Monarch -> Emperor

Franks

Warlord
Joined
Sep 28, 2002
Messages
159
Hi everyone,

This is my first post on this forum and I want to let you know that my english is not exellent so sorry for the errors.

I have been playing Civilization III for about 3 months and I am now playing on Monarch difficulty. The problem is that I'm getting tired of Monarch, it's too easy for me now, but Emperor is too hard, I can't expand as I want and I always get kicked off in the tech/wonder/military race.

I aslo want to tell that I'm not a warmonger, in most of my games I have 8-10 cities and I win by Space Ship victory (This is my favorite type of victory)

I would appreciate to get some tricks or strategies from you guys to help me win on this difficulty level.

Thank's for reading =)
 
At higher difficulty levels, unless AI civs do a lot of fighting themselves, they will expand/build/research extremely fast. You need some serious luck to beat them by peacefully building alone. An ancient-middle age war is almost mandatory. An early war will let you 1. claim more territory to build a strong economy later 2. claim more luxuries and resources 3. claim key great wonders (that is you can not build it on your own) 4. slow AI civs down.
 
Franks,

TZ (acceptable abbreviation?) is right, warmongering is pretty essential. If you don't want that route, you need to think about the other ways to gain critical advantage... I'd probably focus on gaining a series of "branch tech leads." Research what the AI civs DON'T; gaining a partial tech lead, and selling the tech to ALL civs in one turn, can be very powerful. There is no spoon.
 
Franks,

You might try a one city game on Monarch (20,000 culture in one city). Some techniques for building wonders quickly may help with a small empire on Emperor. Sounds like you are on the razor, that with a few more wonders you can win on Emperor.

Another idea is to keep checking the diplomatic screen for slugout wars. A peaceful player can make a ROP agreement with a weaker nation and plant settlers down as the weaker nation loses cities in a war. This is a way to expand without going to war so you can compete in the later stages. Eight to ten cities may not be enough to keep up with tech on Emperor difficulty on a standard map. Double that number may be enough, if they are decent cities.

Trade is something that most Monarch level players can improve. Buying a worker early is a huge boon, though many see this as an exploit. You have to keep checking the trade screen to do this, because the AI can only sell when the worker is in the capital. A player with a small empire can often get favorable trade rates for luxuries and resources and act as a middle man trading to the large empires at a profit.

There are plenty of articles about how to expand early. If you are being cut off from land on Emperor level, you probably can measurably improve your early game with some practice. Some tips are an early granary, and using the luxury slider instead of, or in addtion to military police. For the granary, max benefit is to get the population to increase exactly one turn after the granary is complete. Timing the granary optimally can improve a player's initial expansion by 20% to 50%.
- Bill
 
Emperor and Deity hone your game into a pure style. There is no room for waste.

If the AI can research cheaply, then buy tech and don't research yourself.

If the AI has more cities, and they will, your cities need to put out more military units per city or you are going down the tubes. To me, this means cutting out culture buildings early.

Diplomacy is a key to these levels. Keep the AI from ganging up on you and keep the AI at war with each other and you will be a winner.

Basically, the game becomes a survival test before the industrial era. After the industrial era, you are often in the driver's seat. But, can you get that far??

Humans are better at fighting than the AI. There is really no choice. If you want to beat higher levels consistently, you must play to your human advantages. The proof of this is the occasional proud display of a peaceful win at higher levels on these boards. Such wins are rare. Don't waste your time at first on such an attempt.
 
I've just finished my first game on Emperor difficulty with the French =)

I was located on a continent with the Russians and the Zulus, since the Russians were close to me I declared war and I wiped them with Swordsmans, I got one leader from this war and I used it to hurry Forbidden Palace in Moscow. Everything was going well exept the fact that I was not knowing any other civs and the Lighthouse had aldready been built by the Persians. When the Persians made contact with me, I and the Zulus were far behind in tech but I had enough luxuries and gold to follow.

When I had Knights, I declared war on the Zulus but failed to wipe them, I only got 1 of their cities and then signed a Peace Treaty. The great thing in this is that this gave me another leader that I used later for The United Nations.

I started to reseach myself since I was making 500+gpt in the Industrial Age and since then I sell techs to the AI and this give me a great ammount of money!

It is 1816 AD, I have 25 Cities, 16224 Gold (+523 per turn). My Science reseach rate is 90%, Luxuries rate 10% and the last part of the Space ship is ready in one turn.

PS: I got +736 Gold per turn from other civs. I love selling techs! =)

I think that I am ready for another game on Emperor, hope I will do well!

Thanks again
 
Franks,

Sounds like you are improving in teh game play but one thing you posted may be an indicator of absolutely horrible technical strategy.

You said that a war in the early middle ages with kingths was lucky enough to give you a great leader and then you saved that great leader for over 1000 years to build the UN.

This is generally a horrible technical error because when you have a great leader you are blocked from ever getting another great leader until the previous leader has been used. You basically block yourself from any possible chance at an additional leader.

I just completed an emporer game where I had 26 great leaders from a non-militaristic civ all prior to the discovery of factories.

Also having gold in the bank is almost of no value. Spend it to do something and get the game over with earlier and with a higher net score. Hording cash may make you feel good but it indicates you may not be allocationg your resources wisely. A good per turn income level on Emperor level in democracy on a standard sized mape is well in excess of 1000 gpt.

Also, what patch version level are you playing at??? With V1.29 the tech research structure has been somewhat shifted and some of your comments about income from the AIs seem a bit our of line with the current research values I am seeing from the AIs on Emperor and Deity.
 
Cracker,

I rarely go to war, this is why I kept the Leader so long. And if someone on another continent was going to declare war on me I would just propably be too lazy to land on the other continent.
Everytime I want to land on another continent War Weariness is too heavy by the time I prepare my forces and move out on the other contitent so I'm obligated to make peace.

For the money I had in bank, since I was getting alot from the AI and they were all furious at me, I was pretty sure a World War was going to explode so I kept my money just to be safe, but maybe you are right, but what should I do with it, hurry buildings, espionnage missions? (I hate espionnage mission except when someone else is going to win the space race because most of the time it fails and they declare war on me) And btw, I was a Republic since Middle Age (I only switch to Democracy when I'm playing a Religious civ or when nobody hates me)

I am playing with the v1.29f patch. Only by selling Fission, I had 250gpt from Persia, 150gpt from Aztecs and 70gpt from Iroquois.

Btw, what did you do with your 26 leaders?! You seem to be a skilled Civ3 player and I'm curious about your strategies =)
 
just a quick comment Franks. You said that you normally have 8-10 cities per game. does that mean that you consistantly play one type of map? perhaps you might try an extreme map (Huge or Small) to try and create new dificulties?
 
Ipris,

I only play on standard maps. I think small maps are kinda boring, since there is only 4 civs. I never tried Huge maps but I'm sure I would not like them, too much corruption :|
 
Franks,

I think you have to look at GLs as a pile of gold that you can spend in a couple of ways. If you hold that pile of gold in a shoe boxe for 1500 yers you are losing value plus you are excluding any possible chance of getting an additional leader; both options are bad outcomes in my book.

What to do with the first leader is always a debate and that usually breaks down to the Army+HE route vs the quick FP route. There are trade offs for both options. You had already used your first GL for the FP so that sort of makes that debate a moot point.

Your choice to hold your second GL for the equivalent of two whole eras and over 1500 years is always a bad decision in my book. In the interim period you had the option to use the GL for an immediate pop into Smith's, TOE, Suffrage, Hoover, or any one of about 12 other build items. Using a Great leader to build one of the global or continental effects wonders in a bogus corrupt frontier town that is still safely away from sneak attack by enemies allows you to save the production in your core for other uses. You may have gotten these wonders anyway but they would have come at the cost of shield production plus a latter completion.

You'll have to do the math yourself because I can find absolutely no valid strategy for holding the GL for the length of time you chose to hold the leader. Every other option that you could of chosen including building a university in a coastal city near your core would have yielded a higher benefit in your game. Not only did you have to pay a unit of gold per turn to store the leader for over 150 turns, you also forfeited any benefit that would have been gained by having the other rushed wonder 30 or 40 turns earlier.

Note that we are not talking about foregoing the option to build the UN on the same turn as you discover Fission because I would pre-build it with the palace if I had no access to a fresh GL during that period.

On the topic of using 26 Great Leaders in a game:
Wonders are always nice. I used GLs to instantly build:
The Heroic Epic
Forbidden Palace
The Great Library
Sun Tzu's
Sistine
Leonardo's
Copernicus*
Bach's Happy Temple
Newton's*
Smith's (adds about 100 gpt to the economy from free harbors, markets and banks.)
Magellan's
Wall Street
Pentagon
Military Academy*
TOE

with the exceptions of the wonders marked with an asterisk, most of the wonders can be built almost anywhere on a continent and have the same effects. Some effects are even global, so Smith's on a one tile island is still a great deal.

I am not a strong supporter of armies as a substitute for fast mobile forces but they can be a great breaker for strong units fortified in hill town when all else would fail. At one point I had six armies with only two or three units loaded into them when they had a capacity of 4 units. Two elite cav units that already have the asterisk from producing a GL make a great strike force unit in an army. I was not using these alot but they made me feel good.

I had two empty armies that were from GLs and 3 armies produced from the Military academy that never even had a unit loaded into them before a disbanded them to rush a university somewhere. Sometimes when you are attacking it is not possible to get the GL back to a town right away and in that case, building another army may be the best choice.

In most games, you will find two or three great city locations that are on a point of land that can support a full pop of 12 entirely on water. The problem becomes shield production to buiild improvements to support the population in the mid game. A university in a coastal town that only produces 2 shields but that produces 36 raw gold units can convert that city to science powerhouse.

In the 26 leader game, I strategically built some universities with GLs when no other wonders were available.

For the excess cash, invest it in something. Anything in your treasury in excess of 1000 gold is just growing mold in your coffers. Coastal cities near your core will often provide the greatest ROI for added banks and universities that otherwise might take 30 or 40 extra turns to complete.

Don't be too rigid in your assessment of what might be the cause of problems you have encountered in your current style of play. Your decision to avoid Democracy and difficulties with war weariness are all functions of how you currently approach the problems set before you and I assure you that they are not necessarily the correct approaches to succeed in many circumstances.
 
Cracker,

Thank's for the tips, I will try to be more productive next time, I should start an Emperor game with India =)
 
Franks:
I am curios on how you out research AIs in Emperor. I have been playing emperor for a while and the only way to keep up is to constantly buying AI's techs. The max I could get is 6 turns per tech under democracy with 50 fully loaded cities in a large map.
 
Franks,

Why don't you download and play the Civ3 Tournament Game number 3-1 for the Elite division. The game is till open for submission if you would like to finish the game and it is India on Emperor. The advantage of playing the game will be that you can finish the game and then look at the spoiler threads to see how other people approached the same problems. (can be very beneficial to compare notes with otehr active players.)
 
Hades,

I may have been a bit lucky in this game, since the AI never stopped of being at war, and I was the center of commerce. I was selling 2 luxuries to each AI (Zulus, Aztecs, Iroquois, Persians) and Greece but Greece has been eliminated by Persia in the Industrial Age. I also had a library/university/research lab in each of my productive cities + most of science wonders.

Sincerely, I am surprised myself!
 
Oh! I will need to read some tips on winning a game by culture, I never won a game by this type of victory.
 
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