you develop a tech lead or tech parity.
 
pazza said:
the only thing i dont like about granaries is that it takes too long and it costs 1 gpt
If you find that it takes too long, try chopping a forest to speed it up. Also, the 1 gpt will be made up by double growth easily.
 
pazza said:
the only thing i dont like about granaries is that it takes too long and it costs 1 gpt
In the early game food is king. 1 gpt for doubling my growth? I'd gladly pay 2!!! 60sh is a big investment initially but it pays off IMHO.

Perhaps you could play the same game twice for a reasonable number of turns to see what difference it makes.
 
In addition I've noticed that, if a worker is developing the tiles around where the granary is being built and more citizens are being born to work those tiles, the number of turns to build the granary decreases faster than 1 per turn. Correct me if I'm wrong, but this seems particularly true of your first granary in your first city.
 
That's because the granary costs more shields, and 60/(x+1) is more likely to round to a lower number than 60/x than something like 20/(x+1) than 20/x.

EDIT: Uh... I think that's grammatically correct... :ack:
 
WHat I do wonder is when I make a game wiht a non-expansionist civ, I usually make 2 Warriors and my gpt increase by +1gpt. :confused:
 
WHat I do wonder is when I make a game wiht a non-expansionist civ, I usually make 2 Warriors and my gpt increase by +1gpt.

Presumably this is when you are initially building units @ 2 sheilds/turn (eg working a bonus grass) and in a city with no food bonus (ie food growth also @ 2/turn). This means that your second warrior coincides with your population growth so that now you have two citizens working tiles. I doubt whether you wil have roaded both tiles that your citizens are working but if they are commerce tiles with a base value above 0 (eg river tiles, lake tiles, tiles with certain luxes), which is not that unlikely, then that extra citizen will mean extra income. The fact that this coincides with a warrior build is just coincidence due to the rate of food collection and shield production! If you tried the same situation with a grass cow on your 8 tile initial city area, you would find that your income increased earlier-after 7 turns or earlier if you also irrigated the cow as your first worker action.

If this does not work for expansionist civs, it will be because you had popped some huts by then and had got extra settlers and/or warriors in play (or if none of your expansioist starts are by rivers). If you had extra units in play from a goody hut, then you could be exceeding your unit support, which is four units per settlement in despotism. For example if your scout had popped a warrior from a GH, the second warrior build would be creating a fifth unit (3 warriors, 1 scout, 1 worker). This fifth unit must be paid for but your income remains the same as before as its build (-1gpt) coincides with an increase in income due to population growth (+1gpt).

As you can see this is just me guessing as to what is happening but what I can assure you is that the reasons behind your observations are based upon other factors. You certainly do not earn cash for building warriors, not that this is what you were suggesting of course.

You can find out about your cash flow by using F1. It shows your total income and expenditure due to things such as taxes, unit support, deals with other civs, corruption, etc. The information below the top strip details what is happening at an individual city level. F3 shows your military and includes how many units you have, how many you are allowed and the resultant unit cost. Zooming in on individual towns shows you what each citizen is doing to contribute to your towns production in terms of food, shields and commerce. The latter is often overlooked by many players who then wonder why they are falling behind in tech!

Sorry for the boring response. I could carry on for ages about this but I can see your eyelids drooping so I'll stop now. I suggest you look out for the changes in F1 details when your first city grows in pop from 1 to 2. The answers will be in there somewhere!
 
thanx for the tips. does that mean i should choose an agricultural civ like the celts so i can grow faster than other civs?
 
Granaries and the need the main reason that the Pyramids are one of my favorite wonders--a food supply boost (the equivalent of a granary) for every city connected to it by road.
 
@pazza: Agri is my favourite trait, I believe that overall it is the most powerful but I would not always play with it. If you are struggling on a new level you might want to try an Agri civ first though.

@Desertsnow: Are you sure that the road part is a requirement?
 
AnsarKing101 said:
I can answer that question. No.
I didn't think so but I didn't have access to a civ machine at the time of posting.
 
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